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
| When | Studio | You | Depends on |
|---|---|---|---|
| Day 1 | Lock mechanic, screens, art and monetization | Approve the blueprint | A fast approval |
| Days 2-3 | Build the playable core | Play it and consolidate feedback | One feedback owner |
| Days 4-7 | Art, UI, sound, progression, monetization | Approve the visual checkpoint | No new systems |
| Days 8-9 | QA, device coverage, policy and privacy checklist | Provide store and legal information | Developer accounts ready |
| Day 10 | Deliver submission-ready builds and the store kit | Approve submission | The 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
- Blueprint: mechanic, audience, visual direction and monetization map.
- Core prototype: the playable loop and the first feedback window.
- Art and systems: final style, progression, sound and monetization.
- Device QA: bug list, performance check and a store-ready build.
- 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:
| If you cancel | Refund |
|---|---|
| Before blueprint approval | Full refund |
| After blueprint approval, before the core prototype | 75% of the package price |
| After the core prototype, before the visual checkpoint | 40% of the package price |
| After the visual checkpoint | No 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.
| Signal | Core | Advanced |
|---|---|---|
| Gameplay | One primary mechanic polished deeply | Two to four connected gameplay systems |
| Modes | One | Up to two, when included in the blueprint |
| World | One main environment, board or map style | Multiple maps, zones, tracks or world themes |
| Progression | Levels, score, unlocks or a simple upgrade ladder | Layered progression, missions, inventory, skill or collection systems |
| Day 10 | Submission-ready build and store kit | Polished first playable vertical slice |
| Full build | Done at day 10 | Within 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
- [S6] Google Play Console Help, Testing requirements for new personal developer accounts
- [S7] Google Play Console Help, Publish your app
- [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.
