iOS and Android
Mobile-first builds tested for timing and persistence on real devices.
A player taps to produce a resource, spends it on an upgrade that doubles output, unlocks a new operation, and closes the app. Tomorrow they return to a pile of offline earnings and a harder choice about what to buy next. Idle game development is the craft of making every one of those decisions feel worth making. Cobweb Games builds the economy before the world. You get a playable loop with real upgrade math, automation, and saved progress, so you can judge the pacing long before anyone models a factory.


Crop, crafting, and decoration games have their own home on our farming game development page.
Earning, spending, and the line between active taps and automated income. Get this balance wrong, and players either burn out or drift away.
Production rate, capacity, staffing, and unlocks that change how the game plays. Every upgrade should make the next decision more interesting.
Elapsed time, earning caps, persistence, and return-session behavior, including what happens when the device clock changes. The welcome-back screen is one of the most important moments in an idle game.
What resets, what persists, and why the next cycle plays differently. A good prestige loop makes starting over feel like a reward.
Visuals that show output, upgrades, and bottlenecks at a glance. Game animation brings workers and machines to life, and game UI and UX design keeps numbers readable as they grow.
Agreed purchases, boosts, and timed events, with timing and persistence tested thoroughly. We implement the systems. Revenue depends on your game and market.
Players tap to earn, then buy their way to automation. The choice is which upgrade to buy next.
Players run shops, restaurants, or companies, choosing where to invest, whom to hire, and when to expand.
Players build chains of machines, and the decisions are about throughput and bottlenecks.
Numbers grow by orders of magnitude, and prestige cycles decide how far players push before resetting.


Describe the first production loop, upgrade, and unlock. What should happen while the player is away? Add your platform, stage, references, and next milestone.


Mobile-first builds tested for timing and persistence on real devices.

Unity game development with balance values held in editable data.

Local saves, player accounts, and backend services decided by your feature list. Browser deployment is scoped separately.
In idle game development, the economy is the product, so we prove it in a playable build before the art budget is spent.
Systems, resources, and areas are counted in the agreement, so the plan has edges.
The developers who build the economy work with the artists who show it, so every upgrade looks as good as it feels.
Idle games reward a thirty-second check-in as much as a thirty-minute session, which fits how people use their phones.
Offline earnings give players a reason to open the app every day, because something is always waiting for them.
Boosts, speed-ups, and premium upgrades slot naturally into an economy built on growth.
Anyone can tap to earn. Depth arrives gradually through upgrades, automation, and prestige.
New areas, operations, and prestige layers extend the game for months after launch.
Balance values live in data, so pacing improves with every update.
One resource, one upgrade path, and one unlock in a spreadsheet you can review. Output: a balance model.
The model turned into a working loop through game prototyping. Output: a build you can feel the pacing in.
Saves, offline earnings, and return sessions. Output: a loop that survives closing the app.
Art, animation, and UI that show the economy working. Output: a content-complete build.
Balance passes, timing tests, and device checks. Output: a release candidate with documented balance data.


Owns the economy, upgrade costs, and prestige math.
Builds timers, offline calculations, saves, and configuration.
Creates worlds and animations that make production visible.
Keeps resource and upgrade screens readable at every scale.
Tests timing, persistence, and device behavior.

Fast iteration on economy, timers, and UI for mobile hardware.

Upgrade costs, production rates, and prestige math modeled and reviewed before implementation.

Number formats and math built for values that grow far past a trillion.

Progress that persists across devices where your scope includes it.

Session length, upgrade choices, and return rates tracked to guide balancing.
Cobweb was the first studio that asked about our pipeline before they asked about the brief. Every asset they delivered integrated cleanly on the first import. That had not happened before on an outsourced production.
The environment art they delivered had zero performance issues in the build, and the visual quality matched the concept art exactly. No notes from the art director on the first submission. For an external team working from a reference they had not produced, that is not the typical outcome.
From early prototyping through worldwide launch, Cobweb Game drove our indie game from idea to finished product. Their development expertise and detailed feedback helped refine our game design at every stage. Moreover, their professional project management and programming allowed us to realize our vision on an expedited timeline and budget. We could not be happier with the development services or the successful final product.
Cobweb Games has been an absolute pleasure to work with! Their creativity and attention to detail are unmatched. The team was highly responsive to our feedback and delivered a game that exceeded our expectations. We can't wait to collaborate on our next project.
Idle games center on automation and incremental progress. Tycoon games add business-management decisions about where to invest and expand. Many successful titles combine both.
The game records when the player left, calculates eligible production for that elapsed time, applies any caps, and saves the result. Device clock changes need handling to prevent exploits.
Yes. We design the reset trigger, the persistent rewards, and the reason each new cycle plays differently from the last.
Yes. Share the build and your balance data. We separate proposed changes from measured player outcomes so you know what evidence is and what is a recommendation.
One production loop, a short upgrade path, and representative persistence. That is enough to judge pacing before committing to full production.
The number of systems, resources, and areas, art volume, integrations, and how much post-launch balancing you need.











