Games for mobile devices
Casual games, puzzles and other formats. Design controls, session length and progression around the intended player and device.

Our game development services cover mobile, browser and Telegram games, delivered by Maxarium, a separate development company. We start with the core game loop, test a playable prototype with real players and only then plan full production.
Choose the experience and where it will live.
Casual games, puzzles and other formats. Design controls, session length and progression around the intended player and device.
Browser games and interactive experiences with a clear loading, performance and distribution plan.
A web game launched from Telegram, with player profiles and server features.
Explore Telegram Mini AppsPlayable prototypes, educational interactions and gamified product journeys tied to a specific learning or business task.
We define the rules, controls, progression and the first playable version, then use player feedback to decide what is worth producing.
Before a larger game is built, we agree the visual style, the list of assets and who produces what.
Leaderboards, saved progress, purchases or multiplayer are planned only where the game really needs them.
We test devices, errors and performance, and plan platform review, running costs and the analytics needed to understand players.
A sample prototype brief before expanding art, levels and features.
Simplified example. Final steps depend on your tools.
Choose a tile and connect a route.
Show a valid connection or explain the blocked move.
Introduce one new rule after the core action is understood.
A separate development company that builds apps and games. Monetizator connects the product with marketing, analytics and business automation.
Explore application developmentBoth are games, but they are judged by different numbers, so they are planned differently from the first meeting.
It has to earn from players through purchases, ads or a one-off price. Success depends on whether people come back, so retention, analytics and regular updates matter as much as the launch.
A promotional or branded game serves a campaign: attention at an event, sign-ups, time spent with the brand. It is measured by the campaign goal and usually has a shorter life.
A game launched from a bot or channel as a Mini App. No installation, quick sharing between chats and payments in Telegram Stars, within Telegram’s rules.
We quote after the concept and, for larger games, after the prototype, when the full scope is visible.
A one-screen casual game and a game with levels, progression and an economy are different orders of work.
2D or 3D, the number of characters and locations, animation and music. In many games art is the largest part of the budget.
Mobile stores, browser or Telegram, and how the game must run on older, weaker phones.
Accounts, saved progress, leaderboards, purchases and especially real-time multiplayer.
Updates, events, balancing, moderation and analytics, if the game is meant to live for years.
We’ll quote cost and timing in EUR after a short brief.Discuss a game project
A one-page concept is enough to start: who the player is, what they do every few seconds, why they come back tomorrow and where they will play. Add two or three reference games and say exactly what you like in each: the controls, the art, the progression.
For a branded game, add the campaign goal and how you will measure it. That decides the mechanic more than any creative idea.
No studio can promise a hit. A prototype tested with real players is the cheapest way to find out whether the idea is fun before money goes into art and content.
Practical advice you can use before talking to us.
Maxarium, a separate development company that builds apps and games. Monetizator works with you on the brief and, if needed, on marketing and analytics.
With the core game loop. A small playable prototype shows whether the mechanic works before money goes into art and content.
Mobile, browser and Telegram games. The platform is chosen around the audience and how the game will reach players.
Yes. For marketing games we build the mechanic around the campaign goal and plan in advance how the results will be measured.
From the mechanics and genre, the amount of art and sound, the platforms, the backend and the plan after release. We quote in EUR after the concept, and for larger games after the prototype.
The engine follows the platform and the game: Unity or Godot are common choices for mobile and PC games, HTML5 frameworks for browser and Telegram games. Maxarium confirms the engine in the proposal, together with who owns the source code and the art assets.
Describe the audience, game mechanic, platform and first playable milestone.
The first conversation is free, with no obligation.