BUILDING THE NEXT LAYER OF GAME DESIGN

Every player
changes
the game.*

Give your game the intelligence to evolve.
AI player simulation and adaptive design, built for ambitious mobile studios.

HUMAN CREATIVITY.AI-SCALE EXPLORATION.
Δ
BUILT FOR MOBILE GAME TEAMS

Your creativity. More possibilities. A better next move.

✳

Great games deserve
a fairer playing field.

The next great game shouldn’t need a giant studio behind it.

When acquiring players gets harder, every experience matters more. But understanding what keeps different players engaged takes data, experiments, and a team many studios can’t afford to build.

deltaTime AI is being built to put that design intelligence within reach. Explore more ideas, spot friction earlier, and give your designers more room to create.

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Make every player count

Understand the moments that turn a first session into a lasting habit.

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Learn before you launch

Explore design variations in simulation before validating them with real players.

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Keep creativity human

Let designers set the vision. Let AI take on repetitive exploration and tuning.

A learning loop.
Not another dashboard.

Four connected layers, designed to turn gameplay signals into better design decisions.

BEHAVIOURAL DATA PIPELINE

Start with how people
actually play.

Taps, retries, pauses, and pace of progression tell a story. Connect gameplay events and game state through a lightweight runtime SDK, or use an API connection to your existing data pipeline for an SDK-free integration. Both approaches are planned to build a training-ready picture of player behaviour.

Runtime SDKSDK-free APIGameplay signals

Product architecture in development. Simulation estimates need validation in live experiments; they are not guarantees of player outcomes.

The right challenge.
At the right moment.

What could adaptive design look like in a match-3 game? Let’s make it concrete.

CASE STUDY

A match-3 studio.
A tricky level 42.

Puzzle Game Publisher (Design Partner)

Imagine a small studio noticing that new players repeatedly fail level 42, while experienced players breeze through it. One fixed difficulty curve isn’t serving either group.

01

Find the friction

Compare retries, move choices, and drop-off around the level.

02

Explore the alternatives

Simulate move limits and obstacle layouts across player styles.

03

Test a better next move

Try a gentler setup for newcomers, retain the challenge for experts, then validate retention and enjoyment in a live test.

LEVEL 42 / DESIGN EXPLORER● CONCEPT DEMO
MOVE LIMIT28
OBSTACLES4
DESIGN GOALBuild confidence

A little more breathing room to learn the mechanics.

Better play.
Smarter monetisation.

Player intelligence informs monetisationBehaviour signals feed the deltaTime prediction engine, informing ad timing, purchase offers, and subscription value. Δ AdsPurchasesSubscriptionsThe right momentThe relevant offerLasting value BEHAVIOURPREDICT

The same patterns that reveal how people play can help predict how different audiences respond to monetisation. Turn those signals into hypotheses about timing, offers, and value, then validate them with real players.

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Ads that fit the experience

Identify moments to test rewarded ads or interstitial placements, and tune frequency across player segments, balancing revenue with session flow and retention.

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More relevant in-app purchases

Explore which bundles, price points, and offer timings may resonate with different player cohorts. Test purchase intent against long-term engagement.

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Subscriptions with lasting value

Predict which players may value recurring benefits. Use engagement and progression patterns to inform subscription packages, onboarding, and renewal experiments.

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Designed by people.
Explored by AI.
Made for players.

THAT’S THE DELTATIME IDEA.

Your game.
Our next conversation.

Building a mobile game? Exploring player simulation? Tell us what you’re working on and where you want to go.

Open to early studio conversations

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