GameLabs Ltd

Mobile game development.
Concept to store launch.

We design, build and ship games for iPhone and Android. Our own titles, and games for partners who want a playable product rather than a pitch deck.

Now in development: STIX Duel, the stick figure fight you control. Free on iPhone and Android when it lands.

Our games

What we are building.

STIX Duel on a phone in the dark ring: two stick fighters squared up at the start of round one, six move buttons and a stick below The same round in the light ring, the other arena setting

Game 01. In development

STIX Duel

The stick figure fight you control.

A real stickman fighting game you control, with a slow-motion knockout every fight. Five attacks and a block are in the game today. That is the foundation, not the finish line. Every new move is traced by hand, and every move arrives free for everyone. Free on iPhone and Android when it lands.

Real screenshots. Light ring or dark.

  • Five attacks and a block
  • Slow-motion knockouts
  • Moves traced by hand
  • iPhone and Android

Services

Mobile game development, end to end.

We take on whole games and the hard middle parts of games. Everything below is work we do on our own titles first.

01

Concept and prototype

A playable build on a phone within weeks. Core loop, controls and feel, so the decision to invest is made on something you can hold, not a document.

02

Gameplay engineering

Deterministic simulation, input systems, physics, AI opponents, replays. Unity, C#, built to hold 60 fps on mid-range Android and iPhone.

03

Animation and game feel

Hand-traced motion, hit-stop, screen shake, slow motion, camera work. The part of a game people share clips of.

04

Progression and monetization

Ladders, unlocks, cosmetics, passes, rewarded ads and in-app purchases. Fair by design: no pay-to-win and no hidden odds.

05

Store launch

App Store and Google Play submission, screenshots and store copy, analytics, crash reporting and the first update after launch.

06

Marketing and community

Landing pages, trailer key art, short-form clips, founder programs and crowdfunding pages. We run this for STIX Duel today.

How we build

Playable first, then everything else.

Four stages, each ending in a build on a real phone. Nothing moves to the next stage until the current one feels right in the hand.

  1. 01

    Brief and core loop

    Who plays, on which phone, for how long, and what the one satisfying moment is. We write it in a page and agree on it before any code.

  2. 02

    Prototype on device

    Controls, movement and the first interactions, profiled on a mid-range phone. This is where most ideas change, cheaply.

  3. 03

    Production

    Content, animation, progression, audio and the meta game. Weekly builds, every feel value tunable without a rebuild.

  4. 04

    Launch and grow

    Soft launch, store submission, analytics on every screen, then updates driven by what players actually do.

The studio

Small team. Own games. Real phones.

GameLabs Ltd is a mobile game development studio led by Michael Hensel. We build our own titles and take on selected partner projects. Everything we offer as a service is a thing we do every week on STIX Duel, from hand-traced animation to the store listing.

The studio started in 2021 in gaming research and moved into development in 2026. The research habit stayed: every decision about a game is tested on a device before it is trusted.

  • Feel first. Frame data, hit-stop and 60 fps before feature lists.
  • Honest visuals. Every screenshot is real gameplay.
  • Fair by design. No pay-to-win. Every fight is free, some styles are paid.
  • Ship small, then grow. A finished core beats a broad promise.

Start a project

Have a mobile game to build?

Tell us the idea, the audience and the timeline. We reply with what we would build first and what it would take to get it on a phone.

mh@gamelabs.ltd