BLACKPEAK INTERACTIVE

We build one mobile game and we run it ourselves — 60fps on the phone you already own, one save across every screen.

  • Mobile game studio
  • Live-ops in-house
  • Cross-platform play

What we actually build

Tuned for mid-range Android first

Frame budget set on the phones most players own, not on the flagship in the office. Install, open, play — no shader stutter in the first minute.

One save, every screen

Cross-platform progression: put the phone down mid-run, pick it up on a tablet or desktop and the run is still there.

Content on a calendar

Seasons, events and new levels are planned as dated slots and shipped in them — the roadmap is a schedule, not a wish list.

The team that ships it runs it

Designers, engineers and live-ops sit in the same room, so a balance complaint on Monday is a patch note someone owns, not a ticket in a queue.

Patch notes that explain the why

Every change lands with the reasoning next to it — what moved, what it was breaking, what we watch next.

Accounts and data handled plainly

Sign-in exists to carry your progress between devices. Nothing else rides on it, and the privacy page says so in short sentences.

Ways to work with us

Tell us which one you are after in the form and we will answer in that language.

Most asked

Co-publishing

You have a build and a hook; we put the store page, the soft-launch plan and the live-ops machine around it.

  • Soft-launch plan and market picks
  • Store page copy, icon and trailer cut
  • Season and event calendar
  • Split and rights agreed before work starts

Live-ops partnership

Your game is live and the calendar is empty. We take the seasons, events and balancing cadence.

  • Dated season slots
  • Event design and rewards pass
  • Balance reviews with published notes
  • Handover docs your team can run alone

Cross-platform build

One account, one save file, phone to tablet to desktop — the part most teams bolt on too late.

  • Shared account and progression layer
  • Input and UI passes per platform
  • Performance budget per device tier
  • Migration path for existing players

Playtest cohort

For players: early builds before release, and a direct line to the people who made them.

  • Access to pre-release builds
  • Feedback threads read by the designers
  • Credit in the game for accepted reports

Scope and terms are agreed per project — nothing on this page is a quote.

From first message to a build in hands

  1. Send the brief

    Two lines is enough: what the game is, what platform it lives on, and which of the four cards above you are pointing at.

  2. Teardown call

    We play what you have, or show you what we have, and say out loud what we think is strong and what is going to hurt.

  3. Scoped plan

    You get a written scope: the work, the order, who owns what, and the dates the first builds land on.

  4. Build and soft launch

    Short milestones with a playable build at each one. Nothing gets shipped that the team has not held on a real device.

  5. Live and running

    Season calendar starts, patch notes start, and you know months ahead what the next content slot is.

From the playtest threads

★★★★★
I filed a report about input lag on my three-year-old phone and got a reply from someone who had clearly opened the same device. Fixed in the next build.
Marcus
★★★★★
Started a run on the bus, finished it on the desktop the same evening with the same save. That alone is why I kept playing.
Aina
★★★★☆
The patch notes explain why things changed instead of just listing them. I do not always agree, but I always understand it.
Devon
★★★★★
Content actually turns up when the calendar says it will. After a few live games that went quiet, that is a low bar they clear every time.
Priya

Talk to the studio

Publishing, live-ops, a cross-platform build or a seat in the playtest cohort — start here.

  • A producer from the studio reads it, not a contact centre.
  • You get questions back, not a brochure.
  • First step is a call and a playable build link.