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Commissioning a game can start with something you can play

Everything described below can be checked against a game we made ourselves. If it looks like a fit, write to us.

CHASSIS-0 is open to play right now:Play now

Nightwall, rendered in Unity
Nightwall by day, rendered live in Unity.

What you can bring to us

Web games
Open a browser and play, nothing to install. HOMEWARD and CHASSIS-0 are 3D on Three.js; CATTO and STRATA are 2D on PixiJS.
Prototypes and vertical slices
Make one playable stretch first, then decide whether to go on. HOMEWARD started as a simple 2D version and CHASSIS-0 grew from a single-file prototype into a full project; we have also built a vertical slice of a pixel action RPG, Blade & Hamlet, in Godot 4.
Game servers, back offices and tools
palserver GUI, made by Dalufish, io Software and TOC with us on engineering, has a player list, a live map and a mod manager; CHASSIS-0's online leaderboard and HOMEWARD's beta access back end both run on Cloudflare Workers and D1.
Game server hosting
Monthly hosting: system updates and security patches, scheduled backups, round-the-clock monitoring and automatic restart on failure, plus version updates and mod management for game servers. It is io Software's server hosting service.
3D modelling pipelines
HOMEWARD's 137 3D models were generated one by one from Blender scripts, so a spec change rebuilds the lot; until the art lands, procedural stand-in geometry keeps the game playable.
Balance measurement and automated testing
CHASSIS-0's simulation is kept free of unseeded randomness and clocks by lint, and automated players measure difficulty across several seeds; HOMEWARD's bot runs a fixed set of seeds and snapshots the endings, so any rule change shows up.
Trailers and gameplay video
Footage comes straight from the game. CHASSIS-0's gameplay video is recorded at 4K and downsampled to 1080p; HOMEWARD's gameplay trailer was checked frame by frame for clipping and interface flow.

Engines and platforms

From PC to mobile to .io games; engines: Unity, Godot and web (Three.js, PixiJS).

Platforms

PCShipped work

NIGHTWALL is a PC game built in Unity, with an extra quality tier tuned for handheld PCs; HOMEWARD and CHASSIS-0 play straight in a desktop browser.

MobileCan do, nothing released yet

We haven't released a native mobile game. CATTO is a web game designed for portrait phones first, and both Unity and Godot export to iOS and Android.

.io web gamesCan do, nothing released yet

We haven't launched a real-time multiplayer .io game. What we have done nearby: HOMEWARD and CHASSIS-0 play in the browser, CHASSIS-0's online leaderboard runs on Cloudflare Workers and D1, and palserver GUI manages live game servers.

Engines

UnityShipped work

NIGHTWALL, rendered in real time with URP, with day and dusk lighting.

GodotShipped work

A vertical slice of a pixel action RPG, Blade & Hamlet, built in Godot 4.

WebShipped work

Three.js for HOMEWARD and CHASSIS-0; PixiJS for CATTO and STRATA.

Unity: NIGHTWALL
Unity: NIGHTWALL
Three.js: CHASSIS-0
Three.js: CHASSIS-0
PixiJS: CATTO
PixiJS: CATTO

Pricing

These are starting prices for reference; the scope document and quote are what count.

Prototype

Fixed price, one to three weeks.

Light

NT$50,000 to 60,000

1 to 2 weeks

A small web game with one core mechanic.

Standard

NT$90,000 to 120,000

2 to 3 weeks

One complete gameplay loop plus a level, in Unity, Godot or for the web.

You get a playable build (in the browser, or a test build for PC or mobile), a write-up of playtest feedback, and an estimate for the full game.

Full game

Quoted on scope and paid in four milestones. Each milestone delivers a playable build before it is invoiced.

  1. Vertical slice30%
  2. Alpha30%
  3. Beta30%
  4. Launch10%

If the prototype turns into a full game within three months, its fee counts towards the first milestone.

Server hosting and updates after launch are billed monthly; see io Software's server hosting service.

About generative AI

Prototypes are built faster with generative AI, across code, art and sound, so you can play something and decide sooner. AI-generated assets in a prototype are only there to test the gameplay; before release they are replaced or their licensing is confirmed, as you need. If the full game must not contain AI-generated content (a platform rule or a brand policy, say), we can switch to hand-made art, outsourced art or licensed assets, with cost and schedule discussed separately.

How it works

First, a conversation. One online meeting turns your idea or brief into the gameplay and features to build, followed by a one-page scope and quote. No design document needed.

Then something playable. The core loop comes first and goes into your hands; direction is adjusted from there, not from slides.

Measured all the way. Rules and rendering stay separate and every run can be replayed; automated players measure pacing and difficulty, so each version comes with numbers.

Finally, it's yours. Code, accounts and documentation are handed over at delivery, so you can maintain it yourself or bring in another team. Whether we keep running it or host the game servers afterwards is your call.

Questions clients ask

How does a project start?

Email [email protected] about the game you want to make and we reply within two working days. Then one online meeting, followed by a one-page scope and quote.

Can you build just a prototype?

Yes: prototypes are fixed price and take one to three weeks. Playable first, direction second is how we work anyway: HOMEWARD began as a 2D prototype and CHASSIS-0 grew from a single-file prototype into a full project.

Which engines do you use?

We have worked in Unity, Godot and on the web: Nightwall is Unity URP, the vertical slice of the pixel action RPG Blade & Hamlet is Godot 4, the web games use Three.js and PixiJS, and the server side runs on Cloudflare Workers.

Can you make mobile games?

We can talk about it, with one thing said up front: we haven't released a native mobile game. CATTO is a web game designed for portrait phones, and Unity and Godot both export to iOS and Android.

How does payment work?

Prototypes are fixed price. A full game is paid in four milestones (vertical slice, Alpha, Beta, launch) at 30%, 30%, 30% and 10%, and each milestone delivers a playable build before it is invoiced. A prototype fee counts towards the first milestone if the full game starts within three months.

How many revisions? Is there a warranty?

Revision rounds and the warranty period are set in the contract and written into the scope document before work starts.

What about maintenance after launch?

After launch you can choose monthly maintenance and server hosting. By default: general questions get a reply within 1 working day, issues that affect operations get a response within 4 hours, and a full outage is treated as an emergency outside service hours; data is backed up automatically every day and kept for 30 days, with round-the-clock monitoring. The contract governs the specifics; see io Software's operations & commitments page.

Who owns the code and the accounts?

You do. Code, accounts and documentation are handed over at delivery, so you can maintain it yourself or bring in another team. Maintenance can be ended at any time, with a 30-day handover window and no buyout fee.

Will you sign an NDA?

Yes. Client material is used only for that project and never repurposed.

Where are you based, and do you work remotely?

Taiwan. We work mainly over online meetings.

About us

io Software Games is the game studio of io Software, a Taiwanese software company started by two founders, whose main site covers digital and AI transformation; the games live here. We work mainly over online meetings.

[email protected]GitHubInstagramiosoftware.ai

Eason Lu
Eason Lu(Dalufish)Founder of io Software, game developerFocused on user experience and player psychology. His design starts from the first few seconds after a player opens the game: is it readable, how fast does it click, does every action answer back. Dalufish, the name in the game credits, is him.
Ming ChenCo-founder of io SoftwareResponsible for infrastructure and reliability, from running servers to getting hardware and software integration projects into the field. On the games side, that means game servers and keeping things running steadily after launch.

Got a game to make? Write to us

Tell us about the game: genre, platforms, where it stands, when you'd like it and a rough budget. We reply within two working days.

[email protected]
Talk about your game

A format you can use

Game genre:
Platforms (PC, mobile, web):
Current stage (idea, design doc, prototype, live and needs an update):
Timeline:
Budget range:
Anything else:

Publishing and press enquiries go to the same address; please put the game's name in the subject line.

For software and digital transformation services, visit io Software. iosoftware.ai