Christmas campaigns get planned later than they should. By November the good ideas are already booked — and you’re left with a page nobody visits twice.
We build promotional games for brands that need something people will tap, share, or come back to. That might be a simple game in the browser that ships in days. Or a bigger one for iPhones, Android phones, or Steam when the campaign needs more presence.
What we mean by a promotional game
Not a huge multi-year game-studio project. A game with a clear job: launch a product, grow an email list, liven up a shop promo, or keep your brand on someone’s phone for a couple of weeks.
Common shapes:
- A game on a campaign web link — no app store, works on phones (people call this an HTML or browser game; same idea: you play it in the browser)
- A small game dropped into a website or landing page
- An app on the App Store or Google Play when you need it to live on the phone, work offline, or show up in search there
- A Steam download when your audience already plays on PC and the promo should feel like a proper game
The brief picks the platform. Not the jargon.
Start with the outcome, not the tools
You’ll hear names like Unity or Godot — that’s just the software used to build games. You don’t need the deep dive. Before any of that, settle three things:
- Who is this for, and where do they already hang out?
- What should they do after they play — buy, sign up, visit a store, share a score?
- How long does the campaign run, and when does it need to be live?
If it’s mostly phones in a browser, two weeks in December, and you want people on a product page — you probably want a simple web game. If you need people to find you in the App Store, or keep the game around longer, a proper phone app starts to make sense. Steam is for when the audience is already on PC and a downloadable promo fits.
We’ll also tell you when a game is the wrong tool. A quiz, a product picker, or a strong landing page sometimes wins.
Honest timelines
A focused web game can move quickly once the rules and look are clear. Phone apps and Steam need store artwork, review time, and more testing — think weeks, not a Friday in mid-December.
Want something live for early December? Talk to us in October. Mid-November is already tight unless we’re keeping it to a sharp web build.
How we work
Design and build stay with us. One team for how it looks, how it plays, and how it gets delivered — not a pretty deck someone else has to turn into the real thing.
We scope to the campaign: which platforms, how you’ll measure it, hand-over, and what happens in January when the promo needs to come down cleanly.
If you’re planning this Christmas
Bring the audience, the offer, and the deadline. We’ll say what fits, what we can ship in the time you have, and what we’d cut to hit the date.
Start a project — or email [email protected] if you already know the brief.

