GAMATRONIC

Game & Android app studio · Riga, Latvia · est. 2017

Games and apps
that survive
Google Play.

We take mobile games and Android apps from a one-page idea to a live Play Store listing — engine work, art, store compliance, and the LiveOps grind that starts the day after launch.

6.42M
lifetime installs

across all live titles

4.62
avg Play rating

weighted by review count

23
titles shipped

games and utility apps

11.4%
median D30 lift

after our LiveOps handover

Neon Drift Kartel — Arcade racerTiny Foundry — Idle factory builderHex Hollow — Roguelike deckbuilderShift Ledger — Work time trackerSprout Meter — Habit trackerUnity 6Godot 4Kotlin + ComposePlay Billing 7Soft launch in 3 markets60 fps on entry-level devicesNeon Drift Kartel — Arcade racerTiny Foundry — Idle factory builderHex Hollow — Roguelike deckbuilderShift Ledger — Work time trackerSprout Meter — Habit trackerUnity 6Godot 4Kotlin + ComposePlay Billing 7Soft launch in 3 markets60 fps on entry-level devices

What we do

Six disciplines,
one release pipeline.

Design, engine work, Android engineering, art and store operations sit in the same nine-person studio. Nothing gets thrown over a wall to a vendor you never meet.

How engagements work
01

Game development

Concept to live Play Store listing

02

Android app development

Kotlin, Compose, offline-first

03

Play Store release & policy

The part that rejects builds at 2am

04

LiveOps & monetisation

What happens after launch day

05

Porting & performance

Steady frames on cheap hardware

06

Art & store assets

In-house, not outsourced

How a project runs

Five stages. A playable build at the end of every one.

012 weeks

Scope sprint

Paid discovery. We come out with a build plan, a risk list, a milestone budget and a written technical approach you can take anywhere — including to another studio.

024–6 weeks

Playable prototype

One vertical slice on real devices, not a slide deck. If the core loop is not fun here, we say so before anyone spends production money.

033–9 months

Production

Two-week sprints, a playable build at the end of each one, and a shared dashboard for scope. Art, code and economy work run in parallel.

046–10 weeks

Soft launch

Open testing in three secondary markets. We instrument retention and funnel, then fix what the data says rather than what the meeting says.

05Ongoing

Scale & LiveOps

Staged global rollout, then the content calendar, event tooling and monthly reporting. Or a clean handover to your team with documentation and a training week.

Unity 6Godot 4KotlinJetpack ComposeC#C++Kotlin MultiplatformPlay Billing 7Play Asset DeliveryFirebaseAdMobGameAnalyticsRoomSQLDelightKtorGitHub Actions

Clients

They inherited a build two other teams had given up on, told us honestly which half was salvageable, and had it live on Play in five months. The save-corruption bug that was killing our reviews was gone in the first sprint.

Marek Dvořák

Product lead, Kettlefish Games

The scope sprint alone was worth the money. We walked in wanting a battle pass and walked out understanding that our retention problem was in the first ninety seconds of the tutorial.

Tomás Aguirre

Founder, Hearthbound Studio

Our Play listing had been rejected three times over data safety before GAMATRONIC took the release over. It passed on the next submission and every one since.

Nadia Farrukh

Head of mobile, Dala Mobility

Next step

Tell us what you want on Play.
We will tell you what it takes.

Send a brief — even a rough one. You get a written response within two working days: a rough budget band, a realistic timeline, and whether we are the right studio for it.