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Hardcore Gamers.Trusted by Industry Leaders.Let’s Build Together.

100+ gamers powering a full-service game studio in the heart of Lahore, all under one roof since 2013.

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TRUSTED BY
  • Netflix
  • Aeria Games
  • Coca-Cola
  • Dovetail Games
  • Cartoon Network
  • gameXcite
  • NVIDIA
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  • Lacoste
  • Junkfish
  • Ford
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  • Mountain Dew
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  • hitBOX
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  • Cube
  • David Martin
  • Slitherine
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  • White Wizard Games
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  • Still Alive Studios
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Our low operational costs help provide our partners absurd value!
Across the ObeliskNecropolis of the Damned

Game Development

Full development, post-launch and porting on Unity and Unreal. Card games, MMORPGs, turn-based strategy, FPS and JRPGs for massive IPs, with console ports on every modern platform.

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Game Art & Animation

Hands-on 2D and 3D creative pipelines, from concepts to final animated models and mobile-optimised marvels — scaling production flexibly without losing efficiency.

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Backend & Multiplayer

Cross-platform multiplayer with tight command of asynchronous, real-time and turn-based play. FBOMB, our BaaS for Unity and Unreal, offers a huge, customisable range of multiplayer options.

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QA & Game Design

Functional, compatibility and performance testing on all modern consoles and hardware, plus design from market research to meta-design and content for your next DLC.

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Our Quest Log

From console adventures to mobile worlds, built for players everywhere.

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PORTINGUNITY

Within an impossible timeframe, we ported this Kingdom Builder from Flash to Unity, bringing it to millions of users past the Flash Farewell.

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PCSWITCHXBOX

Build your dream farm in the lovable town of Willowdale. Turn age-old rusty buildings and barren land into a lively and thriving farmland.

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GAME DEVELOPMENT2D

An arcade promotional game of the kickass Netflix show that launched with their third season: a beat ’em up featuring 8 of the beloved characters.

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OWN IPTURN-BASED TACTICS

A lore-rich, tactical RPG with base-building set in the Indian Subcontinent.

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PC

Bringing the world-famous WWII tabletop wargame to PC. Command infantry, armour and artillery in tactical battles where positioning, suppression and…

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3D ARTANIMATION

We created 3D models and animations for the Ultramarines and more, bringing Warhammer 40,000’s most recognisable Space Marine Chapters to the…

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DLC DEVELOPMENTGAME DESIGN

Bringing to life one of the IP’s best-performing and largest DLC packs was an absolute joy.

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DLC DEVELOPMENTGAME DESIGN

Much like the Steam reviews, working on this visually stunning kingdom battler was an overwhelmingly positive experience.

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SWITCHXBOX SERIES X|SPS5

A magical action RPG with slimey 3D platforming.

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GAME DEVELOPMENTMULTIPLAYER

A reimagining of the age-old classic by Mega Cat for Atari. Play with up to 8 friends in a variety of game modes and choose from a wide range of…

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MOBILE

Our 3D team created every asset for this idle-tapper based on Cartoon Network’s popular show.

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SWITCHPS4PS5

A pixelated turn-based RPG adventure, a love letter to both wrestling and classic RPGs with iconic heroes such as Macho Man, Jake the Snake Roberts…

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ENGINES & TECHNOLOGIES

  • Unity
  • Unreal Engine
  • Roblox Studio
  • Blender

PLATFORMS

  • PC
  • Console
  • Mobile
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Meet Our Core Team

Anything is possible when you work with the right people!

Illustrated portrait of Ali Ihsan

Ali Ihsan

CEO

Illustrated portrait of Nauman Azhar

Nauman Azhar

COO

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Adnan Ayub

Art Director

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Omar Farooq

Engineering Director

Illustrated portrait of Uzair Mir

Uzair Mir

3D Art Lead

Illustrated portrait of Shehriyar Kamal

Shehriyar Kamal

Business Director

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Seb Downie

Partner

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Need help with what you’re building?

Write to bd@frag-games.com, or Shehriyar Kamal (Business Director) at shehriyar@frag-games.com.

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4Rock&Games

4Rock&GamesINSERT COIN ▸ LIFE AT FRAG
01 / 13

We’re 100+ gamers powering a full-service game studio in the heart of Lahore. Established in 2013, our teams still sit under one roof, working as one unit: developers, artists, designers and QA side by side.

From our own IPs like Dastaan and Life in Willowdale to co-development, porting and art for partners such as Paradox, Netflix, Slitherine, Dovetail and Cartoon Network, studios bring us in as a true extension of their team.

10+Years of game crafting
100+In-house developers & artists
40+Games & ports delivered
5Platforms supported

We believe in

  • Geek cultureWe’re gamers at heart.
  • CandorBeing honest and real.
  • EfficiencyGiving more for less.
  • OwnershipMaking it as if it’s our own.
  • OpennessApproachable for enthusiasts and professionals alike.

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Gamers at heart? Plug in and make some noise with 100+ of us, under one roof in Lahore.

  • Headline gigs, big IPsPlay the big stages: Paradox, Netflix, Slitherine, Dovetail and our own IPs.
  • One stage, one bandDevs, artists, designers and QA jamming side by side, every day.
  • Jam sessions between setsGame nights, Tekken, Mario Kart and table tennis between builds.
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5 Most Memorable Boss Fights (That We Could Come Up With in 5 Minutes!)

Our Favorite Boss Fights: Let's Talk Game Battles

At our game studio, discussions about games never seem to end. Whether we're deep into development or taking a break with a round of gaming ourselves, the topic of boss fights often steals the spotlight. We thought, why not channel our nerdy enthusiasm into something productive and share our thoughts with you? So, let's dive into one of our favorite boss fights:

Vaas Montenegro in Far Cry 3: A Memorable Showdown

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The encounter with Vaas Montenegro in Far Cry 3 remains etched in our memories as one of the most intense and gripping boss fights. From the haunting setting to the visceral dialogue, every moment of this battle leaves a lasting impact.

Nafey

Far Cry 3… SH*T!!

That game is absolutely amazing! Even after all these years I still play that game especially that weed mission with Skrillex bumping in the background! – ‘We mush up the place, turn up the bass and make ’em aaaaall have fun!’ DAMN! that whole thing was sexy!!

And then that dude Vaas… That psychopath, sexy beast of a man! Damn that dude made me feel weak and puny! The way he talked! His words and his actions! Oh man oh man he’s hands down the most hardcore villain I have EVER come across.

And then comes his definition of Insanity- Did I ever tell you what the definition of insanity is? Insanity is doing the exact… same f*ing thing… over and over again expecting… sh*t to change… That. Is. Crazy. The first time somebody told me that, I dunno, I thought they were bullshting me, so, boom, I shot him. The thing is… he was right. And then I started seeing, everywhere I looked, everywhere I looked all these f*ing pricks, everywhere I looked, doing the exact same f*ing thing… over and over and over and over again thinking: ‘This time is gonna be different. No, no, no please… This time is gonna be different.’ I’m sorry, I don’t like… The way… you are looking at me… Okay, Do you have a f*ing problem in your head, do you think I am bullshting you, do you think I am lying? F* you! Okay? F* you!… It’s okay, man. I’m gonna chill, hermano. I’m gonna chill… The thing is… Alright, the thing is I killed you once already… and it’s not like I am f***ing crazy. It’s okay… It’s like water under the bridge. Did I ever tell you the definition… of insanity?”

Guys!! That thing right there! It just blew my mind!! The voice acting and his character.. UFF!! I might be in love with that dude!

And then I had to kill him… I don’t know how it happened or why he turned against me.. But I had to kill him… I had no choice. He forced my hand! I HAD TO SHOOT HIM!! Again and again and again and AGAIN!

Every time I filled him up with lead he just came back! He never gave up… He kept coming back for more… Smiling and calling my name every time I put him down… Left and Right I saw his face, his voice echoing in the back of my head.. Laughing and Taunting me!!

I thought I killed him but I was wrong… He made me lose my mind.. I… I’m writing this for him.. Why am I writing this for him….? I… Did… Did I ever tell you the definition… of insanity?

Zaair, your boss fight in Dark Souls 3 Fatboy and Slim

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Zaair

If you had a list of the top 100 bosses, we all know 80 of the modern picks would come from, er, FROM.

And even in that hallowed, grotesque, awe-inspiring company Fatboy and Slim stand alone. …together. Shut up.

Let’s start with how Anor Londo is the absolute goddamn pinnacle of Dark Souls, this beautiful, abandoned city that you’ve LITERALLY RISEN TO after hours of terrifying, murky deeps and the poison stutterfest of expletive deleted Blighttown.

The bells are rung. The Troll Fortress conquered. The beautiful vista of Anor Londo is yours to explore. The treasure within, guarded only by a boss. Who? Can’t be any worse than what’s come before, right?

Dragonslayer Ornstein. AND!!! Executioner Smough!

Their entrance is sublime. Their names are kickass. Their lore is, well, it’s no Artorias but it’s still very cool. The last of Gwyn’s Knights and a man so brutal he was denied Knighthood.

Let’s get to the meat of it though: the mechanics of the fight represent the first and arguably only time FROM created a truly incredible Gank Boss fight.

Their styles compliment one another. Lightning speed and slow, hulking power. The pillars in the room give you the barest chance of splitting them up.

And halfway through? BOOM! Since then, second phases have become another FROM staple. For my money, they never managed as well as O&S.

There are some incredible boss fights out there. Mechanical masterpieces from Devil May Cry and Bayonetta. For the resolution of epic narrative arcs, none probably compare to Metal Gear Solid.

But for a set-piece Boss Fight that burned itself into a living legend with no build up? Fatboy and Slim, all the way.

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Vergil – DMC 3

Salman

Picture this, you’re an 8-year-old about to play Devil May Cry 3. The beginning cutscene shows you just how much of a badass our main character Dante is. He’s cool, stylish and loves to have fun.

And then you meet his brother, Vergil. The exact opposite of Dante in every single way – even colour scheme. He’s calmer, serious and most importantly, stronger.

The first fight you ever have with brother dearest shows you that you stand no chance. He beats you to bits and pins you to the ground with your own sword. His lust for power is the only thing that drives him and you’re just not at his level. Yet.

Vergil as a character is probably one of the best characters in all of gaming because of the narrative importance he serves in DMC3. The only reason I wanted to continue playing the game – and I’m sure a lot of people feel the same way – was to beat him.

So you’d think I’d be talking about the third and final fight with the power-hungry brother but instead to me, the one that has the most weight is the second fight.

After Vergil proves to you once again that he’s stronger than you by killing Beowulf and taking the Devil Arm for his own you just want to have another go at him. You have your own arsenal of weapons you’ve collected and he has probably the best Devil Arm in the game so you totally want that back.

You’ve grown stronger since your last encounter with Vergil and now it’s time to prove it. The fight has an absolutely kickass track playing which is probably my favourite song in the entire series. Vergil shows off some new tricks and his shiny new Devil Arm and you get to style on him with some new tricks up your sleeve as well.

The fight to prove who’s stronger is at a stalemate and it’s only stopped by the real big bad Arkham. The reason why this fight is so important as well is that this is where the brothers realize that they need to work together if they want to have a proper fight to see who’s best.

And who said Devil May Cry was shallow game for eight-year-olds who live off of pizza rolls? The narrative builds up to every fight with Vergil is probably some of the best I’ve seen in any game.

It was handled with… SSStyle.

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The ANCIENT dragon

Fahad

Now I know I know everyone thinks the ancient dragon is probably the worst boss in the ENTIRE Souls-bourne series. But put down your pitchforks and just hear me out!

Now while the boss was an absolute pain to deal with let’s talk facts;

The Ancient Dragon, in all his majesty, stands atop the dragon shrine looking down on all of Drangleic. The path to the Ancient Dragon is guarded by Drakekeepers. These eternal guardians of the Shrine are garbed in onyx armor and wielding the Greatshields of Glory, specifically commissioned for the king’s most loyal knights. With the largest health pool in the entire series AND arena covering AOE attacks AND the ability to one shot players AND no real elemental or physical weaknesses this seems like the unfairest of unfair fights right? BUT you’re fighting an EVERLASTING DRAGON! What else do you expect!

And for that exact reason this boss is optional. I mean think about it, this boss is one of, if not the only boss, that breaks the mould of entering a boss arena and just getting smacked! Instead this boss talks to you telepathically, helping you along the adventure. And only attacks when provoked.

And after multiple deaths to the drakekeepers and giant knights en-route to the fight and the dragon itself (Obviously), when you do eventually beat the boss the reward is the ability to beat another optional boss? What!? And upon death the dragon drops a soul of a GIANT. What?!!

I mean I could go into all the lore implications of how it all ties in and what it means in the mystery of life and death and the “curse of undying” itself that forms the basis of one of the most iconic franchises EVER… but then we’d be here all night.

Let’s just all agree that love or hate Dark Souls 2, NO ONE forgets the Ancient Dragon. It is THE most memorable boss fights in DS2!

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The wretched pterodactyl

Shehriyar

While the Metroid Prime trilogy had a number of iconic boss fights which could make this list, there was nothing more satisfying to watch than, Meta Ridely being shot at by lasers. Subsequently falling off a cliff near the end of the first installment of the Prime series.

There was a certain aura surrounding Ridely which made it one of the most iconic enemies of all time. You are introduced to the this deadly monster (which looks like the most terrifying version of a pterodactyl you will ever see) during the opening scenes of the game.

Captivating scenes of the heavenly daemon are then sprinkled all across the entire game, from the way he mocks you and flies away from the wrecked Frigate Orphan to the glaring shadow he casts on you while you explore Phenrana Drift. You are frequently taunted by the menace at different points throughout the game and you know a fight is coming. But you are also afraid. How strong will it be? After all its flying monster which can shot fireballs.

Then the fight finally comes. It does not disappoint. Initially, Ridely is airborne flying across throwing fireballs at you. You need patience for this part. A lot of agility. And the ability to reign fire yourself in the small openings of attack you’re left with.

Eventually you burn its wings. Now the monster gets truly frightening. It’s on the ground. Fast. Ruthless. It wants your head. It has never had its wings burnt. It’s erratic. You need to be faster and more accurate. There is little margin for error. You get a huge adrenaline rush and finally you’re able to take this demon down.

While the fight mechanics and visual depiction of the battle itself was mind blowing (especially at the time the game was released), what truly gives weight to the battle was Ridley’s intimidating personality. Something which few other boss battles possed. A, evil flying cybernetically enhanced space pirate which looks like a pterodactyl.

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FBOMB

Frag Basic Online Microservice Backend — our Backend-as-a-Service (BaaS) for Unity and Unreal multiplayer games, built after years of hitting the walls of black-box services.

FBOMB is a Backend-as-a-Service, similar to PlayFab and GameSparks. We’ve worked with several such services on client products, and though their ease of use for quickly deploying server backends was admirable, whenever you needed custom server-side code they always gated development because of their black-box nature.

100k+users with minimal horizontal scaling
200+CCU per Medium AWS instance
2engine SDKs: Unity & Unreal

Technology stack

FBOMB was initially built for pseudo real-time games that scale to 100k+ users with minimal horizontal scaling. The stack was chosen with exactly that in mind.

Java 8

Akka

An actor system that can process millions of requests in parallel with minimal overhead.

Database

MongoDB

The NoSQL database of choice: highly available data with minimal consistency issues, ideal for modern games.

Messaging

RabbitMQ

Our message queue: a modular message bus that’s easy to extend.

Networking

Netty

Games connect through our RESTful API or persistent socket connections, both served by this WebSockets framework.

Performance & auto-scaling

Using stress-testing frameworks, we’ve tested systems built on FBOMB to scale to 200+ CCU per Medium AWS instance — on par with solutions from top-tier game companies. Services can also be configured to auto-scale on demand, maximising availability.

Service customization

Bespoke development is part of our regular business model and sits at the heart of FBOMB: we modify the services for your use case, enabling huge cost optimisations — no source code licence required. Customization work is billed at discounted rack rates, currently $30 / hour.

Features & pricing

FBOMB’s feature set is split into two pools, Base and Pro. All licences are perpetual and per product.

Base licence
$1,499

Perpetual, per product

  • Authentication
  • Real-time chat
  • Inbox
  • Data services (game state, metadata)
  • Push notifications
  • In-apps with purchase verification
  • Leaderboards
  • Real-time and RESTful endpoints
  • Game admin portal
  • Quick deployment
Pro features
$500 / feature

À la carte, on top of Base

  • Teams service
  • Match-making
  • Match server
  • Developer ops portal

SDKs for Unity and Unreal are included for quick integration, communicating over HTTP or sockets. The feature list is continuously updated and existing services are consistently optimised.

Source code licence
$20k single product
$50k unlimited products

Full feature set · 1 year of Bronze support · 3 years of free upgrades

  • Each licence allows perpetual use
  • No resale of the software licence
  • Each licence allows a single production use
  • 3 months of Bronze support with every licence purchase
  • Free updates for 1 year after purchase

Support tiers

Basic troubleshooting and consulting are free after licence purchase. Any successful game needs a dedicated DevOps team, so we offer a support resource at three levels.

Bronze
Free / month

No SLA, 24-hour turnaround, partial allocation.

Silver
$800 / month

90% uptime, 8-hour turnaround, part-time resource.

Gold · recommended
$2,400 / month

98% uptime, 30-minute turnaround, full-time resource.

We charge for a single resource, but a larger support team stands behind it so there’s always coverage when you need it. Support resources are DevOps engineers who monitor your game’s performance to solve problems before they happen.

FBOMB hosting

Shared hosting
$250 / quarter

Supports 500 CCU (10k DAU).

Dedicated hosting
Custom

Get in touch with sales for a quote. We support all major clouds and are happy to help with custom deployments.

Ready to plug in FBOMB?

Tell us about your game and its multiplayer needs. Email bd@frag-games.com or use the form.

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