HUAHINE
Stylised volcanic island ringed by a glowing lagoon, rendered as game key art

Huahine Interactive · Fare, Huahine · French Polynesia

Games and apps that earn a place on the home screen.

HUAHINE is a small studio on an island in the Pacific. We design, build, publish and keep running our own titles on Google Play — and take partner projects through the same process, from a playable prototype to a staged rollout.

Unity 6Godot 4KotlinJetpack ComposeKotlin MultiplatformPlay BillingPlay Asset DeliveryFirebaseAdMobBlenderSubstance 3DFMODFastlaneGitHub ActionsUnity 6Godot 4KotlinJetpack ComposeKotlin MultiplatformPlay BillingPlay Asset DeliveryFirebaseAdMobBlenderSubstance 3DFMODFastlaneGitHub Actions
12.4M
Lifetime installs

across six live titles

4.68
Average Play rating

446K ratings, Sept 2026

6
Titles we own and run

four games, two apps

41
Countries with 1K+ players

nine localisations

Titles we own and run

Four games, two apps,
all of them still live.

We do not ship and walk away. Every title below is on Google Play right now, getting staged rollouts from the same people who built it.

All six titles

What we do

One team for the whole distance to the store.

Concept, code, art, economy, compliance and the live service afterwards. The list below is the full set — nothing here gets handed to a vendor halfway through.

How we work

Original game development

01

Concept to store listing in Unity or Godot. We take the parts other studios outsource — economy design, performance budgets, store assets — and keep them in one team.

  • Prototype in 3 weeks
  • Unity 6 / Godot 4
  • Vertical slice before production

Android app development

02

Native Kotlin and Compose, or Kotlin Multiplatform when a second platform is a real plan rather than a hope. Offline-first by default.

  • Kotlin · Compose
  • KMP when it pays
  • Offline-first data

Google Play release & compliance

03

Closed testing, data safety forms, target API bumps, Play Billing, pre-launch reports, staged rollouts and the policy correspondence nobody enjoys.

  • Data safety & policy
  • Play Billing v7
  • Staged rollout plans

LiveOps & monetisation

04

Season calendars, offer design, remote config and the analytics to tell whether any of it worked. We prefer economies that survive without dark patterns.

  • Season calendars
  • Remote config
  • Cohort reporting

How a title gets made

Six phases, and a gate you can stop at.

Every project runs the same route. The vertical slice is a real go / no-go — plenty of good ideas have ended there, which is the point.

  1. P11–2 weeks

    Discovery

    Audience, comparable titles, the one thing the game or app must do better than anything else on the store. Ends with a written brief and a budget range.

  2. P23 weeks

    Playable prototype

    A build on your phone, not a deck. We test the core loop with real players before anyone writes production code.

  3. P36–8 weeks

    Vertical slice

    One level, one flow, final art quality. This is the go / no-go gate — and the point where scope gets honest.

  4. P43–7 months

    Production

    Content, systems, store assets and compliance in parallel. Playable build every Friday, no exceptions.

  5. P54–6 weeks

    Soft launch

    Closed and open testing in two or three markets. We read retention and crash-free rates, then fix instead of launching.

  6. P6Ongoing

    Live

    Staged rollouts, season content, policy upkeep and a monthly report you can actually read. Most of our titles are still in this phase.

The HUAHINE studio: desks, monitors showing game art, tropical plants and a lagoon beyond the windows
Fare, Huahine · French Polynesia/Overlapping hours from UTC-10 to UTC+3

How we hold the line

Four rules we have not traded away.

A build every Friday

From week three of any project there is something installable on your phone. Progress you can hold beats progress in a status document.

The low-end phone is the target

We agree a frame and memory budget before production and test it on hardware people actually own. Flagship performance is a side effect.

Economies without dark patterns

We will design a season pass. We will not design a countdown that exists purely to make a child panic. It has cost us work and we are keeping the rule.

Small team, whole scope

Six to eight people who each own a discipline end to end. Nothing gets handed to a vendor at the point where it stops being fun.

They shipped the vertical slice a week early and then spent that week telling us which third of our design to cut. That conversation saved the project.
Ingrid Solheim · Founder, Fjordlight Apps
We came for the Play compliance work and stayed for the LiveOps. Crash-free sessions went from 97.1% to 99.4% in the first two releases they ran.
Teva Marchand · Head of product, Motu Interactive

Next opening

We take on four partner projects a year. Two slots are open for 2027.

Tell us what you are building. You will get a straight answer about whether we are the right studio for it — and if we are not, a suggestion of who might be.