Early playtest cohort
A seat in the group that plays new cabinets before they reach the arcade floor.
- A build ahead of release
- One short feedback form per cabinet
- Direct line to the designer of that mini-game
- Your name on the thanks screen
A mobile arcade — iOS and Android
Short, loud mini-games built for one thumb and ninety seconds at a time. Pick a cabinet, lose fast, go again.
Free to play
ALPACA ARCADE is not one game with one loop. It is a row of cabinets — small, stubborn mini-games that each teach themselves in about four seconds and end about ninety seconds later. You tap one, you play it badly, you understand it, you play it again on the walk to the platform. Nothing in it needs a tutorial screen, a skill tree or a second evening.
We build it the way the old arcade floors were built: every cabinet has to earn its slot. If a mini-game can't be understood from the first five seconds of someone else watching over your shoulder, it doesn't ship. That constraint is the whole studio — it decides the art, the controls, the length of a run and how many things we are allowed to put on screen at once.
This page is how you reach the people who make it. Players, creators, brands and publishers all land in the same inbox, and a human from the studio reads it.
Every cabinet is driven with a single thumb on one half of the screen. You learn it by losing once, not by reading a pop-up.
Sessions are built to finish in roughly a minute and a half. There is no match you can't abandon and nothing that punishes you for closing the app.
Bored of one mini-game? The arcade floor is one tap away and the next cabinet plays nothing like the last one.
The arcade runs on the phone itself, so a tunnel, a plane or a dead hotspot doesn't end the session.
Optional purchases are cosmetic — alpaca outfits, cabinet skins, trails. Nothing you can buy makes a run easier than it is for everyone else.
What the arcade looks like, and where it gets made.
Four things the studio gets asked for by name. Use the form for any of them — or for something not on this list.
A seat in the group that plays new cabinets before they reach the arcade floor.
For streamers and video makers who want clean footage instead of phone-camera wobble.
A mini-game built in your world — your palette, your props, our ninety-second rule.
For partners who want the arcade in a market or a language it isn't in yet.
Everything here starts as a conversation. We scope dates and terms together, after we understand what you want.
Downloading the arcade costs nothing, and we would rather tell you now exactly what that means than let you find out in the middle of a run. The cabinets are complete when you open them. There is no stamina bar waiting to empty, no countdown asking you to come back in four hours, and no cabinet locked behind a wall you can only climb with a card.
What you can spend money on is how things look: an outfit for the alpaca, a skin for a cabinet, a trail behind a jump. That is the deal, and it stays the deal — a purchase changes the picture, never the difficulty, and never the leaderboard.
If you are writing about the arcade, publishing it, or putting your brand inside one of the cabinets, this is the same thing we will say to you in the first call. It is easier to design around than to apologise for later.
Name, email and a line about what you want. Rough is fine — we would rather read two honest sentences than a brief you spent a week on.
The reply tells you who has picked it up, whether it is something we do, and what we still need to know.
Twenty minutes to agree what the thing actually is: a playtest seat, a kit, a cabinet, a market. We take notes and send them back to you.
A build, a kit, a playable prototype or a plan — with the dates we agreed on the call and the name of the person who owns it.
Playtests, press, brand cabinets, publishing — one form, one inbox, read by the people who build the arcade.
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