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
- 4.62
- avg Play rating
- 23
- titles shipped
- 11.4%
- median D30 lift
across all live titles
weighted by review count
games and utility apps
after our LiveOps handover
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 workGame development
Concept to live Play Store listing
Android app development
Kotlin, Compose, offline-first
Play Store release & policy
The part that rejects builds at 2am
LiveOps & monetisation
What happens after launch day
Porting & performance
Steady frames on cheap hardware
Art & store assets
In-house, not outsourced
Selected work
Live on Play,
still being tuned.
How a project runs
Five stages. A playable build at the end of every one.
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.
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.
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.
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.
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.
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.”
“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.”
“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.”
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.




