UK game development for focused indie projects
We are a UK game development company that takes on focused indie projects: mobile, web and PC, from a playable prototype to a released game. Not a hundred-person studio, and not trying to be. What we build well are games one or two people could love and a small team can actually finish.
Everyone who loves games has one they wish existed. Very few people ever get to play theirs. That's the gap we close: you bring the idea - the world, the mechanic, the thing you'd play for hours - and we do the engineering, design, and polish to make it real, with the IP staying yours throughout.
From £6,000· fixed quote before we start
What we bring to your game
Games are the hardest kind of software: part engineering, part art, part feel. We've shipped game systems in production - The Forge, our fitness RPG, runs character progression, XP economies, competitive leaderboards, seasons, and collectible cards for real users every day.
Game design & prototyping
We turn your concept into a playable prototype fast, so you can feel the core loop before committing to a full build.
Progression & economy systems
XP, levels, unlocks, currencies, and rewards - tuned so they're satisfying, fair, and hard to cheat.
Multiplayer & leaderboards
Server-verified scores, tournaments, and social features that keep competition honest.
The right engine for the job
Native iOS, web technologies, or a cross-platform game engine - we recommend what suits your game and budget, not what we feel like using.
Start small, ship something playable
The biggest mistake in game development is trying to build everything at once. We'll help you find the smallest version of your game that is actually fun - the core loop - and ship that first. Then we grow it: new content, new modes, new systems, guided by real players.
AI-assisted pipelines help us move quickly on content, placeholder art, and testing, while the design decisions, the feel, and the final art direction stay firmly human. It's how a game studio experience becomes affordable for individuals and small teams, not just funded studios.
The size of project we're right for
Being specific about this saves everyone time. We are a good fit for a focused mobile or PC game with a strong core loop, a prototype you want built and tested before committing further, a small game with progression and leaderboards behind it, or an existing project that needs senior engineering to reach release.
We are the wrong choice for a large open-world title, a AAA production, anything needing a full in-house art and audio department, or a live-service game expecting hundreds of thousands of concurrent players at launch. If that's your project, you need a studio several times our size, and we'll say so at the first conversation rather than take a deposit.
Platforms
iOS, Android, web and PC. Console is possible through a cross-platform engine, but the certification process is its own project and we would scope it separately.
Engines
Unity or Godot for most games, native iOS where the game is simple and the feel matters most, and web technologies for browser titles. Chosen for your game, not our habits.
Art and audio
We build the game; art and audio are either yours, commissioned from artists we can introduce you to, or licensed. Provenance for every asset is documented so your IP is clean.
Your IP, entirely
The concept, the code, the assets and the store listings are yours. We ask for permission to say we worked on it, and if you'd rather we didn't, that's fine too.
Where AI is used, and where it is not
Games are the one place where the question of AI-generated content genuinely matters to players, so here is our position plainly. We use AI tooling for engineering work: scaffolding, boilerplate, test writing, and the repetitive parts of building systems. That is where the speed comes from, and every line is reviewed and owned by a human engineer.
Shipped art and audio are a different matter. Anything that reaches players is either commissioned from a human artist, licensed with a clear provenance trail, or made by you. We use generated placeholders during development so the game is playable early, and they are replaced before release, not quietly kept. If you would rather we used no generated content at any stage, say so and we won't; it costs a little more time and nothing else.
From prototype to release, in stages
Focused games start from £6,000, and the sensible way to spend it is in stages with a decision point between each. First a prototype: the core loop only, no art direction, no menus, built in two to four weeks so you can feel whether the game is fun before funding the rest. Most ideas change here, and finding that out for the price of a prototype is the entire point.
Then the vertical slice, one polished level or mode that shows what the finished game looks and feels like, followed by content build-out and systems work. Then release: store submission, age ratings, screenshots and listings, which for games carry more requirements than for ordinary apps. Then live operations if the game needs them, which is where hosting and maintenance takes over.
You get a fixed quote per stage and can stop between any two. A game that stops after a prototype nobody enjoyed has cost you a prototype, which is a far better outcome than a finished game nobody plays.
An honest word about scope
If your idea is a sprawling open-world epic, we'll tell you what that really costs rather than pretend otherwise. Most great first games are focused ones - and a focused game by Northbytes, in players' hands, beats an epic that never leaves a notebook.
Common questions
How much does it cost to make a game?
Focused games start from £6,000. A game carries more engineering than a same-sized app - gameplay, content, balancing and feel all take real iteration - which is why games start above our app pricing. Cost scales with scope: multiplayer, live content, and heavy custom art all add real engineering, and a sprawling open-world idea costs what a sprawling open-world idea costs. We'll quote your actual concept honestly, and if the full vision is out of budget we'll show you the focused version that isn't.
I have an idea but no design document. Is that enough?
Yes. Most projects start as a sentence and a conversation, not a document. We'll help you find the core loop, the smallest version of your game that's genuinely fun, and get a playable prototype into your hands fast so you can feel it before committing to the full build.
Read this before you commit
What game development costs in the UK
Prototype, MVP and full-release bands, what drives the number, and a retrospective from our own game.
The Forge
Our fitness RPG: progression, XP economies, seasons and server-verified leaderboards, live on the stores.
App development
If the idea is really an app with game mechanics and not a game, this is the cheaper route.
Hosting for game servers
Leaderboards, multiplayer and live content on infrastructure that copes with launch-day spikes.
Related services
Pitch us your game
Describe the game you wish existed. We'll tell you honestly what it would take to build - starting with a free chat.
Start the conversation