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Al Khobar, Saudi Arabia

mobile game development company

A mobile game your players keep coming back to after the first week

You have a game concept, a brand campaign or a training idea that belongs on a phone. We design the core loop, build it for iOS and Android, localize it properly into Arabic, and get it through store review.

8 to 14

weeks from signed scope to a store-ready build

2

languages, Arabic RTL and English, from the first build

2

platforms shipped from one codebase, iOS and Android

iOS and Android buildsCore loop designArabic RTL localizationmada and STC Pay billingIn-app purchasesServer-side save and syncLeaderboards and friendsStore submission supportCrash and performance monitoring

The direct answer

Mobile game development is the design and engineering of a game that runs on phones, from the core loop and art pipeline to billing, backend and store release. It fits publishers, brands and companies that want a game as a product or as a campaign. We build for iOS and Android, localize into Arabic, wire in payments, and prepare each build for store review.

Before and after

What this removes.

The prototype is fun for five minutes

Today

You have a playable demo, but nobody can say why a player would open it again tomorrow.

With the system

A defined core loop, a progression curve and a first-week retention plan, tested on real phones before we scale the build.

Arabic was added at the end and it shows

Today

Text overflows, menus are mirrored wrongly, and numbers and dates look foreign to Saudi players.

With the system

Right-to-left layout, Arabic fonts and local number handling are part of the first build, not a late patch.

Players cannot pay the way they actually pay

Today

Billing only works with an international card, so a large share of your audience never converts.

With the system

Store billing is set up properly, with mada and STC Pay available wherever the platform allows it.

Store review keeps sending the build back

Today

Rejections for privacy, age rating or payment rules cost you weeks, and nobody on the team owns them.

With the system

We check each build against store rules before submission and keep the metadata and privacy answers consistent.

What we build

What lands in your hands.

Core loop and progression

The moment-to-moment play, the reward pacing and the first-week hook.

Cross-platform game client

One codebase shipped to iOS and Android with platform-specific polish.

Backend and accounts

Saves, sign-in, leaderboards and anti-cheat checks on a server you own.

Arabic and English localization

RTL layout, Arabic typography and culturally checked wording.

Billing and store setup

In-app purchases, subscriptions, mada and STC Pay where supported.

Release and monitoring

Store listings, staged rollout, crash reporting and a first-month watch.

In depth

How it works, and what to decide.

How a mobile game is actually built

Every mobile game starts with a loop: the small set of actions a player repeats, and the reward that makes them repeat it. We prototype that loop first, usually in grey boxes, because a loop that is not fun without art will not be fixed by art. Only after it holds up on a real phone do we commit to the art style, the level count and the economy.

Then comes the technical choice. Most projects ship from a single engine, commonly Unity, so one team can release to iOS and Android together. The client talks to a backend that stores progress, runs leaderboards and checks purchases. Putting that logic on a server matters. If the game trusts the phone, the first modified build will hand out free currency and your economy is gone.

Plan on 8 to 14 weeks from signed scope to a store-ready build for a focused game. Larger worlds, multiplayer and 3D art push that out, and we say so at scoping, not halfway through.

Arabic, payments and the Saudi player

Arabic support is more than translated strings. Text has to flow right to left, menus and progress bars have to mirror correctly, and a word that fits in English can overflow its button in Arabic. We test those screens early, with Arabic fonts, and we ask a native reviewer to check the wording so it reads naturally to a Saudi player rather than like a machine translation.

Payments decide revenue. Store billing runs through Apple and Google, and both platforms control what payment methods a player sees. Where a game sells outside the stores, for example a web top-up, we integrate local methods such as mada and STC Pay through a licensed gateway. Spending behavior also matters: many players prefer small, frequent purchases, so we design price points to match.

Data collected from players is personal data. We design sign-in, analytics and any child-directed features to align with the Personal Data Protection Law, and we keep a plain record of what the game collects and why.

Getting through store review and into players' hands

Apple and Google review every release, and the common rejections are avoidable: unclear privacy answers, a wrong age rating, missing account deletion, or a purchase flow that bypasses store billing. We build a submission checklist from each platform's current guidelines and run it before every upload, so the review is a formality rather than a gamble.

We also stage the launch. A soft release to a small audience shows crash rates, load times on cheaper phones and the real day-one retention before you spend on promotion. Fixing those at small scale is cheap. Fixing them after a campaign is not.

After launch you own the source code, the art and the backend. We stay on for fixes and updates under a support plan, and the live-ops and analytics service picks up from here when you want events and seasons.

The delivery plan

Five stages. You sign off every one.

Read each stage as a small contract: what we need from you, what lands in your hands, and the sentence that has to be true before we move on.

01 / 05

Concept and core loop

1 to 2 weeks

We turn the idea into a defined core loop, a target player and a scoped first release.

What you do
  • Share the concept, references and audience
  • Name the revenue model you prefer
  • Pick the platforms and launch window
What we deliver
  • A one-page game design document
  • A scoped feature list for version one
  • A fixed cost and timeline
Exit criteria

We move on when the core loop, the audience and the first-release scope are agreed in writing.

02 / 05

Playable prototype

2 to 3 weeks

We build the loop with placeholder art and test it on real phones to prove it is worth scaling.

What you do
  • Play every build and send honest notes
  • Gather three to five people to test it
  • Decide whether the loop moves forward
What we deliver
  • A playable build on iOS and Android
  • A written playtest summary
  • A go or adjust recommendation
Exit criteria

We move on when testers choose to keep playing and you approve the direction.

03 / 05

Production build

4 to 6 weeks

We build the levels, final art, backend, Arabic localization and billing around the proven loop.

What you do
  • Review weekly builds on your own phone
  • Approve art and wording in Arabic
  • Confirm store accounts and payment setup
What we deliver
  • Weekly installable builds
  • Server-side saves and purchases
  • Full Arabic and English interface
Exit criteria

We move on when the game is feature-complete and passes your acceptance list.

04 / 05

Store release

1 to 2 weeks

We prepare listings, privacy answers and age ratings, then submit and handle review feedback.

What you do
  • Approve screenshots, trailer and description
  • Sign off on the privacy answers
  • Choose the rollout regions
What we deliver
  • Store listings in Arabic and English
  • A submission checklist, completed
  • A staged rollout plan
Exit criteria

We move on when the build is approved on both stores and live to the first audience.

05 / 05

Post-launch support

ongoing

We watch crashes and retention, fix issues quickly and ship updates on an agreed cadence.

What you do
  • Share player feedback and support tickets
  • Decide update priorities
  • Approve each release
What we deliver
  • Crash and performance monitoring
  • Monthly fixes and OS compatibility updates
  • A monthly retention and revenue review
Exit criteria

We move on when the support cadence is running and you know exactly how to reach us.

Buyer questions

Asked before signing.

How much does a mobile game cost to build?

Cost follows scope: the number of levels, 2D or 3D art, multiplayer, and how much backend you need. A focused single-player game costs far less than an online one. We quote a fixed price for the scoped first release after the concept stage, and reprice any change before starting it.

Will we own the source code and the art?

Yes. On final payment you receive the source code, the art files, the backend code and the store accounts set up in your name. The only exception is third-party engine or asset licenses, which stay under their own terms, and we list those at scoping.

Can the game be fully in Arabic with right-to-left layout?

Yes. We build Arabic as a first-class language, with mirrored menus, Arabic typography and numbers handled correctly, and a native reviewer checks the wording. Players can switch between Arabic and English in settings, and both languages ship in the same build.

Where is player data stored, and does it follow PDPL?

We can host the backend inside the Kingdom on a cloud region you choose, which keeps player data local. We design sign-in, analytics and consent to align with the Personal Data Protection Law, and give you a plain record of what is collected.

What happens after the game launches?

We offer a support plan covering crash monitoring, bug fixes, and updates for new iOS and Android versions. If you want events, seasons and tuning based on player data, the live-ops service continues from the same codebase without a handover gap.

Ready to build a game people will actually play

Tell us the concept and the audience. We will scope the first release and give you a fixed price within a week.