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Houtos Labs · Games & P2E Playtested & measured

A game has to be fun even when it pays nothing.

Custom game development in Unreal, Unity and modern web tech, plus play-to-earn economies designed against the math instead of the hype. We simulate the economy before anyone writes a contract, and we playtest the loop until the data says it holds.

Engines & stacks Unreal Engine Unity Web / instant play On-chain economies

100% in-house development · Oregon & California, USA · 25+ years building production systems

Concept reel

AI-generated mood clip, not gameplay footageStudio projects by status: the Registry

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The short answer

Updated September 2026

Houtos Labs builds custom games and play-to-earn systems, and measures them. Unreal Engine and Unity development, web-based instant-play titles, and P2E economies designed and simulated against the math before anyone writes code. A lot of token economies are broken in the design doc, long before launch day.

We work as the builder or as studio support: engineers beside your team, economy tuning, on-chain integration, or a straight technical reading of a build that's struggling. The rest of the studio's work sits in the Registry, labeled by status. On-chain mechanics lean on our web3 practice and custody discipline.

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A failing P2E chart has a familiar shape.

Rewards outrun the reasons to spend. Move the two forces in the economy balancer and watch it tip. This is the design conversation we have before a single contract gets written.

Simulator · live

Two forces, one fate

Emissions put tokens in players' hands. Sinks give them reasons to spend. Sustainability lives in the ratio, and in whether the game is still fun when it pays nothing.

Sustainability read
Balanced simplified model

Healthy tension. Earnings feel real and sinks stay worth buying. Economies in this zone age slowly instead of imploding.

  • Net flow+5 / day
  • Pressuremild inflation
  • Runway shapelong curve

Simplified demonstration model. Real economy design simulates cohorts,
price pressure and player psychology: how we measure.

02

From the bench

Captures from our own titles and tools, labeled exactly as they are. None of these titles is in the Registry, so none of them claims a status.

Capture from Based Guardians: an armored fox character running down a dark road
Based Guardians · capture
Capture from Guardians THOON gameplay footage
Guardians · THOON capture
Capture from Based Frogs footage
Based Frogs · capture
Screen capture of the Based Arcade app interface: points balance, vesting progress, and the Retro Defender game entry
Based Arcade · product UI capture
Capture from studio work-in-progress footage
From the bench · capture
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What our game development covers

From first playable to live ops, as the builder or as extra engineering beside your studio.

Custom game experiences

Original titles and branded experiences built around a loop worth repeating. Mechanics come first and the spectacle serves them. Prototype early, then let the playtest data do the tuning.

P2E systems & token economies

Emission schedules, sink design and reward loops, simulated before launch. Picture the balancer above at full scale. On-chain integration gets the same security discipline as our custody work.

Unreal & Unity engineering

The game picks the engine. Unreal for high-fidelity 3D, Unity for mobile and cross-platform speed, web tech for instant-play reach. The scope says which one, and why.

Studio support & rescue reads

Extra capacity beside your team, economy tuning on a live title, or a plain-English technical reading of a build that's drifting. Creative control stays with you.

It ships when the playtests say so.

The loop first · the math early · the data decides · spectacle in service of both

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No player counts we can't show you

The standing rule: we don't invent player counts or borrow other studios' trailers. The balancer is labeled a model because it is one, and the reel at the top is labeled AI-generated for the same reason. The Registry lists studio projects by status. Our game titles aren't on it, and this page doesn't pretend otherwise.

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Fair questions

What does custom game development include?

Concept and mechanics design, engine work (Unreal or Unity, or web technologies for browser games), art integration, backend services, and the loop of playtesting and tuning that turns a demo into a game. Web3 titles add token and reward-economy design plus on-chain integration. We scope the pieces you need. Some studios want a full build; others want an engineering partner working beside their own team.

Should we build in Unreal Engine or Unity?

It depends on the game. Unreal earns its keep on high-fidelity 3D and cinematic ambitions. Unity is often faster for mobile, stylized and cross-platform titles. For instant-play distribution, modern web tech is underrated. Anyone who answers before they understand your game, your team and your platforms is selling you their comfort zone. The scope document says which we'd choose for yours, and why.

What makes a play-to-earn economy sustainable?

The dull math. Rewards flowing in (emissions) have to be balanced against real demand flowing out (sinks players want to spend on), and the loop has to be fun enough that people would play for nothing. Many failed P2E economies were doomed on paper, with emissions outrunning sinks and fun treated as an afterthought. We design and simulate the economy before anyone codes it. The balancer on this page is the same idea in miniature.

Do you work with existing gaming studios?

Yes. Studio support is a core part of the practice: engineering capacity beside your team, economy design and tuning, web and on-chain integration for an existing title, or a straight technical reading of a build that's struggling. You keep creative control. We bring engineering we can measure.

Ship a game the math believes in.

Tell us about the title, the economy or the studio that needs more hands. The reply is a reading of where it stands. The pitch can wait.

100% in-house development · Oregon & California, USA · 25+ years building production systems
playtested & measured · fun at zero earnings or it isn't a game · privacy · Accessibility statement