
Evenement Holding Group — EVENEMENTHOLDINGGROUP
We build small games and useful apps, then ship them to Google Play and keep them alive.
Things people actually installed
Four kinds of work
A seven-person studio that takes a title from a one-page pitch to a signed Android App Bundle on the Play Store — engineering, art, store listing, live operations. We keep the team small on purpose: the people who design a build are the people who ship it.
Scope and timelines- 01
Original game development
Our own titles, from mechanic sketch to a live Play listing with a content calendar behind it.
4–9 months - 02
Client Android applications
Native Kotlin and Compose builds for companies that need a real app, not a wrapped website.
3–6 months - 03
Ports and release rescue
A finished game that will not pass review, or a desktop build that needs to become an Android one.
3–10 weeks - 04
Live operations and growth
The unglamorous half: store experiments, retention work, events, and the monthly release train.
Ongoing retainer
Playable in three weeks or we have learned something cheaply
- I
Teardown
Week 0A paid two-day teardown. We take your pitch, prior build or competitor set apart and come back with a written read: what the core loop actually is, which constraints will hurt, and what we would cut. You own the document whether or not we go further.
- II
Prototype sprint
Weeks 1–3One mechanic, no art, running on a mid-range Android handset. Eleven days is our median from signed pitch to something you can hold. If the loop is not fun grey-boxed, no amount of art will save it — and this is the cheapest possible place to find that out.
- III
Vertical slice
Weeks 4–11Final art direction, real audio, the first fifteen minutes of the product built to ship quality. This is the build that goes to closed testing and to any partner or publisher conversation.
- IV
Production
Months 3–8Content build-out on a two-week cadence with a playable at the end of each one. Store assets, ratings questionnaire, data safety forms and pricing get settled here, not in a panic the week before launch.
- V
Release and after
Launch onwardOpen testing, then a staged production rollout starting at five percent. We watch crash rate, ANR rate and D1 for the first seventy-two hours with someone on call, then move to the monthly release train.
Seven people, one room, no handoffs
The person who designs a system builds it and watches it in production. That is the entire organisational philosophy, and it is why we cap the studio at seven and take on three projects a year rather than eight.



