Web studio/Games & applications/Google Play
We build
and operate
Play titles
HOLDING SNTP is a seventeen-person studio in the business of shipping to one store properly. Seven live titles, 11.8 million installs, and a device lab that decides what makes the build. We take original games from prototype to live operations, and we do the same work for studios who need Android done by people who have done it.
- Lifetime installs
- 11.8M
- Mean Play rating
- 4.68
- Titles live
- 7
- Operating since
- 2017
01/Selected work
All 7 titlesSeven titles live.
None of them abandoned.
Every title below is still operated by the people who built it. Two have been in continuous live operations for more than five years.
02/What we do
Six kinds of work.
One platform.
We are specialists by choice. Everything here is in service of a build that installs, runs and keeps running on Android hardware people actually own.
- 01
Original titles
Our own games, funded and operated in-house.
- 02
Game development for hire
Full production for studios and publishers targeting Android.
- 03
Android application work
Native Kotlin and Compose apps, including the awkward parts.
- 04
Live operations & economy
Keeping a shipped title healthy for years, not weeks.
- 05
Play Store presence
Listing, compliance and release engineering.
- 06
Audio & accessibility
Sound design, binaural mixing and honest accessibility passes.
03/How a build runs
Framing to live ops,
with gates between.
Each stage has an exit condition agreed before it starts. Nothing advances on enthusiasm alone, which is why our soft launches are boring.
- 011 week
Framing
One week, no code. We pin down the player, the session shape, the platform constraints and the number that defines success. If the idea does not survive this, everyone saves a quarter.
- 022–3 weeks
Playable
A rough build on a real mid-range device, in hands, doing the core loop badly. Art is placeholder. The only question is whether the loop is worth building.
- 036–10 weeks
Vertical slice
One slice at final quality: art direction locked, audio in, frame budget held, store listing drafted. This is the artefact you show a publisher or a board.
- 048–16 weeks
Soft launch
Limited markets, instrumented. We tune tutorial funnel, difficulty and economy against cohort data until day-one and day-seven retention clear the agreed bar.
- 052 weeks
Global launch
Staged rollout, crash-rate gates at each step, listing assets localised, support queue staffed. Nothing ships to 100% until the 20% cohort is clean.
- 06Ongoing
Operate
Seasons, events, balance patches and a monthly written review of what the cohorts did. Titles we launched in 2019 are still on this step.
Mid-range first
Every build is profiled on a mid-tier Android handset before it is looked at on anything expensive. The device lab is 34 phones deep and the slowest one holds veto.
Failure has to be legible
A player who loses should be able to see why without reading a wiki. If the post-run screen needs a tooltip to explain the loss, the design is not finished.
No dark patterns
No pay-to-skip timers, no fake urgency, no store that reads a player's wallet. We have turned down contracts over this and will keep doing it.
Ship the pipeline too
Clients get the project files, the build scripts and the documentation. A handover that only works while we are on retainer is not a handover.
Next step
Tell us the build.
We'll tell you
what it takes.
Send a paragraph about the game, the app or the live title that needs help. You get a written read on scope, risk and timeline within two working days — no deck, no discovery call required first.




