Available Now · Unity, Unreal, Godot Ready

Game Development Company

UnityUnrealGodotMulti-Platform

Miracuves is a game development company building casual, mid-core and multiplayer games for mobile, browser, PC and console, together with the backend behind them - player accounts, cloud saves, leaderboards and matchmaking. We pick Unity, Unreal Engine, Godot or WebGL to suit the game; custom game work starts from $3,699 depending on the work and typically takes 2-8 weeks, with 100% source code ownership from day one.

★★★★★ Clutch reviewed 5.0Ready-made platforms from $2,199View live deployments

  • 9,000+ Delivered
  • 3,900+ Apps Published
  • 100% Source Ownership
  • NDA Day One
2-8 wkCustom game build
$3,699Custom game work, from
40+Game projects
100%IP assignment
Game engineers active right now
UnityUnrealPhotonPlayFab9,000+ deliveredNDA day one
  • Unity · Unreal · GodotMulti-engine game development
  • 40+ Game ProjectsCasual, fantasy, card, AR, real-money
  • Accounts · Saves · MatchmakingGame backend built with the client
  • 2-8 WeeksCustom game build, from $3,699
  • 100% IP TransferFull game source code yours
  • White-Label Ready

    Fully rebrandable on delivery

  • NDA Day One

    IP protected first call

  • Full Source Code

    Delivered at handoff

  • 60-Day Support

    Post-launch included

  • 100% IP Ownership

    Yours - always

  • Clutch Reviewed 5.0★

    Third-party verified

More than 6,000+ Companies Trust us Worldwide
Clutch Top 1000 Companies Global badgeClutch Top Managed Service Provider, United States badgeExpertise.com Best Managed IT Service Providers in New York City badgeForbes Business Council official member badgeDesignRush Verified Agency badgeTrustpilot badgeThe Manifest Most Reviewed Managed Service Providers badgeDesignRush Top Software Development Company badgeGoodFirms Top Software Development Company badge
In short

Miracuves is a game development company that designs and builds casual, mid-core and multiplayer games for mobile, browser, PC and console, plus the backend for accounts, saves, leaderboards and matchmaking. We choose Unity, Unreal Engine, Godot or WebGL to fit each game. Custom game work starts from $3,699 and typically takes 2-8 weeks, and you own 100% of the source code and project files.

Our Game Development Approach

How Miracuves delivers game development - from 9,000+ projects of real experience

After deploying 9,000+ projects and publishing 3,900+ apps, Miracuves builds production-grade games on Unity and Unreal Engine - from casual hyper-casual titles to complex multiplayer experiences with real-time networking, in-app economies, and live-ops backends.

Most of our mobile and cross-platform titles are one Unity project in C# that builds for iOS, Android, PC and console, with URP keeping phone builds light and DOTS reserved for the few games that simulate thousands of units at once. Around the client, Miracuves wires in game services - PlayFab, Firebase or Nakama - for leaderboards, matchmaking, analytics and purchase validation, and keeps anything players could cheat on running on the server.

Who this service is built for: Studios and founders launching their first mobile, browser or PC game, publishers who need extra hands to port or finish a title, and brands building playable campaigns or gamified features - all of whom want a game delivered with published pricing and full IP, not hourly staffing. If photoreal PC or console visuals are the point of the game, our Unreal Engine team leads; if the job is Unity-specific work such as taking over an existing Unity project, see Unity 3D development; and for a game that must open instantly in a browser tab, WebGL development is the better fit.

  • C# strict patterns: gameplay systems, ScriptableObjects, and editor tooling aligned with your game design doc
  • Server-authoritative multiplayer: Netcode for GameObjects, Photon or Nakama chosen per game, with match results and rewards checked on the server from day one
  • Native platform integrations for Game Center, Google Play Games, in-app purchases, and ad SDKs
  • CI/CD with Unity Build Automation or GitHub Actions: automated builds for every target, profiled on real devices
  • Live-ops services: PlayFab, Firebase, or Nakama for leaderboards, matchmaking, and remote config
9,000+Projects delivered
3,900+Apps published by Miracuves
90+Ready-made solutions to start from
6 daysReady-made clone delivery
2-8wMiracuves custom game build timelines
100%Source code ownership
iOSMetal / Game Center
AndroidVulkan / Play Games
WebWebGL / HTML5

Why Game Development at Miracuves

  • Custom game build2-8 weeks
  • Platforms from one codebaseiOS · Android · PC · Console
  • MonetizationAds · IAP · subscriptions · premium
  • Ready-made platforms (6 days)90+ solutions, none a game
  • Engine expertiseUnity · Unreal · Godot
  • Source code ownership100% yours
Example engagement: mobile multiplayer brawler, 14 days
"Unity-based real-time multiplayer game with matchmaking, leaderboards, and in-app purchases - founder needed iOS and Android with a scalable backend. We built the game in C# with Unity Netcode, integrated PlayFab for live-ops and analytics, shipped TestFlight and Play internal tracks on day 14 with zero critical bugs."

Ready-made platforms · 6 days

What Miracuves has deployed - what you can launch today

Six of our 90+ ready-made platforms, each shipping with its apps and admin panel in 6 days.

View All 90+ Solutions

Honest noteThe six platforms above are ready-made web and mobile products, not games - each ships its apps and admin panel in 6 working days, and they suit the business around a game, such as a player community, a video channel or a membership site. The game itself is custom work in 2-8 weeks. For most mobile and cross-platform titles we build on Unity; we move to Unreal Engine when photoreal lighting and dense 3D scenes are the product, and to WebGL when the game has to load inside a browser tab. We say which fits before kickoff.

Technology Comparison

Unity vs Unreal vs Custom Native - which is right for your game?

The engine is the first technical decision on any game, and most studios answer it with whichever engine they happen to know. Miracuves answers it from your game design - the engine sets the art pipeline, the performance ceiling, the platforms you can reach and who can maintain the game after launch.

MetricFive things that decide cost, speed and reach
Miracuves default

Unity

C# · URP

Unreal Engine

C++ · Blueprints · Nanite

Custom engine / Godot

Your own C++ engine, or GDScript

01Rendering
URP by defaultLight enough for mid-tier phones and browser builds; HDRP for high-end PC
Nanite and LumenFilm-density geometry and dynamic lighting, with heavier builds
Whatever you buildGodot ships its own renderers; a custom engine starts with none
02Code reuse
One project, many targetsPhone, PC, console, browser and headset builds share the C# gameplay code
One project, many targetsPC, console, mobile and XR; no official web export
Depends on the port layerGodot exports to desktop, mobile and web; a custom engine is ported platform by platform
03Dev speed
FastC# iteration plus a very large Asset Store for common systems
ModerateBlueprints let designers tune behavior; systems work is C++
Slow to startA custom engine needs tools, an editor and a content pipeline before gameplay
04Native API access
FullNative plugins for platform SDKs, ads and purchases
FullEngine source and C++ access to console and platform SDKs
FullComplete hardware control, with every integration written by hand
05Best for
Mobile, casual to mid-coreCross-platform titles that need reach
PC and consoleHigh-fidelity 3D and open worlds
Niche or experimentalTeams that need total low-level control
Choose Unity if…

You want cross-platform mobile and PC games · need the Unity Asset Store ecosystem · are building hyper-casual, puzzle, or mid-core titles · want faster iteration with C# and visual tooling.

Consider Unreal if…

The game is sold on its visuals - photoreal lighting, dense 3D worlds, high-end PC and current consoles (Unreal Engine) · it has to start instantly from a link or an ad inside a browser tab (WebGL) · it is a small 2D title and your team wants a free, MIT-licensed engine it can modify (Godot). Console release works from Unity or Unreal once the platform holder approves your developer account. Contact Us →

Game development guide

What to know before you hire a game development company

The questions founders, studios and brands ask us before a game project starts - which game, which engine, what gets built around it, how it earns, and what it costs.

Which kind of game are you building, and what does each kind need?

Genre and platform move the budget more than anything else, so we pin them down in the first call. What each type of game asks for:

  • Hyper-casual and casual mobile: one mechanic, short sessions, a small download and fast loading. The work goes into feel, onboarding and where ads or purchases sit.
  • Mid-core mobile: progression, an in-game economy, guilds or PvP, and a backend from day one, because players expect progress to follow them to a new phone.
  • PC and console: higher art fidelity, controller support, storefront integration and platform approval through the publisher's developer account with each platform holder.
  • Browser: instant play from a link, a strict download budget, and builds that behave on mobile browsers as well as desktop.
  • Multiplayer: real-time or turn-based, with server authority, matchmaking and reconnection - often the largest single cost line.

Unity, Unreal, Godot or WebGL - how is the engine chosen?

We treat the engine as a routing question answered from the game design, not from habit. Unity is our default for mobile, cross-platform and mid-core titles, because one C# project reaches phones, PCs, consoles and browsers. Unreal Engine takes over when the game sells on its visuals on PC or console. Godot fits small 2D teams that want a free, MIT-licensed engine they can modify. A lightweight web stack such as three.js, PixiJS or Phaser wins when the game must open instantly in a browser tab or inside an ad.

Each route has its own page with the detail: Unity 3D development, Unreal Engine development and WebGL development. If the brief is really an AR feature or a VR training module rather than a game, start with our AR or VR teams.

How does a game go from design document to a playable build?

In stages, each answering one question before money goes into the next. A short game design document fixes the core loop, controls, progression and monetization. A greybox prototype - untextured shapes and placeholder sound - proves the loop is fun on a real device within the first sprints. A vertical slice then shows one level or mode at final quality, which is what publishers and investors usually ask to see.

The art pipeline runs alongside. A style guide and reference board come first, then models, sprites, rigs and animation made to a budget per platform: polygon counts, texture sizes and compression formats set for the weakest device you support. Assets enter the engine through naming and import rules, so later content drops do not break builds. Art can come from your team, from artists you already use, or be included in our scope and priced in writing.

What backend does a game need for accounts, saves, leaderboards and matchmaking?

Even a single-player game usually needs one. The baseline is player accounts (a guest login that upgrades to Apple, Google or platform sign-in), cloud saves that survive a new phone, leaderboards, and server-side receipt checks for purchases. Multiplayer adds matchmaking, lobbies, dedicated or relay servers and reconnection handling.

We build this on a managed game backend - PlayFab, Firebase or Nakama - or as a custom service when the rules are unusual, and keep anything that affects rewards or rankings on the server so a modified client cannot fake it. Live-ops runs through the same backend: remote config to tune difficulty and prices without a store update, scheduled events, content drops and A/B tests, watched through crash and analytics dashboards.

Ads, in-app purchases, subscriptions or premium - how should a game make money?

Monetization is a design decision made next to the core loop, not something bolted on before launch. We build and instrument whichever mix you choose, but what it earns depends on your audience, content and marketing, so we do not forecast revenue. Each model shapes the game differently:

  • Ads suit short-session casual games; rewarded video, which the player chooses to watch for a bonus, fits the loop better than interruptions.
  • In-app purchases - currency, cosmetics, level packs - need a balanced economy and receipts validated on the server.
  • Subscriptions and season passes need a steady content calendar to be worth renewing.
  • Premium, pay once, suits PC, console and story-led games, often with paid expansions.

Can you port a game, or join our studio as a co-development partner?

Yes to both. Porting moves an existing game to new platforms - mobile to PC, PC to a handheld, or a Flash-era title to a modern engine. The work is mostly input (touch to controller), UI scaling, performance budgets and each storefront's requirements. We start with a short technical audit, so the quote rests on what the project actually contains.

Co-development means our engineers work inside your repository, task tracker and engine version under your technical director, taking a feature, a platform, the backend or a milestone off your plate. It is billed per milestone or on the monthly retainer, and everything we write is assigned to you.

What does a game cost, how long does it take, and should you hire a studio or freelancers?

Custom game work at Miracuves starts from $3,699 depending on the work, and a custom game MVP typically costs $8,000-$28,000 over 2-8 weeks; larger scopes are quoted in writing before work starts. Platforms, multiplayer, art volume and fidelity, 2D versus 3D and live-ops services are what move it. There is no ready-made game in our catalogue, so no game ships in six days.

Freelancers suit a contained piece of work - a mechanic, a shader, a sprite set. A shipped game needs design, programming, art, backend, device QA and store submission to line up at once, and a gap in any one stalls the launch. A studio carries that coordination and the accountability. Whoever you hire, ask to play a build on your own cheapest device.

Technical Architecture

How Miracuves engineers structure game projects for production

These are the specific decisions our game engineering team makes on every Unity and Unreal project - choices that determine whether a game scales cleanly or becomes a monolithic codebase that needs to be rebuilt from scratch.

  • 01

    Architecture - Feature Modules + Shared Core

    Assets/Features/* with colocated scripts, prefabs, and scenes; Shared/ for reusable systems, core networking, and game services. Miracuves keeps scene management and game state decoupled so a new game mode ships in days without breaking multiplayer or progression.

  • 02

    State - ScriptableObjects + Event-Driven Systems

    Runtime sets and ScriptableObjects for game configuration; event buses for cross-system communication. We ban singletons for game state - a pattern we inherit from rushed game studios and fix on day one.

  • 03

    Performance - Profiling, Object Pooling, and DOTS

    Object pooling and addressables for memory management; DOTS for CPU-heavy systems like AI and physics. We profile with the Unity Profiler and platform-specific tools - editor performance is never accepted as final.

What most game development agencies get wrong

Shipping debug builds. No CI/CD pipeline. MonoBehaviour spaghetti without architecture. Secrets and API keys in version control. No profiling before store submission. Miracuves has inherited games with every one of these - and untangling a live game's save data and purchase history afterwards is far slower than starting clean.

GameConfig.cs - ScriptableObject config + plain C# session rules
// GameConfig.cs - tuning data designers edit in the Inspectorusing UnityEngine;public enum GameMode { Casual, Ranked, Tournament }[CreateAssetMenu(fileName = "GameConfig", menuName = "Game/Config")]public class GameConfig : ScriptableObject{    [Range(2, 16)] public int maxPlayers = 4;    [Min(30f)] public float roundSeconds = 180f;    public GameMode defaultMode = GameMode.Casual;}// Plain C# rules: no MonoBehaviour, so they unit-test outside Play modepublic sealed class GameSession{    public GameConfig Config { get; }    public float TimeLeft { get; private set; }    public GameSession(GameConfig config)    {        Config = config;        TimeLeft = config.roundSeconds;    }    // Returns false when the round is over    public bool Tick(float deltaTime)    {        TimeLeft = Mathf.Max(0f, TimeLeft - deltaTime);        return TimeLeft > 0f;    }}
Round length, player count and mode live in a ScriptableObject that designers tune in the Inspector, while the round rules sit in a plain C# class that unit tests can run without opening a scene. On a multiplayer game the same rules run on the server, which decides when a round ends.

Our Service Models

Three ways Miracuves delivers your game development project

Every game engagement is with Miracuves as a company - designers, engineers, backend and QA working to one defined process, with full delivery accountability. Choose the model that matches where your game is: an idea, a design document, or a live title that needs updates.

Most Popular
Customer app
Partner app
Admin
Readymade Clone · Fixed Price

White-Label Clone Delivery

When one of our 90+ catalogue products fits the business around your game - a player community, a video platform, a membership site - Miracuves deploys it under your brand, with iOS and Android apps and an admin panel, in 6 working days. It is not a game; the game itself is custom work. Source code fully yours.

  • Ready-made platform from $2,199 - fixed price, written before payment
  • 90+ solutions matched to your vertical
  • Branding, configuration, white-labelling applied
  • Admin panel included in every delivery
  • Full source code · NDA · 60-day support
GameClientContentBackendGameplay · UIArt · AudioSaves · Lobbies
Custom Development · Scoped

Custom Game Development

Miracuves builds your game from the design document - core loop, levels, UI, economy, backend and the live-ops tools your team will run it with. Full team: engineer, backend, QA, PM.

  • From $3,699 depending on the work - scoped and priced in writing before development begins
  • Clean architecture designed specifically for your product
  • Weekly sprint demos - working software every sprint
  • Store submission managed for each platform the game ships to
  • Full source code · IP 100% yours
Wk 1
Wk 2
Wk 3
Wk 4
Ongoing Retainer · Monthly

Ongoing Game Development

Miracuves works as your ongoing game team after launch - live-ops events, content drops, balance changes, engine and SDK updates and store releases on a monthly retainer with weekly sprint demos.

  • From $2,299/month for live-ops and updates - cancel with 2 weeks notice
  • Dedicated Miracuves team assigned to your product
  • Direct communication - no account manager relay
  • Weekly sprint demos - deliverables every cycle
  • Scales up or down as your product evolves

Quality Standards

How Miracuves ensures every game delivery meets production standard

Every game passes through Miracuves' quality gates before handoff - frame rate, memory, crash rate and purchase flows are checked on the devices your players own, as a delivery standard rather than a checklist ticked at the end.

  • Clean architecture - Presentation / Domain / Data separatedArchitecture
  • Game rules in plain C# classes - unit tested without entering Play modeState
  • Release builds profiled on target hardwarePerformance
  • Device QA - low-end and high-end phones, PCs and controllers for each targetQA
  • CI/CD pipeline - every platform built and tested automatically from the first commitDevOps
  • No secrets in the game client - anything shipped in a build can be extracted, so private keys and reward logic stay on the serverSecurity
  • Storefront-ready - signing, age ratings and platform requirements checked for each storeDelivery

Enforced QA Gates

Our 6 Continuous Delivery Gateways

Every script, art asset, scene and build profile in the game must clear all six quality control gates before the project repository is handed over.

01

Code Review on Every Pull Request

Every change merged into your game's main branch is reviewed by a senior Miracuves engineer, including scene and prefab changes, not only scripts. Untested gameplay or purchase code does not reach a release build under any circumstances.

02

Automated Test Coverage Required

Unit tests for game rules, Play mode tests for scenes and UI, and integration tests for purchase, save and matchmaking flows. Minimum coverage enforced before any release build is created.

03

Release Builds Profiled - Not Debug Builds

Miracuves profiles with the engine's own profiler (Unity Profiler or Unreal Insights) attached to a development build on real devices, then checks frame times and memory on the release build itself. Editor play mode does not show what players experience and is never accepted as sufficient.

04

Handoff Package - Not Just a Repository

The full engine project with its scenes and assets, source code, documentation, build and environment setup guide, backend API documentation, deployment credentials, store credentials, and a live-ops runbook - all included in every game handoff.

05

App Store Submission - Full Compliance Managed

Miracuves handles signing, store listing creation, screenshots and trailers captured from the build, age-rating questionnaires, privacy declarations and review coordination for the App Store, Google Play and PC storefronts; console submission runs through your developer account with each platform holder.

06

Post-Launch Monitoring - 60-Day Active Support

Crashlytics and Firebase Analytics configured pre-launch. During the 60-day post-launch support window Miracuves watches crash-free sessions, frame-rate reports and purchase errors, and fixes regressions before players report them.

Technology Stack

The game technology stack Miracuves ships with

Matched to your game's genre, target platforms and live-ops plans - not a one-size-fits-all default.

Un
UnityDefault engine · C# · URP
UE
Unreal EngineC++ and Blueprints · high-end 3D
Gd
GodotGDScript · light 2D titles
NC
Netcode for GameObjectsServer-authoritative multiplayer
WG
WebGL / HTML5Browser games · instant play
IA
In-app purchasesStoreKit · Play Billing · server receipts
Ad
Ad mediation SDKsRewarded · interstitial · banner
AA
AddressablesStreamed levels and content drops
GC
Game Center / Play GamesSign-in · achievements
PF
PlayFab / NakamaAccounts · saves · leaderboards
FB
FirebaseAuth · FCM · Analytics
Ph
Photon EngineHosted rooms · matchmaking
RC
Remote ConfigLive-ops tuning without an update
BA
Unity Build AutomationCI · signed builds per platform
Sn
SentryCrash · performance monitoring
Nd
Node.js APICustom game server logic · admin API

Our Process

From brief to deployed game - what happens and when

Every game engagement follows the same delivery spine - greybox prototype, vertical slice, full production, launch - whether it is a small casual title or a multiplayer game. At each step you know what Miracuves is building, which art, accounts and store access you need to provide, and which playable build you receive. Timelines below reflect a small casual game; larger games run milestone-based with the same checkpoints.

  1. Step 01

    Brief & NDA

    Share your concept via WhatsApp. NDA signed same day. We ask 6 specific questions.

  2. Step 02

    Scope & Plan

    Right solution base, stack, and model confirmed. No payment before scope is agreed.

  3. Step 03

    Build & Demo

    Repo created, architecture set. First commit in 24h. Weekly working demo runs.

  4. Step 04

    QA & Polish

    Played on real phones, PCs and controllers. Frame rate, memory and download size checked for each target.

  5. Step 05

    Launch & Handoff

    Full code and docs delivered. Store submissions handled. 60 days active support.

Same DayNDA turnaround
2-8 WeeksCustom game build
24 HoursFirst commit after scope
60 DaysPost-launch support

Six days is Miracuves build time, not calendar time

The six days are ours, and they do not run past six. What can add time sits on your side: developer account verification, merchant onboarding and compliance approvals are controlled by the app stores and your payment provider, not by us. We list exactly what you need ready on the first call so you can start those in parallel.

See what you provideFACT-005, audited quarterly

Transparent Pricing

What game development costs at Miracuves

We publish game prices because game work is scoped the same way every time: platforms, art, multiplayer, backend and live-ops. No "contact us for pricing" pages. No hidden fees after scope is agreed.

Readymade Clone

$2,199 from

Fixed price · 6 day delivery · scoped

  • Ready-made platform: web app, iOS and Android apps (not a game)
  • Admin panel included as standard
  • Branding and white-label applied
  • Full source code on handoff
  • 60-day post-launch support
  • NDA protected from day one
Start a Clone Project
Most Requested

Custom Game Build

$3,699 from

Scoped before build · milestone billing

  • Full game development team - engineer + backend + QA
  • Custom architecture for your spec
  • Weekly sprint demos - working software
  • Store submission for each platform the game ships to
  • Full source code · complete IP transfer
  • Milestone billing - no pay before delivery
Get a Scope & Quote

Ongoing Development

$2,299 /mo

Monthly retainer · cancel with 2 weeks notice

  • Miracuves team assigned to your product
  • New features, releases, and maintenance
  • Weekly demos and sprint planning
  • Direct communication - no relay
  • Scales up or down as needed
  • All code remains 100% yours
Discuss Ongoing Work

Why Miracuves publishes pricesA game budget is easier to plan when you know upfront what moves it - platforms, multiplayer, art volume and live-ops. If your game requires a larger budget, Miracuves will explain exactly which of these drives it - not simply charge more.

What affects game development cost at Miracuves

Ready-made platform pricing stays fixed when your scope matches a catalogue product, and none of those products is a game. Custom game builds scale with: target platforms (mobile, PC, console), multiplayer networking complexity, art asset volume and fidelity, 3D vs 2D, live-ops backend services, in-app purchase and ad SDK integrations, and whether we extend an existing game project or start greenfield.

Typical game development budget ranges

  • Ready-made platform (not a game)from $2,1996 days
  • Custom game workfrom $3,699depending on the work
  • Custom game MVP$8,000-$28,0002-8 weeks depending on scope and art pipeline; larger scopes are quoted in writing before work starts
  • Ongoing retainerfrom $2,299/month for live-ops, content updates, and maintenance

Every game quote is written before payment - no surprise invoices after kickoff.

Example engagement

What a typical game development project looks like at Miracuves

An illustrative example of a typical project of this kind, with client details anonymized. Figures show what this kind of build targets, not a named client's results.

A European indie studio needed a multiplayer mobile brawler with real-time matchmaking, ranked leaderboards, and in-app monetization across iOS and Android in 14 days before a publisher pitch. They had concept art and game design documents ready.

  1. 01

    The Challenge

    Greenfield Unity build with C# game architecture - multiplayer networking with Netcode for GameObjects, PlayFab leaderboards and matchmaking, IAP SDK integration, and custom shader effects - scoped to 14 days with a small dedicated game team.

  2. 02

    What Miracuves Delivered

    Feature-based architecture, ScriptableObjects for game config, Unity Netcode for authoritative multiplayer, PlayFab for live-ops and analytics, and custom particle systems - delivered in 14 days with zero critical bugs on target devices.

  3. 03

    Outcome

    Delivered on day 14. TestFlight and Play internal testing live. Game design document, full source code, and store submission support all included. Studio pitched the publisher on time with a polished multiplayer demo.

14 DaysFull delivery
2 StoresSimultaneously
100%Source owned
View All Case Studies
Project Brief
  • Build typeGreenfield multiplayer brawler (Unity)
  • Delivery timeline11 days
  • Platforms deliverediOS + Android + Admin
  • Key integrationsNetcode · PlayFab · IAP
  • EngineUnity · C#
  • Source code100% client-owned
14dBrief to test builds
2Internal test tracks live
60dSupport included

Client Reviews

What clients say about building with Miracuves

Named clients, in their own words, on media-heavy products Miracuves built with them - streaming, short video with an effects pipeline, and a streaming-style learning platform. None is a game or XR title, and we do not show reviews we do not have; read every testimonial on our client testimonials page.

Client testimonial
"Player, CMS, subscriptions and the apps were all there. We brought the content pipeline, our recommendation logic and the parental-control layer. Live in weeks, not the six months a custom build would have cost, and we hit our Q1 window."
BH
Ben Loyd HolmesCo-founder & CTO, URView Media
Streaming platform with player, CMS and subscriptions, built on MXFlix
Client testimonial
"Miracuves's MXShorts base gave us the feed, the video processing, the duets/stitches flow, and the moderation tools. We added our creator-fund program, our branded-effects pipeline, and a custom analytics dashboard. We launched inside a month."
GT
Glenn ThompsonFounder & CEO, GTM
Short-video platform with a branded-effects pipeline, built on MXShorts
Client testimonial
"Miracuves's MXFlix + MXLearn combination gave us the player, the catalog, the user progress tracking, and the quiz/assignment layer. We added our path-recommender, our cohort-management module, and a custom certificate engine. We launched in 12 weeks. Course completion rates are 2x what we used to see on our old platform, and learners actually come back to finish."
EM
Eric J. MorinCEO & Speaker, Tower Leadership
Streaming-style learning platform, built on MXFlix + MXLearn
5.0 / 5.0Clutch average · 14 reviews
4.8 / 5.0Google average rating
Top DeveloperClutch recognition · 2024-2025
Read All Reviews

Why Miracuves

Six places to check us before you ever call us

Each one is either run by someone else or open to anyone. Check them in any order; the whole list takes about a minute.

Why clients choose Miracuves

Three promises we would stake the company on

Every promise on this site rests on these three. Each one is something you can check, not something you have to take on trust.

  • 01People you can name

    Our leadership is public, with real LinkedIn profiles, not a stock-photo team page. A named team works your build and sends you progress on WhatsApp every working day.

    Meet the leadership
  • 02Proof over promises

    Every number we publish, pricing, timelines, project counts, is defined and sourced on a public facts ledger. If we can't back a claim, we don't make it.

    Read the facts ledger
  • 03A process with a deadline

    Ready-made platforms go from kickoff to live deployment in 6 working days, guaranteed: miss it for reasons on our side and we work free until launch. Custom builds get a fixed quote after a free feasibility study.

    Get a feasibility study

Frequently Asked

Questions about game development at Miracuves

Something not covered here? Ask on WhatsApp and you will usually have an answer within two hours.

Ask us directly
What game engines does Miracuves use for game development?

Miracuves selects the game engine based on your game type - Unity for mobile and cross-platform titles, Unreal Engine for high-fidelity console or PC games, Godot for small 2D projects, and a WebGL framework for games that must run straight from a browser link. All games are profiled on release builds across target hardware before delivery.

How much does game development cost at Miracuves?

There is no ready-made game in our catalogue; the ready-made platforms (from $2,199, 6 days) cover the business around a game, not the game itself. Custom game work starts from $3,699, depending on the work. A custom game MVP typically runs $8,000-$28,000 over 2-8 weeks depending on scope and art pipeline, and larger scopes are quoted in writing before work starts. Cost scales with target platforms (mobile, PC, console), multiplayer networking complexity, art asset volume and fidelity, 3D versus 2D, live-ops backend services, and in-app purchase and ad SDK integrations. An ongoing retainer for live-ops, content updates and maintenance starts from $2,299/month. Every quote is written before payment, with no surprise invoices after kickoff.

Does Miracuves deliver the full source code?

Yes - completely. Miracuves delivers the full Unity or Unreal project, all C# or C++ source files, repository with complete commit history, build configuration, documentation, and all deployment credentials. Zero lock-in. Your team or any other studio can continue the work immediately after handoff.

How fast can a game realistically be delivered?

There is no ready-made game in the Miracuves catalogue, so games do not ship in 6 days - only the ready-made web and mobile platforms do. Custom game builds start from $3,699 depending on the work and run 2-8 weeks with milestone billing; a multiplayer or multi-platform title larger than that is quoted in writing before work starts. Timelines are stated in writing before any payment is requested.

Unity vs Unreal - which does Miracuves recommend?

Miracuves ships most mobile and cross-platform games on Unity for its asset ecosystem, platform reach and deployment speed. Choose Unreal Engine when the game is sold on its visuals - photoreal lighting, dense open worlds, high-end PC and current consoles. Console release is possible from either engine once the platform holder approves your developer account. Miracuves tells you which fits before kickoff - we do not upsell the wrong engine.

What is included in the admin panel with every delivery?

Ready-made platforms ship with a web admin panel for users, content, payments and settings. For a custom game the admin panel is scoped with the game itself: typically player lookup and support tools, remote config for live-ops, leaderboard and tournament management, store and virtual-economy settings, and analytics dashboards - delivered as a separate web application that works in any browser.

Does Miracuves handle App Store and Google Play game submission?

Yes, as part of every delivery engagement, for each storefront the game ships to. Miracuves manages signing certificates and keystores, store listings, screenshots and trailers captured from the build, age ratings, privacy declarations, and review coordination for the App Store, Google Play and PC storefronts such as Steam; console submission runs through your approved developer account with each platform holder. Review times are set by each store and change, so we plan launch dates around them rather than promising a number.

What happens after the app is delivered if there are bugs?

Every Miracuves game delivery includes 60 days of post-launch technical support, covering crashes, broken purchases and platform-update issues on the targets we shipped. Bugs within the delivered scope are fixed at no additional cost. New levels, modes or features beyond scope are quoted separately, and monthly live-ops retainers are available at published rates.

How does Miracuves handle NDA and confidentiality?

Miracuves signs a bilateral NDA before any game details are shared. The NDA covers the game design document, art, technical details, business logic, and IP. An IP assignment agreement confirming 100% ownership of the code, art and project files transfers to the client is signed at project start - not at the end.

Can a game on a custom engine use professional ad mediation?

Yes. The major mediation platforms - Google AdMob, AppLovin MAX and Unity LevelPlay among them - ship native SDKs for Android and iOS, with ready plugins for Unity and other popular engines. A custom engine reaches the same SDKs through a thin native bridge: Kotlin or Java called over JNI on Android, Swift or Objective-C on iOS, exposing load, show and reward callbacks to the game code. Browser games use web ad formats built for HTML5 games instead. Consent screens and Apple's App Tracking Transparency prompt still apply, and we test ad loading and reward callbacks on real devices before launch.

Do you build real-money or skill-based games?

We build the software: server-authoritative game logic so results cannot be changed on the device, integration with random number generators tested by independent labs where the rules call for it, wallet and payment flows, KYC and age checks, geolocation, responsible-gaming limits and the reporting an operator needs. Whether a game counts as skill or chance, and whether it needs a license, differs by country and state. The license, the legal opinion and any certification are the client's; we build the flows those rules require.

Can you build a browser game for a brand campaign?

Yes. Playable campaigns and advergames usually run in the browser, so a player can start from a link, a QR code or a social ad without installing anything. We build them in WebGL or HTML5 with a small first download, and connect score submission, prize draws or coupon codes to your existing marketing tools. If the campaign also needs an installable version, the same design can be built in Unity for the app stores. Prize promotions have their own local rules, which your legal team signs off.

Get Started

Ready to build your game with Miracuves?

Tell Miracuves what game you are building - genre, platforms, and whether you already have a design document or art. We will confirm the right engine, service model, and delivery timeline - in writing, before any commitment is required from you.

9,000+Projects delivered
2-8 WeeksCustom game build
100%Source code yours
Same DayNDA turnaround
Book a Free ConsultationContact & Brief Form

NDA signed before we discuss your project details

Page reviewed by the Miracuves Game Development Team · Last updated May 2026 · Clutch & Google Reviews

Disclaimer

Miracuves is an independent software development company. We are not affiliated with, connected to, sponsored by, or endorsed by any of the brands or platforms named on this page.

Why these names

Names of the form “Brand Clone” are used descriptively. It is how the software industry refers to building a platform with functionality comparable to a known service, and how clients search for it.

Who built this

The entire design and codebase of our products is built by our own team. Our products contain no code, design, graphics, or content originating from any third-party website or application.

Trademarks

All third-party names and marks listed on this page are the property of their respective owners, referenced solely to describe the category of software offered.