
Genuinely native performance
We build in Unity and native Swift/Kotlin layers so games hold a steady 60fps on mid-range phones, not just flagships. Battery and load times are treated as features.
Fitzroy · Melbourne game studio
We are RuneValor Agency — a small Fitzroy team building original mobile titles, from art-driven RPGs to snappy arcade games, plus the live-ops that keep them growing after launch.

Why RuneValor
We keep engineering, art and design under one roof in Fitzroy, so your game stays coherent from prototype to the day it hits the App Store and Google Play. No hand-offs, no lost intent.

We build in Unity and native Swift/Kotlin layers so games hold a steady 60fps on mid-range phones, not just flagships. Battery and load times are treated as features.

Every project gets a bespoke visual language — hand-painted RPG worlds, chunky arcade sprites, or clean minimal UI. Our illustrators and animators sit beside the engineers.

Store listings, ASO, soft launches in the AU market, event cadence and balance patches. We stay on after release to grow retention, not vanish at v1.0.
What we do
Pick a stage or take the whole journey. Every engagement includes a free 45-minute scoping call at our Johnston Street studio or over video.
A focused 4–6 week sprint to turn an idea into a playable vertical slice you can put in front of real players and investors.
Selected games
A slice of recent work across genres. Tap any game for the full build story, platforms and results.
Story-driven RPGA hand-painted turn-based RPG with a branching Melbourne-noir storyline.
Arcade racerA one-thumb neon racer with weekly ghost-lap tournaments.
Cozy builderA relaxing seaside town-builder with no timers or ads mid-play.
PvP strategyA fast 5-minute-match tactics game with cross-platform play.
Client voices
We work with indie founders, publishers and brands across Australia and beyond. Here is what a few of them said.
RuneValor took our napkin sketch to a soft launch in five months. The prototype sprint alone saved us from building the wrong game entirely.
Their live-ops team lifted our day-30 retention from 11% to 29% in a single quarter. The weekly event cadence completely changed our numbers.
The art team gave our arcade game a personality players actually screenshot and share. Downloads doubled after the visual refresh.
We handed them a game that crashed on anything older than two years. They profiled it, fixed it and it now runs beautifully on a five-year-old phone.
Dev log
One email a month: what we’re prototyping, what we learned shipping mobile games, and the occasional early beta invite. No spam, unsubscribe anytime.
Start a project
Whether you have a full design doc or a single idea, we’d love to hear it. Send a note and we’ll reply within two business days.