Sibadd

We build games people actually finish

What we do

Three things,
done properly

Most studios build the thing and hand you the keys. Most agencies buy traffic for something they had no part in making. We do both, which means the game and the campaign are designed for each other from day one.

01

Mobile games

Concept, art, code and live ops under one roof. Hypercasual prototypes that reach a test build in weeks, or mid-core titles built to hold players for a season and then another one.

  • Unity
  • Unreal
  • Live ops
  • Multiplayer
  • Monetisation
02

Apps

Product apps for startups and brands. We start with a design system so screen fifty looks like screen one, then build something a future developer can pick up without swearing at us.

  • Flutter
  • Swift
  • Kotlin
  • APIs
  • Store launch
03

Growth & ads

Google Ads, App campaigns, Meta and TikTok. We write the creative, run the tests and report on cost per install and cost per paying user. Impressions are not a result.

  • Google Ads
  • App campaigns
  • Meta
  • TikTok
  • ASO
Games & apps

Built to ship,
not to demo

Plenty of studios can make a pretty vertical slice. Fewer can take it through soft launch, store review, a live economy and the eleven patches that follow. That second half is where we spend most of our time.

Genre

Hypercasual & hybrid

One clean mechanic, tested against real traffic before the art is final. We build the prototype, run the creative test and only scale the ones that earn it.

  • Prototype in 3 weeks
  • CPI testing
  • Rewarded video
Genre

Puzzle & casual

Match, merge, idle and word games with an economy that holds up past level sixty. Level design, difficulty curves and the events calendar that keeps people coming back.

  • Level tooling
  • Economy design
  • Seasons
Genre

Mid-core & multiplayer

Real-time and turn-based play on servers we run ourselves. Matchmaking, anti-cheat and a netcode layer tuned for a train tunnel rather than a fibre line.

  • Relay servers
  • Matchmaking
  • Anti-cheat
Under the bonnet

The stack we
actually use

No secret in-house engine you would be locked into. Standard tools, clean repos and a handover pack, so you could take the whole project elsewhere tomorrow if you wanted to. Product apps run the same way, on Flutter or on native Swift and Kotlin, whichever suits the road map.

  • Unity for most titles, Unreal where the visual bar demands it
  • Design system agreed before the build, so new features stop needing a redesign
  • Firebase, PlayFab or a custom backend, whichever the design needs
  • AppsFlyer or Adjust for attribution, wired before launch and not after
  • Git repos in your organisation from day one, never held on our side
  • Store submission, phased rollout, crash monitoring and a support window after go-live
Growth

Buy players,
not impressions

Anyone can spend your budget. The trick is knowing which install turns into a paying user six weeks later, then buying more of those and fewer of the rest. That is the whole job.

01

Google Ads

Search, Shopping, Demand Gen and Performance Max. Account structure rebuilt around what you sell rather than around whatever the last agency left behind.

  • Search
  • PMax
  • Demand Gen
  • YouTube
02

App campaigns & UA

Google App campaigns, Apple Search Ads and the mobile networks. Bidding moves to in-app events as soon as you have the volume to support it.

  • tROAS bidding
  • Apple Search Ads
  • SKAN
03

Social & creative

Meta and TikTok, with the ads made by the same people who make the game art. New variants take days, so a winning angle gets scaled while it is still winning.

  • Meta
  • TikTok
  • UGC style
  • Playables
Store presence

ASO, the
cheapest channel

Every paid click lands on your store page. If that page converts at 25 per cent instead of 20, every campaign you run gets cheaper on the same budget. We work on that page first.

  • Keyword research for the UK, US and any market you are pushing into
  • Title, subtitle and description rewritten around search intent
  • Screenshot and icon variants tested through store experiments
  • Event tracking wired properly, with installs, trials and purchases all attributed
Good fit
  • You have a live app or shop and want the spend to work harder
  • You are launching in the next quarter and need the plan ready now
  • You want your own accounts, your own data and no lock-in
  • You can put a real budget behind it, not a token test
Being straight

When we say no

Paid ads cannot rescue a product nobody wants. If retention is broken, spending more just tells more people about the problem faster.

When we look at an account and think the money is better spent on the product, we say that. It costs us a retainer and saves you a quarter.

How it runs

Four steps,
no mystery

You always know what is being built this fortnight, what it costs and when you can hold it in your hand.

01

Scope

One week to pull the idea apart, agree what ships first and put a price on it. You leave with a build plan and a fixed first milestone instead of a vague estimate.

02

Build

Two week sprints, each one ending with a build on your own phone. Art, code and sound move together so nothing waits three months for a review.

03

Launch

Store listings, screenshots, ASO copy and the tracking setup. We handle review submissions, the day-one patch and the panic that usually comes with both.

04

Grow

Campaigns go live the week you launch. Bids and creative get tuned weekly, and the reporting sits in an account you own, not one we hold hostage.

The studio

A small team
in London

Developers, artists and media buyers sitting in the same room. That sounds like a small detail until you have watched a build team and an ad agency blame each other for a bad launch.

Sibadd started because the split between making a game and selling it never made much sense to us. The people who design the first level are the people who should be writing the first ad. So we kept both under one roof.

We stay deliberately small. Every project has a named lead who is still writing code or still in the ad account, not managing from a distance. If a milestone is slipping you hear it that week, with options attached.

Everything is in English, invoicing is in pounds and contracts sit under English law. For overseas clients that usually removes the two most annoying parts of hiring a studio abroad.

In the studio
  • Unity and Unreal developers
  • Backend and live ops engineers
  • Game artists, animators and UI designers
  • Media buyers across Google, Meta and TikTok
  • One producer per project, start to finish
Questions

The ones
we get asked

How long does a mobile game take?

A hypercasual prototype takes three to five weeks to a testable build. A casual title with an economy and live events sits nearer four to seven months. Mid-core multiplayer runs longer and we will say so at the scoping stage rather than halfway through.

Who owns the code and the art?

You do, in full, from the first commit. Repos live in your GitHub organisation and source art files are handed over with the final milestone.

Can you take over a project someone else started?

Yes, and it happens often. We start with a paid two week audit of the code, the build pipeline and the backend, then give you an honest read on whether to continue or rebuild.

Do you take a percentage of ad spend?

No. We charge a flat monthly fee agreed up front, so our income does not go up when we spend more of your money. Fees scale with the work involved, not the budget.

Whose Google Ads account is it?

Yours. We ask for manager access to an account in your own billing, and if we part ways you keep every campaign, conversion action and piece of history.

What budget do we need to start?

Enough for the platform to learn from. For most app clients that means a few thousand pounds a month at minimum. We will tell you honestly if your budget is too thin to test properly.

How much does a build cost?

Small app builds and prototypes usually start in the low tens of thousands. Live game teams work on a monthly rate. You get a real number after the scoping call, not a range designed to hook you.

Do you sign an NDA?

Yes, happily, before you send anything sensitive. Send yours over or ask for ours.

Start a project

Tell us what
you want to build

A paragraph beats a full brief. Tell us what you want to build or what your ads are doing wrong, and a real person will read it.

Or email info@sibadd.com

By sending this you agree we can hold your details to reply. Nothing goes to a mailing list. Read the privacy notice.

Direct

info@sibadd.com

London, United Kingdom. We answer in UK hours and usually reply the next working day.

What happens next
  • We read the brief and reply with questions, not a sales deck
  • A 30 minute call to work out whether this is a fit at all
  • A written shape of the work, with a price and a first milestone
  • If we are not the right studio, we say so and suggest who is
Careers

No open roles listed right now, but we read everything. Send your work rather than your CV. A build we can play, a reel we can watch or an account you turned around.

Or just email us info@sibadd.com