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Illustrative scenarios · not predictions

See the math behind mobile-game revenue, including the costs.

Explore how player activity, ad views and purchases affect a game's economics. Every scenario is an illustration, not a prediction.

Illustrative scenario, not a forecast or a typical result. Revenue is before costs. Actual results depend on player activity, ad rates, purchases and acquisition costs. You may earn little or nothing and may lose money.

Ad scenario v1 · October 2026

An illustrative $10,000 gross-revenue scenario.

This is the assumption set behind the figures in our ads, shown in full. It is an analyst-selected illustration, not a client result, a typical outcome or evidence of feasible acquisition.

Input / calculationValue
Installs × active share50,000 × 35% = 17,500 modeled active players
Ad revenue17,500 × 10 ads × $12 / 1,000 = $2,100
Purchases (gross)17,500 × 3% buyers × $15 = $7,875
Combined modeled gross$9,975, about $10,000
Illustrative 15% store fee$1,181.25; proceeds before other costs $8,793.75
If every install costs $0.50$25,000 media; remainder −$16,206.25 before other costs

Break-even reality check: if all 50,000 installs were paid for and there were no other expenses, this scenario supports a maximum media cost of about $0.176 per install after the store fee. That is a scenario threshold, not a market cost-per-install estimate. Any operating expense lowers it, and organic installs take effort and may also have costs.

Calculator

Now try your own numbers.

Move the three sliders to match the game you have in mind, and the estimate updates as you go.

10,000
1,000100,000
5
112
2%
0.5%6%

Estimated monthly revenue

$22,525

$270,300 a year

From ads
$19,125
From purchases
$3,400

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.

01 · How revenue works

Six ways your game makes money.

Ads earn from every player. Purchases earn from your biggest fans. We build both into your game from day one.

Ads: paid by the ad network

  • Rewarded video

    $10–$25

    per 1,000 views (US eCPM)

    Players choose to watch a 15–30 second ad for an extra life, a hint or double coins.

  • Interstitials

    $8–$15

    per 1,000 views (US eCPM)

    A full-screen ad between levels, capped so it never interrupts play.

  • Banners

    $0.50–$2

    per 1,000 views (US eCPM)

    A small strip on menu screens. Low value per view, but it runs all session.

Purchases: paid by players

  • Remove ads

    $2.99–$4.99

    one-time price

    A one-time purchase for players who love the game and want it uninterrupted.

  • Coins, gems and boosters

    $0.99–$19.99

    per pack

    Consumable packs and limited-time starter bundles. Usually the biggest purchase line.

  • VIP or season pass

    $4.99–$9.99

    per week or month

    A weekly or monthly subscription with daily rewards and no ads. Recurring revenue.

Example · 5,000 daily players

Rewarded3 views × $12.75 eCPM
$191/day
Interstitials4 views × $8.50 eCPM
$170/day
Purchases1% buy × $4.25 average
$213/day

$17,213

per month gross ($574 a day). Illustrative, before store fees and ad spend.

Packages

Pick the package that fits your game.

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.

Recommended for launch

Build + launch

Core Game + Launch

$1,299one-time

Your finished game plus 30 days of ads we create and run for you to bring in your first players.

  • Everything in Core Game
  • 16 launch creatives: up to 8 short vertical videos and 8 static/story variants
  • Campaigns built and actively managed for 30 consecutive days
  • Store page aligned with the ads, plus one monetization iteration on early data

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.

Questions

The questions people ask before they start.

If your question isn’t answered here, use the button in the corner and someone from our team will reply.

Can you build any game for $499?

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.

How do I know whether my game is Core or Advanced?

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.

Will my game be live in 10 days?

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.

Do I own everything?

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.

What does unlimited revisions mean?

We refine the approved blueprint until first submission. New systems, modes, integrations or large content additions are scope changes and receive a separate quote.

Can you guarantee income?

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.

Does the price include advertising?

No. Launch packages include creative, setup and 30 days of campaign management. You fund media separately through your own ad accounts.

What isn't included in the price?

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.

What do I need to do?

Approve the scope and checkpoints, provide required account access, fund agreed costs and make operating decisions after handover.

Do I keep all revenue?

Receipts go to your accounts. Platform fees, refunds, acquisition, taxes and operating expenses affect what remains.

What happens after the 30-day launch period?

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.

Can I be involved?

Yes. You can play each checkpoint and consolidate feedback, or choose a hands-off route and approve only the blueprint and final build.

Can you build a normal app?

Yes. Our functional-app team scopes tools, memberships, booking, marketplaces and other products through a separate quote process.

Your game could be ready to submit in 10 business days.

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.

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