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DFY Games
Buying a game4 min read · updated

DFY Games process: what happens in your first ten business days

Quick answer

Before day 0 you complete intake and payment and the studio prepares a blueprint. Day 1 locks the mechanic, screens, art and monetization; days 2-3 bring a playable core; days 4-7 add art, UI, sound, progression and monetization; days 8-9 are device QA and the policy checklist; day 10 delivers submission-ready builds and the store kit for Core. Advanced uses the same ten days to reach a polished first playable, then normally finishes within 30 days.

Clock starts
After intake and blueprint approval
Feedback windows
24 hours at two checkpoints
Core day 10
Submission-ready build and kit
Advanced day 10
Polished first playable
Store steps
Afterward, Apple and Google
Illustration of a ten-day build board with checkpoints for blueprint, prototype, art, QA and submission kit

Before day 0: intake, payment and the blueprint

You choose a package, answer a few short questions and pay through Stripe to reserve your build slot. You can do that on the start page. The ten-day clock has not started yet. The studio reviews the fit and prepares a written blueprint from your answers, while you complete the intake and arrange access to the accounts the build will need.

The blueprint is where scope gets decided. If your idea needs more than the package covers, you choose: trim it to fit, upgrade and pay the difference, or cancel for a full refund.

Day by day: who does what

Core and Core + Launch, the first ten business days
WhenStudioYouDepends on
Day 1Lock mechanic, screens, art and monetizationApprove the blueprintA fast approval
Days 2-3Build the playable corePlay it and consolidate feedbackOne feedback owner
Days 4-7Art, UI, sound, progression, monetizationApprove the visual checkpointNo new systems
Days 8-9QA, device coverage, policy and privacy checklistProvide store and legal informationDeveloper accounts ready
Day 10Deliver submission-ready builds and the store kitApprove submissionThe build target ends here

This is the same sequence shown in how it works on the home page, with your side of each day added.

The checkpoints you see and approve

  1. Blueprint: mechanic, audience, visual direction and monetization map.
  2. Core prototype: the playable loop and the first feedback window.
  3. Art and systems: final style, progression, sound and monetization.
  4. Device QA: bug list, performance check and a store-ready build.
  5. Submission kit: app icon, screenshots, copy, policy checklist and the build.

After these five, the store process follows: Google closed testing if your account needs it, and review responses. That step is controlled by Apple and Google, so it is listed separately and is not a studio checkpoint with a fixed date.

Feedback windows at the prototype and visual checkpoints are 24 hours, and late feedback moves the delivery date by the length of the delay. You can play every checkpoint and send consolidated notes, or take a hands-off route and approve only the blueprint and the final build.

The checkpoints also set what is refundable if you cancel, under the published terms:

Cancellation refunds by checkpoint
If you cancelRefund
Before blueprint approvalFull refund
After blueprint approval, before the core prototype75% of the package price
After the core prototype, before the visual checkpoint40% of the package price
After the visual checkpointNo refund; the build is completed as agreed

Revisions versus scope changes

A revision changes how an approved idea is expressed: color, copy, timing, balance, asset choice, screen arrangement or feel. Revisions are unlimited inside the approved blueprint until first submission. A scope change adds a new system, mode, integration, platform, content volume or audience. Scope changes get a written price and schedule before any work begins, and nothing is charged unless you approve.

How Core and Advanced differ

Both tiers start with the same blueprint and checkpoint rhythm. What day 10 means is different.

Core and Advanced at a glance
SignalCoreAdvanced
GameplayOne primary mechanic polished deeplyTwo to four connected gameplay systems
ModesOneUp to two, when included in the blueprint
WorldOne main environment, board or map styleMultiple maps, zones, tracks or world themes
ProgressionLevels, score, unlocks or a simple upgrade ladderLayered progression, missions, inventory, skill or collection systems
Day 10Submission-ready build and store kitPolished first playable vertical slice
Full buildDone at day 10Within 30 days, depending on blueprint, asset volume and feedback speed
Price$499 (or $1,299 with the launch service)$2,999 including the launch service

If your idea sits between the two, the game examples by genre show where common concepts land, and the package comparison lists every inclusion.

After day 10

  • Google closed testing, if your account is a new personal one: at least 12 testers opted in for 14 days. The studio coordinates up to 15 invited testers; you keep them opted in and engaged.
  • Production access and submission: the studio submits and answers review feedback, with one review-response cycle included.
  • Apple review: Apple-controlled, with no fixed timing.
  • Launch service, if included: the 30-day campaign period starts when campaigns go live, with ad spend paid by you to the ad platforms.
  • Bug fixes: defects against the acceptance checklist reported within 30 days of the submission-ready build are fixed at no cost.

The mobile game timeline guide turns these store steps into a realistic calendar.

Sources: [S6]: Google Play Console Help, Testing requirements for new personal developer accounts (opens in a new tab)[S7]: Google Play Console Help, Publish your app (opens in a new tab)[S8]: Apple Developer, App Review (opens in a new tab)

Frequently asked questions

When does the 10-business-day clock start?

After payment, complete intake and blueprint approval. Time spent waiting for intake answers or account access is before day 0.

Is my game in the stores after 10 days?

No. Core delivers a submission-ready build in 10 business days; closed testing, production access and store review follow and are controlled by Apple and Google.

How much of my time does the build need?

At minimum a blueprint approval and a final approval. Most owners also play the prototype and visual checkpoints, each with a 24-hour feedback window.

What happens if my idea is too big for the package?

The blueprint shows it before work starts, and you choose to trim it, upgrade for the difference or take a full refund.

How is Advanced different in the first ten days?

Advanced follows the same rhythm but day 10 delivers a polished first playable rather than the finished build, which completes within 30 days.

Sources

  1. [S6] Google Play Console Help, Testing requirements for new personal developer accounts
  2. [S7] Google Play Console Help, Publish your app
  3. [S8] Apple Developer, App Review

Written and reviewed by the DFY Games team. Published ; facts checked . Prices and store rules change: check the linked sources before you rely on a figure.

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