iOS and Android
Mobile-first builds tested on the devices merge players use.
A merge game lives or dies in one gesture: a player drags two items together and gets something better. Merge game development is everything that gives that moment weight, from the generators that feed the board and the item chains that reward patience to the orders that give each merge a purpose and the story that keeps players clearing the grid for months. Cobweb Games builds those systems as one economy. You get a playable board with real generation, merging, orders, and save states, then a production plan based on what that board proved.


The board stays the same. What sits around it decides your content budget.
Valid combinations, available cells, full-board behavior, drag feedback, and storage. A full board is where merge games lose players, so we design that state first.
Tiers, cooldowns, and energy costs are held in editable configuration. Balancing is real design work: every chain length and drop rate changes how long a player waits and what they buy.
Orders turn merged items into goals with resource requirements and rewards. Resource sinks keep the economy from flooding once players get good.
Dialogue, characters, renovation states, and a first content milestone. Narrative gives players a reason to clear the next order beyond chasing the next item tier.
Event boards with clear entry, reward handling, expiry, and a clean link back to the main economy. An event that breaks the core economy costs you more players than it brings in.
Readable item families, interface work for orders and inventory, and save and reload testing on every build. Our 2D game art team designs items players recognize at a glance, and game testing checks saves, rewards, and integrations.
Chapters, characters, and dialogue unlock as orders clear. Plan for writing, character art, and a narrative pipeline that keeps pace with your release schedule.
Players restore a space room by room. Every room needs before and after states, decor choices, and art that rewards the grind.
Item chains become ingredients and dishes, and orders become customers. Recipe logic adds a second layer of chain design to balance.
Rare items and sets give players a long-term target. Collection books need careful drop design so completion feels earned.


Are you starting a new merge game, building a prototype, or adding features to a live title? Tell us the platform, your stage, any build or reference links, and your next milestone.


Mobile-first builds tested on the devices merge players use.

Unity game development with board logic and economy values kept in editable configuration.

Local saves, cloud saves, offline play, and server-controlled events are separate decisions. Your feature list decides which ones the game needs.
Economy designers and artists work from the same item list, so a tier-seven item still reads as tier seven on a crowded board.
You agree on the number of chains, items, orders, and story beats before production starts. No open-ended content budgets.
Start a new merge-2 game or add an event board or new chain to a title that is already in the store.
The merge action is instantly understood and endlessly repeatable. Depth comes from what the systems around it ask players to build.
Chains, drop rates, and cooldowns live in data, so your designers can sharpen pacing without waiting for a new build.
Characters, chapters, and renovation goals give players a reason to return that outlasts the novelty of merging.
Event boards bring new chains and rewards into a familiar loop, giving lapsed players a reason to come back.
Energy, storage, and speed-ups create purchase points that feel like help when they are designed with restraint.
New chains, orders, and chapters follow a defined production path, so updates ship on schedule.
Item chains, generators, energy, and orders on paper, with the numbers that connect them. Output: an economy model you can read and challenge.
One board with real generation, merging, an order loop, and working save and reload. This is game prototyping at merge scale. Output: a playable board.
Story, renovation, or collection systems wired to the board. Output: the full loop in one build.
Full chains, orders, and art, balanced and tested on devices. Output: a content-complete first release.
Events, new chains, and content drops scheduled for after launch. Output: a live content roadmap.


Owns chains, generators, orders, and the numbers behind them.
Builds board logic, configuration, saves, and event integration.
Design item families and renovation spaces that read instantly.
Shapes order, inventory, and progression screens through our game UI and UX design practice.
Tests saves, rewards, and board edge cases on every build.

Board logic, drag interactions, and item rendering built for smooth play on mobile hardware.

Economy values held in spreadsheets and data files your designers can read and edit.

Live tuning of drop rates and event settings without a store update, where your scope includes it.

Progress that follows players across devices and survives reinstalls.

Order completion, energy use, and event participation 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.
One board, one representative item chain, a generator, and a small order loop, with save and reload working. It proves the feel and the economy logic. Full content, story, and events come in production.
Yes. To scope it, we need the art and narrative inventory: rooms or scenes, characters, dialogue volume, and how often new chapters will ship.
Yes. Drop rates, cooldowns, costs, and rewards live in configuration files your designers can edit. Changing values remotely without a new build needs a server-side configuration setup, scoped separately.
It depends on the features. A single-player game with local saves can run offline. Accounts, cloud saves, live events, and shared progression all need backend support.
Yes, after we review your saves, reward handling, content pipeline, and main economy. An event board touches all four, so the estimate follows that review.
Cost follows the number of systems, chains, items, art assets, and integrations. Ownership and source code delivery are set out in the written agreement before work starts.











