Ship a mobile game
this week.
Start from a video, a screenshot, or a sentence. Tapugo builds a playable you can try in one sitting, puts it in front of real players on Facebook, and scores how they respond. The games that score go native, onto the App Store and Google Play, from here.
Drop a gameplay clip
MP4, WebM or MOV · up to 15 min · we read 45s of it · 200MB
Shape and orientation are read from the footage.
3,000 credits free. No card. Enough to have something playable today.
What happens after you press go
1A playable, in one sitting
Real game, real rules, running in your browser. Argue with it until it is fun.
2In front of real players on Facebook
Film the ads from your own gameplay and run them, without an agency or an ad account of your own.
3A marketability score
What a tap costs, and how far the people who tapped actually get. A number, not a hunch.
4If it scores, take it native
One click rebuilds it on a real engine, wires up the publisher SDKs, and pushes to the App Store and Google Play.
Most games will not score, and that is the point. You find out in days rather than months, and the next idea starts the same afternoon.
How it works
Watch a game get made.
From a clip of somebody else's game to something you can play, test, and put on a store. No edits, no time lapse.
Most game ideas die because finding out costs six months.
You build it, you polish it, you ship it, and only then do you learn that nobody taps the icon. Every studio has a folder full of those. Tapugo compresses that whole loop into an afternoon, so the expensive part of being wrong happens before you have spent anything.
A video
Screen record 45 seconds of any mobile game. It gets read frame by frame.
A sentence
Describe the game in your head. The producer asks the right questions back.
A project
Bring an existing Godot project or an HTML5 build and carry on from there.
The part nobody else does
Find out if it works before you commit.
Film ad creatives from your own gameplay in the three shapes Meta actually places, and put a small budget behind them. Two days later you know the click through rate, what a click cost, and how far the people who clicked actually got inside the game.
That last number is the one that matters, and it is the one a normal ad dashboard cannot tell you. Clicks say the art worked. Reaching level four says the game did.
Try it on your ideaClick rate
3.1%
Cost per click
$0.42
Reached level 4
38%
Thin results are marked as thin. A rate computed off two hundred impressions is noise with a decimal point on it, and this will say so rather than let you build a month of work on it.
A studio, not a demo.
Everything below is in the product today, on every plan, running in the cloud. There is no engine to install and nothing to configure.
Argue with your game until it is fun
It is a conversation, not a settings screen. Make the pieces heavier. Start easier. Add a combo meter. It edits the project and rebuilds while you watch.
Turn it into a real mobile game
One click rebuilds your prototype on a real game engine as a native app. Same rules, same layout, same feel, now something you can install.
Bring your own art, or make it here
Drop in sprites, sheets, 3D models, fonts, music and sound. Or generate them. Everything lands in one library with a name you can use in chat.
Ship to the App Store and Google Play
Signing, provisioning, version codes and upload, all automatic. Paste one App Store Connect key and the rest happens without you.
Get a listing that can actually be found
Name, subtitle, keywords counted in the bytes Apple counts, description, screenshots and an icon. Written for the store, not for you.
See what players really do
Analytics wired into the game itself by an agent that knows the code. Ask it to track deaths, coins, or the exact moment people quit.
You have had the idea for months.
Have the game by tonight.
3,000 credits free when you sign up. That is a video read, a playable built, and something you can hand to a friend.
Start buildingSee what a plan includes