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Holding SNTP

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 titles

Seven 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.

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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

04/House rules

Four things we
argue about
instead of
features.

Meet the studio

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.