A rhythm-based fitness game with 1.8M installs and a 31-minute median session.

Pulse wanted a game that got people genuinely moving, not a leaderboard bolted onto a step counter. Previous attempts by other studios had produced things that were either a good game or good exercise, never both.
A rhythm-action title using the phone's accelerometer for movement detection, with difficulty scaling to measured effort rather than a fixed curve. Choreography by an actual trainer, an original soundtrack, and a progression system rewarding consistency over intensity.
1.8M installs and a median session of 31 minutes — unusually long for mobile, and roughly a full workout. Day-7 retention of 41% against a 22% fitness-app benchmark.




A 30-minute call, no deck. You describe the problem, we tell you honestly whether we are the right team for it — and what it would realistically cost.
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