Coinslot
Arcade cabinet build in progress

Stage 2 — Build

Your prototype, turned into something you can actually play.

The Cabinet Build Package takes a concept with a working core and brings it to a real, playable build — with the feel of physical arcade controls built in from the start.

What you'll have at the end

A solid, honest build you can grow from.

By the end of the Cabinet Build Package, you'll have a playable arcade title with a working core mechanic, mapped inputs for joystick-and-button setups, and a round of playtesting feedback already worked through.

It's not a showpiece or a proof of concept — it's a real foundation. Something you can put in front of people, keep developing on your own schedule, or bring back to us later for the polish stage.

Core mechanic implemented

The central loop of your game — built, running, and behaving the way it should.

Input mapping for arcade controls

Joystick and button setups handled properly — the physical feel matters and we treat it that way.

Playtesting feedback worked through

One round of structured playtesting included — notes and adjustments, not just observations.

Where you might be right now

You have something that works on paper. Getting it running is the hard part.

Moving from a clear concept to a working build is where most arcade projects stall. Not because the idea is flawed — because implementation has its own friction. Input handling for physical controls isn't the same as keyboard mapping. Game feel at the cabinet level requires different attention.

Small studios and independent creators often have the skills to build but not the time or bandwidth to do it alongside everything else. Or they hit specific walls — input latency, loop timing, feedback response — that are hard to push through alone.

This package is for people who want the build done properly, with a collaborator who understands arcade-specific challenges, without the overhead of a long agency engagement.

Signs this package fits

  • You have a working concept or prototype and are ready to move to a real build

  • You want hands-on help without signing up for a long, open-ended contract

  • Physical arcade controls are part of the experience and you want them handled correctly

  • You'd like structured playtesting feedback before handing off or continuing solo

Our approach

Build the core. Map the controls. Test it honestly.

We start from your existing concept or prototype — whatever stage it's at — and work through the implementation in order of priority. Core mechanic first. Input handling second. Everything else after.

Joystick and button input mapping is treated as a design problem, not just a technical one. The way a control feels under the hand shapes how the game reads. We pay attention to that.

Once there's a playable build, we run a round of structured playtesting. The notes come back as actionable feedback, and we work through one pass of adjustments before the final handoff. You leave with a build that's been tested, not just assembled.

Focused on one title

This package covers a single arcade game. That focus keeps the scope honest and the work quality consistent throughout.

Arcade-first input handling

Physical arcade controls have their own behaviour — latency, throw distance, button actuation force. We build the input layer with that in mind, not as an afterthought.

One clear deliverable

A working build you own entirely. No ongoing dependency on us to run it, no hidden continuation costs.

What the process feels like

Collaborative, visible, and without surprises.

1

Scope review

We review your existing concept or prototype together and agree on what's in scope for the build. No hidden additions later.

2

Core implementation

We build the mechanic and get it running. You'll see progress as it develops — not a reveal at the end.

3

Input mapping

Controls are mapped for joystick-and-button setups with attention to how the game reads physically, not just functionally.

4

Playtesting & handoff

One round of structured playtesting, one pass of adjustments, then the build is yours — clean and documented.

Investment

Cabinet Build Package — $640 USD

What's included

$640 USD — one-time

Core mechanic implementation for a single arcade title

Input mapping for joystick-and-button arcade control setups

One round of structured playtesting with feedback and adjustments

Progress check-ins throughout — not a black-box delivery

Full ownership of the build — source included, no ongoing dependency

$640 for a single-title arcade build is a contained cost. You know the scope before we start and there are no billable hours ticking in the background. The engagement has a clear end point: a tested, working build that belongs entirely to you.

For context, that's the cost of a small amount of freelance development time — but with arcade-specific experience built in and a playtesting round already included. It's not a bargain offer and it's not priced to impress. It's priced to reflect what the work actually takes.

If your game is further along and needs polish rather than a build, the Marquee Polish & Handoff may be a better fit. We'll say so honestly if that's what we think.

Why this approach works

Arcade builds fail when the foundation is soft.

Most arcade game builds that stall do so at the same points: input feel isn't right, the core loop doesn't hold up under real play, or the handoff is messy and whoever continues the project can't find their footing.

The Cabinet Build Package is designed to address those three specifically. Input handling is treated as a primary concern from the start. The core mechanic is the first thing built and tested. The final handoff is clean enough that you or anyone else can pick it up without confusion.

The playtesting round is structured rather than informal — we test with intent, log what we find, and work through adjustments before closing out.

Build milestones

Scope confirmed

Week 1

Core mechanic running

Week 2–3

Inputs mapped, playtesting done

Week 4

Build handed off

Week 4–5

Realistic timeframe

Most builds complete within four to five weeks, depending on mechanic complexity and your availability for check-ins.

Our commitment

Scope agreed upfront. No surprises at the end.

Before we start the build, we confirm exactly what's in scope. That document is a reference point for both sides — if something comes up mid-build that's clearly outside what was agreed, we discuss it openly rather than quietly absorbing it or billing for it unexpectedly.

The introductory call is free and obligation-free. If the project isn't a good fit for this package — too early, too complex, or better served by a different approach — we'll say so before any money changes hands.

Everything produced belongs to you. Source files, assets, documentation — no licensing conditions on your own game.

How to get started

A straightforward path from here to a working build.

01

Share what you have

Drop us a note with your current concept or prototype — whatever stage it's at. A brief description is fine; we'll ask follow-up questions on the call.

02

Scope call

We'll run through what's in and what's out for the build, confirm the timeline, and make sure the package fits your situation honestly.

03

Build begins

Once scope is agreed and confirmed, we start. Check-ins keep you informed as the build progresses — nothing happens in a black box.

Ready when you are

Let's get your game built properly.

Get in touch and we'll talk through your prototype and whether the Cabinet Build Package is the right next step.

Start the conversation

Free intro call. No obligation. Honest assessment of fit.

Explore other services

Other ways Coinslot can help.

Stage 1

Arcade Concept Session

Not sure your concept is ready for a build yet? The concept session shapes your core loop, controls, and feel — leaving you with a brief and prototype to test from.

$290 USD Explore →

Stage 3

Marquee Polish & Handoff

Already have a near-complete build? The polish service tidies it up and prepares it for release or showcase with a clean handoff document.

$450 USD Explore →