Stepico Games

Stepico Games Stepico Games is Lviv-based full-cycle game development company. Stepico is a Leading Game Development Partner in US & Europe. Let's talk about your project?

Working with NBC Universal, Rovio, Section, and others we built a team of experts to deliver solutions at all levels of Game Development.

- 8 Years in the interactive entertainment industry
- 160+ Professionals and growing
- 42 Titles we have worked on

We offer a full suite of Services:
- Custom Game Development
We create games of any level: from small indie projects to AAA titles. We o

ffer both a full-development cycle and individual stages.

- Unity Game Programming
Professional cross-platform development of games and applications for mobile devices, consoles, and other platforms.

- Game Art Production
Creative graphic work for your project. We can make 2D and 3D assets, illustration, location and character design, concept art.

- Dedicated team
Personal team of employees for your project. Specialists of various profiles will help you complete complex stages in game development.

- Blockchain Games & NFT
Integration of modern technologies into your projects and creation of games from scratch together with your team. Send more details to [email protected]

CORE VALUES WE BELIEVE IN: Transparency, Respect, Passion, Quality! We have been shaping our values for several years to get the value system in which we will believe and which we will follow in real-time. Our values serve as a compass for our actions and describe how we behave in the world. Are you passionate about gaming? Apply your CV now to [email protected]!

Most mobile games don’t fail at launch. They fail a week later.It’s not even a clickbait hook we came up with to trigger...
04/28/2026

Most mobile games don’t fail at launch. They fail a week later.

It’s not even a clickbait hook we came up with to trigger your FOMO — it’s what the Sensor Tower report actually shows, once you dig into the numbers 👀

Sometimes, even great ideas struggle to survive past Day 7, and in our newest article, we explain why. We break down what Sensor Tower’s 2026 data actually means and why mobile gaming has entered a retention era.

Read to discover:
— why mobile game revenue is no longer driven by scale 💰
— what declining retention signals for studios 📉
— why hybrid-casual and LiveOps are taking over 🔄
— and what teams should change in how they build and run games 🛠️

👉 https://tinyurl.com/ydjajhc5

Friendly Friday reminder: the best casual games aren't built on grand narratives or complex systems. They're built on a ...
04/24/2026

Friendly Friday reminder: the best casual games aren't built on grand narratives or complex systems. They're built on a feeling: short sessions; clear goals; instant feedback. A tiny loop that's just rewarding enough to pull you back in 😎

"One more level..." is how it starts: you finish it, and the next one is already there — just one tap away with no pressure or commitment. And just like that, your Friday afternoon is taken 💃

Do you have a Friday gaming ritual? Share in comments your go-to pre-weekend titles — even if it's not casual ones 👇

And if you're designing a casual game or looking to improve your retention loop, talk to Stepico 🤝 [email protected]

At first glance, a rifle is just a rifle 🔫But compare how weapons work in Counter-Strike vs a AAA RPG — or a hybrid like...
04/22/2026

At first glance, a rifle is just a rifle 🔫

But compare how weapons work in Counter-Strike vs a AAA RPG — or a hybrid like Cyberpunk 2077 — and the difference goes far beyond damage numbers.

🎯 In Counter-Strike, weapons are precision tools. Every stat is fixed. Mastery comes from the player: aim, recoil control, positioning. The AK-47 doesn't scale with your character. You adapt to the weapon.

⚔️🧩 In RPG-driven systems, that same rifle becomes something else entirely. It has rarity tiers, stat scaling, build synergies, and modifiers. It's no longer just about how you shoot — but who you're building.

Same category. Completely different design philosophy.

One is about mechanical mastery. The other is about systemic depth and identity 🧠

We broke down exactly how RPG weapon systems are structured — and why that distinction shapes everything from combat feel to player progression. If you're building or designing games, it's worth a read: stepico.com/blog/types-of-rpg-weapons/

💰 A mid-tier AAA game like Control reportedly cost around $30–50M to make. GTA VI is rumored to be heading toward $1B+An...
04/20/2026

💰 A mid-tier AAA game like Control reportedly cost around $30–50M to make. GTA VI is rumored to be heading toward $1B+

And yet — both sit under the same “AAA” label 🤔

That gap has been growing for years, and now the industry is trying to name it. That’s where AAAA games come in. Apart from bigger budgets, AAAA is a shift toward long-term ecosystems, higher expectations, and significantly higher risk.

In our latest article, we break down what this term actually means, why publishers are using it, and what it signals for studios, investors, and production teams. We also look at real examples — from Skull and Bones to Star Citizen — and why some projects are being pushed into this “next tier” of game development: stepico.com/blog/what-are-aaaa-games/

👀 Curious how you see it — real evolution or just a new label for old problems? 👇

🖊 Do you remember the last time you wore out your legs standing in a DMV line?Or had to get just one simple document for...
04/14/2026

🖊 Do you remember the last time you wore out your legs standing in a DMV line?

Or had to get just one simple document for something that somehow turned into a full-on quest? 💀

Together with 8KGames, we took that feeling… and pushed it to its grotesque extreme. Meet Bureaucracy Inc. — an idle tycoon where you build an empire by growing paperwork 💪

Think of it as our slightly unhinged commentary on the bureaucratic systems that haunt everyday life — quietly lurking… until suddenly you're trapped in them.

• Scale your office from a tiny department to a paperwork machine
• Automate processes and optimize your ever-growing workflow
• Watch chaos turn into oddly satisfying progression

Behind the scenes, we focused on making everything feel clear, readable, and fun — even when the theme is painfully relatable 😅

If you’ve ever felt personally attacked by a queue number… this one’s for you.

🎮 Google Play: https://tinyurl.com/nhbuhbuz
✏️ Case study on our website: stepico.com/projects/bureaucracy-inc/

🕷️ — "Where'd you get that?"🐷 — "I don't want to talk about it."In Spider-Man: Into the Spider-Verse, Spider-Ham pulls a...
04/09/2026

🕷️ — "Where'd you get that?"
🐷 — "I don't want to talk about it."

In Spider-Man: Into the Spider-Verse, Spider-Ham pulls a giant hammer out of nowhere — and no one questions it for long, because he doesn't follow the same rules. He's a different visual system with cartoon physics, exaggeration, and emotion over logic.

And somehow… it works perfectly alongside cinematic, semi-realistic Spider-Men 👀

In game development, stylization vs. realism isn't a binary choice: both are just tools for guiding perception and emotion. The real question is, what experience are you building, and what visual language serves it?

✍️ In our latest article, we break down what actually drives cost, when realism isn't the "premium" option, and when each approach makes better business sense: stepico.com/blog/stylization-vs-realism-in-game-art/

🎮 Games Gathering released a transcription of our Head of Production's talk he gave back in November in Kyiv. Evgenii Lo...
04/07/2026

🎮 Games Gathering released a transcription of our Head of Production's talk he gave back in November in Kyiv.

Evgenii Loginov spoke about the pre-sale phase — the real “boss fight” of production — and shares how to approach it so you don’t just survive, but come out with the best possible trophies 🏹🏆

Some key insights to lure you in:
– game designers’ work starts long before the first playable build
– pre-sale doesn't sell ideas but shapes the right ones
– early decisions lock in production realities (scope, risks, expectations)

40 minutes of material packed with real production experience, honest lessons from the field, and a few gamedev jokes along the way 😉

▶️ Watch or listen on Youtube:

Євгеній ЛогіновStepico | Head of ProductionДілюсь досвідом і шаблоном проведення продуктового етапу прісейлу – як і про що говорити із потенційним замовником...

🚀 March 2026 in GameDev – What Moved the Industry🎮 GDC 2026 Brings Focus Back to Development\March belonged to GDC 2026....
04/02/2026

🚀 March 2026 in GameDev – What Moved the Industry

🎮 GDC 2026 Brings Focus Back to Development\
March belonged to GDC 2026. Studios, tech providers, and service partners converged to trade production insights, tools, and workflows — and the conversations on the floor made one thing clear: the industry's priorities have shifted. AI in pipelines, production efficiency, and scalable LiveOps dominated the agenda. That's not a coincidence but where the budgets are going.

🕹️ Spring Releases Keep a Steady Flow
March continued the trend of consistent releases, with a mix of AAA, franchise and mid-scale titles. Crimson Desert launched as one of the biggest releases of the month, while Bungie’s Marathon marked a major push into the extraction shooter space. Alongside annual titles like MLB The Show 26, this shows how studios are actively using Q1 as a serious launch window — not just a gap between bigger releases.

📣 AI Becomes More Practical in Production
The AI conversation is finally growing up. March highlighted a wave of practical, pipeline-level applications — faster concept iteration, texture upscaling, rigging support, basic animation passes.

The teams actually moving the needle aren't asking "should we use AI?" anymore. They're asking, "which parts of our pipeline break if we do?" The focus has shifted from experimentation to tools that ship faster without creating new headaches downstream.

🎮 Life is Strange: Reunion Brings Back Narrative IP
Life is Strange: Reunion dropped March 26, and its return is worth paying attention to beyond the fanbase reaction. It's a reminder that established narrative IP isn't just an AAA play — it's a viable anchor for mid-scale, story-driven releases that carry built-in audience trust. In a market obsessed with scale, that's a model more studios should be watching.

🎯 LiveOps Planning Moves Upstream
More teams are designing LiveOps earlier in production rather than treating it as a post-launch layer. Event systems, reward structures and content pipelines are now planned alongside core gameplay — for example, defining seasonal content drops, battle pass logic, and analytics tracking already at prototype or vertical slice stage.

💬 Do you see Q1 becoming a stronger release window, or still secondary to holiday launches? Share your thoughts in comments 👇

What if every dream had a price — and the characters inside it could talk back to you? 💭That's the premise behind NEM:Re...
03/31/2026

What if every dream had a price — and the characters inside it could talk back to you? 💭

That's the premise behind NEM:Recall — an anime-style mobile gacha RPG where turn-based combat meets AI-driven character interaction inside a surreal dream network ⚔️🤖

When the team behind it came to Stepico, they had an ambitious concept and needed help turning it into an actual game. We jumped in across the full stack: backend architecture, AI chat integration, game design, balance, and analytics.

Here's what we built together:
• Scalable backend on microservices & cloud infrastructure
• AI chat system tied directly to player progression
• Config-driven balancing so the team could iterate fast
• Combat, progression, and economy design
• End-to-end dev support — frontend, backend, QA, and analytics

The game is now live in beta with core systems running and a solid foundation to build on.

👉 Full case study: https://stepico.com/projects/nem-recall/
📱 Google Play: https://tinyurl.com/ymxv6u3x
🍎 App Store: apps.apple.com/ua/app/nem-recall/id6758486422

You don’t start building a game — you figure out what you’re building first 🚧 The discovery phase is where a raw idea be...
03/27/2026

You don’t start building a game — you figure out what you’re building first 🚧

The discovery phase is where a raw idea becomes something clear enough to plan, estimate, and actually move forward with. Skip it, and you risk spending time, budget, and effort on the wrong direction 💀

📘 In our new article, we break down what the discovery phase really is, what it includes, and how it helps teams avoid blowing budget on guessing before production starts: https://tinyurl.com/ye26eesm

What does it take to make a dark fantasy world feel truly alive? ⚔️Meet Daikoros — a dark fantasy project where our team...
03/24/2026

What does it take to make a dark fantasy world feel truly alive? ⚔️

Meet Daikoros — a dark fantasy project where our team helped develop a strong visual identity: from stylized characters to magical artifacts, VFX, and cinematic moments.

Stepico handled the full art production, animation, UI, and marketing visuals, helping bring the client’s vision to life and shape a cohesive, atmospheric game world.

Across everything we created (characters, effects, and trailers) we aimed to make gameplay moments feel clear, impactful, and visually engaging.

🔗 Case study: https://stepico.com/projects/daikoros/
🎨 Behance: behance.net/gallery/246337933/DAIKOROS-Card-game

We would love to hear your thoughts!

💵🙅‍♂️Paying twice for art iterations? It usually starts earlier than you think.For Gamedev DOU, Stepico’s art director D...
03/19/2026

💵🙅‍♂️Paying twice for art iterations? It usually starts earlier than you think.

For Gamedev DOU, Stepico’s art director Dmytro Popov breaks down how late art direction quietly drives up costs, slows teams down, and leads to burnout (and how involving an art director at the discovery stage changes the whole equation).

👀 Read the article: gamedev.dou.ua/blogs/art-director-involvement/

Big thanks to Dmytro for sharing his expertise — we’re lucky to have you on the team 🙌

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