Services

Browser games for brands

A browser game is the rarest thing in marketing: something people choose to open twice.

There's no app store review and nothing to install, so nobody sits through a 200MB download. It's a URL. It opens and plays on any phone, and you can share it in a text message.

We have shipped five

We didn't invent this service line for a pitch deck. Five games are live and playable right now, and three of them were built for clients:

  • PairPlays (client) is a daily wine pairing puzzle with a 20-level progression and a 690-bottle catalog behind it.
  • PourPlay (client) is wine education built as play instead of a course.
  • PairPlay Slice (client) runs thirty themed levels of deliberate practice that train a pairing instinct, with no glossary to memorize.
  • NewsFlip is a daily media-literacy game. You get three headlines, and one of them is real. There's a new round every day.
  • Vistazo is a visual-search arcade in thirteen languages, with 569 collectable objects and one daily puzzle for the whole world.

Go play one. That's the portfolio.

What a brand actually gets from this

First, there's time on site that isn't a lie. The figures we've seen put a game session at two to six minutes of real attention, and a landing page at eleven seconds.

Then there's a reason to come back. The daily-puzzle format (one round per day, a streak, a shared score) is the most durable retention mechanic on the web right now, and it works because it respects the player's time.

The sharing is organic. People share a score. Nobody shares a product page.

And you get first-party data. A player who comes back for a streak will give you an email address. That's a permission-based list you own, with no platform in between.

What we build

  • Daily puzzle games with one round a day, streaks, and shareable results
  • Product-education games that teach whatever your customer needs to understand before they buy
  • Short, high-polish campaign games tied to a launch or a season
  • Multilingual games, like Vistazo, which ships in thirteen languages from a single build

All of it is web-native. We build in HTML, Canvas or WebGL without the bloat of a game engine, and if you want a home-screen icon, the game installs as a PWA with no app store involved.

How long, and what it costs

A campaign game typically takes 6–10 weeks. A daily game with accounts, streaks, and a content pipeline behind it takes 10–16 weeks, because the pipeline is the real product.

Budgets typically run $8,000 to $25,000. Two things drive the number: how much original art the game needs, and whether it needs a backend for accounts and leaderboards. Details are on the pricing page.

Common questions

Do people actually play brand games? They play the good ones. A game with a thin mechanic and a logo on it gets closed in ten seconds. That's why we spend the first phase finding out whether the mechanic is any fun, before anyone designs a screen.

Does it need an app store? No. That's the entire point. It runs at a URL, and if you want the icon, it can be installed to a home screen as a PWA.

Who hosts it and what does that cost? It deploys to your Vercel or Netlify account. A game without a backend costs approximately nothing to run. One with accounts and leaderboards needs a database, which typically costs $0–$25/month at the scale most campaigns reach.

Can we run it as a campaign and then take it down? Yes, and many games should be. A campaign game with an end date is a legitimate format. If a game deserves to stay up for good, we'll tell you.

Can it be bilingual? Yes, and it can go further than that. Vistazo ships in thirteen languages from one build, because the puzzle is a picture, and a picture doesn't need translating. Doing this well is a content architecture decision you make on day one. A translation pass at the end won't get you there.

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