Gamedexy

Mobile game systems research

Research the systems behind real mobile games.

You already know how to build the gameplay. Everything around it is the hard part: teaching new players, handing out rewards, filling the shop, giving people a reason to come back. Gamedexy shows you how real games do all of it, in the order players see it.

25
mobile games
1,887
captured screens
186
chronological flows
Sled Surfers — First launchFlop House — First launchScrewdom — First launchLast Asylum — First launchFluffy Drop — First launchMatch Factory — First launchLittle Farm Story — First launchBlock Out! Color Sort Puzzle — First launchRoyal Smash — First launchMerge Cooking: Theme Restaurant — First launchHooked Inc — First launchLumber Inc — First launchRoyal Kingdom — Home screen
Brain Test — First launchMeowdoku! — Home screenFind Differences — First launchFrost World — First launchPerfect Makeover Cleaning ASMR — First launchMagic Sort! — First launchTrain Miner — ShopEatventure — Progression mapXP Hero — First launchSearch It — First launchColony Flow! — First launchSnake Clash — Home screen

One screen from every game in the library, captured from the real app.

The gameplay is the part you already know how to build.

The harder questions come after. When should the first upgrade show up? What is in the shop on day one, and what is in it a week later? What does the game say when someone loses? Games that already shipped have answered all of this. You just need to watch them do it, in order.

Screens in the order players saw them

You see the whole run, not one picture. Opening the game, the tutorial, losing a level, the offer right afterwards. What comes next is usually the interesting part.

Sorted by what it actually is

Shops, daily rewards, energy and lives, battle passes, loot boxes. Pick the thing you are building and see how other games did it.

Search the words on screen

We read the text in every screenshot. Search the exact words games use to sell an offer, or to win someone back.

What you can research

Every link below opens the real library, already filtered.

Onboarding & progression

How a game teaches new players, what it unlocks first, and how fast it ramps up from there.

Onboarding flows

Economy & upgrades

Where coins and gems come from, what players spend them on, and what keeps them collecting.

Core loop flows

Monetization & rewards

What games sell, how they price it, and the exact moment they decide to ask.

Monetization flows

Retention & live systems

What brings someone back the next day, and what the game runs to keep them playing.

Retention flows

Games in the library

Captured from live builds and reviewed before anything is published.

View all

Two ways to use it

Same library either way. Read it yourself, or let your coding agent read it for you.

Browse it yourself

Search, compare, and step through

Filter by game, by system, or by the words on screen. Open any flow and walk through it one step at a time. Save the ones worth keeping for whatever you are building right now.

Browse the library

Or query it from your editor

Connect Claude Code or Codex over MCP

Ask it how puzzle games introduce energy, or to compare daily rewards across games, and it answers from these real screens instead of guessing. You sign in through your browser, so there is no key to copy. Included with Pro.

How MCP works

What this shows, and what it doesn’t

These are real recordings, so they show you what a game puts on screen and the order it does it in. They cannot tell you whether a game is fun, whether any of it made money, whether the economy is balanced, or what happens down every path we did not record. Use it the way you would use a good competitor teardown: something to reason from, not a spec to copy. How captures are made

See how it has already been done.

Start free to look around the library and preview any flow. Pro opens every flow end to end, the whole library, and access for your coding agent.

No card required. Pro is $9.99/month or $99/year.