
Countryballs: Tower Defense
Tower defense · Lucas Carter
Lifetime revenue
$410K
- Per month
- $27,000
- Downloads
- 92,000
A classic lane tower defense game with countryball defenders, upgrade paths and wave and sandbox modes.
We design and build your iOS and Android game in 10 business days, with ads and in-app purchases already set up, and then we launch it and help you find your first players. The game is yours to keep.
Packages start at $499, and you pay once.
Crowd runner style game
Grow your crowd through the gates, dodge the saws, smash the boss.
A mobile game earns in two ways. Most players watch a short ad now and then, usually because they chose to in exchange for an extra life or a hint, and the ad network pays you for every one of those views. A smaller group enjoys the game enough to buy something, like coins, a power-up or the option to remove ads, and that money goes straight to your developer account.
When thousands of people play every day, those small amounts add up to real monthly revenue, and the games further down this page show what that can look like.
What stops most people is the build itself, because a good game usually takes months and a whole team of designers, developers and someone who knows how the app stores work. We’ve turned that into a fixed process, so your game is ready to submit in 10 business days.
We built these five games for clients, and the numbers below are what each of them reported to us. Results differ from game to game, but they show how far a simple idea can go.
Here are 14 of the styles we build, each with its own original art, so you can swipe through and find the one closest to your idea.
Example styles drawn by DFY Games. Every world and character here is original.
Pick a package and answer a few short questions about the game you have in mind. We turn your answers into a written plan, and nothing gets built until you approve it.
Our team designs and builds the game and sets up the ads and purchases. You get playable versions along the way, so you can watch it come together and tell us what to adjust.
We prepare your store listing and submit the game to Apple and Google. With a launch package, we also make the ads and run your campaigns for the first 30 days.
Move the three sliders to match the game you have in mind, and the estimate updates as you go.
Estimated monthly revenue
$22,525
$270,300 a year
Assumes $12.75 per 1,000 ads and $17 a month per buyer. Illustrative gross revenue, before store fees and ad spend; not a forecast.
Each one is a single payment with the scope agreed in writing. For a first game we recommend Core + Launch, because it gets the game built and puts it in front of real players straight away.
Build
$499one-time
Your finished game, ready for the app stores, for when you'd rather handle the marketing yourself.
Build + launch
$1,299one-time
Your finished game plus 30 days of ads we create and run for you to bring in your first players.
Bigger build + launch
$2,999one-time
A bigger game with deeper systems, built within 30 days and launched with the same 30-day campaign.
Your ad budget is paid directly to the ad platforms from your own account, and Apple and Google charge their usual developer and store fees.
Before we build anything, we write up a plan for your game. If it doesn’t feel right, you can cancel before approving it and get a full refund. Once you approve it, we keep refining the game within that plan as many times as you need until it’s submitted, and when it’s paid for, the game and everything we designed for it belong to you.
If your question isn’t answered here, use the button in the corner and someone from our team will reply.
No. Core is for one clearly scoped mobile-game loop with a bounded screen and content set. Multiple systems, maps or modes fit Advanced; realtime multiplayer, open worlds and unusually large builds get a custom quote. If we find at kickoff that your idea needs more than your package covers, you choose: trim it to fit, upgrade for the difference, or take a full refund.
One mechanic, one mode and one main environment usually fit Core. Multiple connected systems, maps, modes, advanced 3D, broader AI or deeper progression usually fit Advanced. The comparison guide shows examples for common genres. Not sure? Pick the package you want: we confirm the scope with you in the written blueprint right after payment.
Core targets a submission-ready build in 10 business days after complete intake and scope approval. Store review and required testing can add time. Advanced targets a polished first playable in 10 business days and completes within 30 days. Closed testing, production access and store review are controlled by Apple and Google.
After full payment, you receive the game files and original commissioned assets created for the project. Third-party software, fonts, SDKs and stock assets remain subject to their original license terms.
We refine the approved blueprint until first submission. New systems, modes, integrations or large content additions are scope changes and receive a separate quote.
No. We deliver the agreed game and services. Revenue depends on player demand, retention, purchases, ad rates and acquisition costs. A game can earn little or nothing, and costs can exceed revenue. We also do not guarantee store approval: we build against current store policies, support submission and respond to review feedback.
No. Launch packages include creative, setup and 30 days of campaign management. You fund media separately through your own ad accounts.
Your ad budget, which you pay straight to the ad platforms, and the store developer fees (Apple charges $99 a year and Google a one-time $25). The packages also leave out bigger systems like online multiplayer, user accounts, licensed characters or music, and new features added after you've approved the plan. Ideas like that can move up to Advanced or get their own quote.
Approve the scope and checkpoints, provide required account access, fund agreed costs and make operating decisions after handover.
Receipts go to your accounts. Platform fees, refunds, acquisition, taxes and operating expenses affect what remains.
Your launch period ends after 30 campaign days. You receive the creative files and a results summary, then decide whether to stop, manage campaigns yourself or approve a separate ongoing scope.
Yes. You can play each checkpoint and consolidate feedback, or choose a hands-off route and approve only the blueprint and final build.
Yes. Our functional-app team scopes tools, memberships, booking, marketplaces and other products through a separate quote process.
Pick your package today and we'll start on your plan right away, so real players can be trying your game sooner than you might expect.Book a free 15-minute call and we'll talk through your idea, which package suits it and what to expect, so you can decide with everything in front of you.
Revenue figures on this page are illustrations or results reported by clients, not a promise of what your game will earn. Ad spend and app store fees are paid separately.