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The studio

A small studio that builds the whole thing.

Gundabad Studios makes original games for online casinos — and the remote game server they run on. One team for the mechanic, the maths, the art, the client and the platform, which is why our games behave like one product rather than a stack of vendors.

We started because the shelf was full of the same game wearing different art. A crash game is a chart that goes up; a tower is a grid that lights. We wanted to know what happens if the theme is the mechanic instead — if the multiplier is a balloon at a party that everyone in the room is watching, or if a climb is lit by a lantern that reaches exactly one floor.

So we built the server first. Every round, every price and every balance is decided there, and the client is a drawing that answers to it. That order is what lets us make the games strange without making them unsafe.

5 titles are in production today, across three families. The next ones are being built the same way — and some of them will belong to an operator rather than to us.

How we work

Six things we do not compromise on.

Every one of these has cost us time on a build. All of them have paid for themselves.

A theme is not a skin

The balloon is not a coat of paint on a rising number — it is why waiting feels dangerous. We design the mechanic and its world together, or the game has neither.

The client never decides

Outcomes, prices and balances belong to the server. A client that cannot compute a result cannot be argued with, tampered with, or asked to guess when the network drops.

Say what happened

A loss says lost. A bet still settling says pending, not declined. We never print a figure a player did not win, and never a number we cannot source.

Small is a feature

Our lightest game is around 25 KB of JavaScript. A game that opens in a second on a cheap phone gets played; one that takes eight gets closed.

Test the money

The maths, the caps and the edges are covered by tests that run against the engine itself, not against a description of it. Money bugs are found before the player finds them.

Finish the last ten percent

Reconnects, reduced motion, screen readers, a reload halfway up the tower. The unglamorous work is the difference between a demo and a game.

Work with us

Operators, aggregators, and people with an idea.

If you run a casino, build a platform, or have a game in your head that nobody has made yet, we would like to hear about it.

Or write to hello@gundabadstudios.com