What we do

We make our own games. We also help make yours.

Alongside our own titles, 88741.INC takes on a small number of external projects a year. We are deliberately narrow: cozy, character-led games on Apple platforms, built with hand-made art and shipping-grade engineering.

Capabilities

Six ways to work with us

Engagements can start at any stage. Some partners hand us a finished design document; others arrive with a feeling and a napkin sketch.

Concept & game design

We turn a premise into a playable thesis: core loop, economy, progression, and the one feeling the whole game is built to deliver. Delivered as a design document plus a playable grey-box prototype.

2–6 weeksFixed scope

Full-cycle development

A complete team — design, engineering, art, audio and QA — taking a project from prototype through certification. You keep the source, the pipeline and every lesson learned.

6–18 monthsDedicated team

Art direction & production

Hand-drawn characters, tilesets, UI kits and animation. We define a visual language first, then produce every asset against it so large teams stay stylistically consistent.

Style guideAsset pipeline

Apple platform porting

iPad, iPhone and Mac ports done properly: Metal rendering, ProMotion, touch and controller input, Apple Pencil, Game Center, iCloud saves and App Store certification.

iPadOSiOSmacOS

Optimisation & technical review

Frame-time profiling, memory budgeting, battery draw and load-time work on hardware we actually own. You get a written report and a prioritised fix list, implemented or handed over.

1–4 weeksAudit

Live operations

Seasonal content, balance passes, event calendars and player support after launch. We plan a twelve-month roadmap with your team so the game still has somewhere to go.

RetainerRoadmap
How a project runs

Six stages, and no surprises in between

Every engagement follows the same rhythm. You always know which stage you are in, what the next gate is, and what it costs to pass it.

01 — DISCOVER

Frame the feeling

Two weeks of workshops, references and constraints. Output: a one-page creative brief everyone signs.

02 — PROTOTYPE

Prove the loop

Playable grey-box on target hardware. If the core loop is not fun now, we stop and re-frame rather than polish.

03 — VERTICAL SLICE

One perfect minute

A fully finished slice of the game — final art, audio and feel — used as the quality bar for everything that follows.

04 — PRODUCTION

Build the body

Two-week sprints, a playable build every Friday, and a shared board you can read at any hour.

05 — POLISH & CERT

Make it shippable

Accessibility pass, localisation, performance budgets, TestFlight beta, and App Store submission handled end to end.

06 — TEND

Keep it growing

Patch cadence, seasonal events and community support. Most partners stay in this stage for years.

Working together

Three ways to engage

Comparison of engagement models
ModelBest forTypical lengthHow it is priced
Fixed-scope project A defined deliverable — a port, an art kit, a prototype — with agreed acceptance criteria. 4 weeks – 6 months Quoted per milestone
Dedicated team Full-cycle development where scope will legitimately change as the game finds itself. 6 – 18 months Monthly team rate
Retainer Live operations, seasonal content and ongoing support after launch. Rolling, 3-month minimum Monthly block of days

What you always keep

Full source code, art source files and build pipeline, transferred at every gate. No lock-in, no proprietary runtime you have to license later.

How we communicate

One shared channel with your team, a Friday build, and a written weekly summary. Meetings only when something genuinely needs a discussion.

Capacity honesty

We take on at most three external projects a year. If we cannot give your game our full attention, we will say so in the first call.

Toolkit

Boring technology, interesting games

We choose tools we can still hire for in five years. That means mature engines, version-controlled pipelines, and no bespoke editor unless a project truly needs one.

Unity 6 Godot 4 Swift / SwiftUI Metal RealityKit Game Center CloudKit StoreKit 2 TestFlight Xcode Cloud Git / Perforce Figma Procreate Blender FMOD
Case study

Sunny Hollow: Camp Home

Our own debut title, and the best demonstration of what the studio does. Built from prototype to App Store by eleven people over twenty-two months.

  • TargetiPad, iPadOS 16+
  • EngineUnity 6 (URP)
  • ArtHand-painted 2D, ~4,200 assets
  • Frame budget60 fps on A12 and newer
  • SaveiCloud via CloudKit
  • PaymentsStoreKit 2, single unlock

Tell us what you are building

Send a paragraph about the game and where it is stuck. If it is a fit we will reply within two business days with honest next steps — including when the answer is "not us".