Legal · Terms
Terms of service
Last updated October 23, 2026
On this page · 14 sections
Plain-language terms for how we work: what you get, when the clock starts, what a revision is, what you own, and what nobody can promise. Your approved blueprint and order confirmation define your specific project.
1. What these terms cover
These terms apply when you buy a game package from DFY Games (“we”, “us”) — Core Game ($499), Core Game + Launch ($1,299) or Advanced Game + Launch ($2,999) — or accept a written quote from us for a functional app or a custom game. All prices are one-time and in US dollars unless your order confirmation says otherwise.
Your project is defined by three documents, in this order of priority: the written blueprint you approve, your order confirmation, and these terms.
2. Deliverables
Each package's deliverables are listed on the pricing section and confirmed in your blueprint. In short:
- Core Game: one agreed core loop; original visual treatment, app icon/logo and core UI for the agreed screens; iOS and Android builds from one project; a bounded content set inside one repeatable system; one rewarded-ad flow, sensible interstitial placement and up to two simple in-app purchase products where appropriate; internal QA and coordination of up to 15 invited playtesters; a store kit; and one initial submission/review-response cycle.
- Core Game + Launch: everything in Core Game, plus the 30-day launch service: creative strategy, up to 8 short vertical video variants and 8 static/story variants, campaign setup, 30 consecutive days of active management with twice-weekly checks and weekly summaries, store-message alignment and one monetization iteration on early data.
- Advanced Game + Launch: a bounded advanced game (two to four connected systems, multiple maps or zones, up to two modes when agreed, deeper progression and economy, instrumentation) plus the same 30-day launch service.
Not included unless your blueprint says otherwise: custom backends, accounts or social systems, real-time multiplayer, user-generated content, licensed characters or music, advertising spend, platform developer fees, servers and paid APIs, legal advice, and ongoing content after delivery.
3. Timing and feedback
- Payment reserves your build slot.
- The Core Game delivery clock — a submission-ready build targeted within 10 business days — and the Advanced Game + Launch first-playable clock — a polished first playable targeted within 10 business days — start after complete intake and blueprint approval. The full Advanced build is targeted within 30 days, provided assets and feedback arrive on the agreed schedule.
- You name one feedback owner. Feedback windows are 24 hours at the prototype and visual checkpoints. Late feedback shifts the delivery date by the length of the delay.
- Store access, closed testing and store review happen after delivery and are controlled by Apple and Google. They are not part of the delivery timeline.
4. Revisions and change orders
A revision changes the expression of an approved idea: color, copy, timing, balance, asset choice, screen arrangement or feel. Revisions are unlimited inside the approved blueprint until first submission.
A scope change introduces a new system, mode, integration, platform, content volume or audience. Scope changes receive a written price and schedule before any work begins, and nothing is charged unless you approve them.
5. Acceptance
Acceptance uses the written checklist from your blueprint. Defects against the checklist are fixed; preferences are revised inside scope. Approving the submission kit (or not reporting checklist defects within 5 business days of delivery) counts as acceptance.
6. Payment, refunds and cancellation
Packages are paid upfront through our payment provider, Stripe. Taxes are added where required. Right after payment, we confirm your scope in the written blueprint. If your idea needs more than your package covers, you choose: trim it to fit the package, upgrade and pay the difference, or cancel for a full refund. Custom quotes are agreed in writing before you pay. When the launch service is bought inside Core Game + Launch, it adds $800 to the build instead of $1,000 on its own — a $200 saving.
What is recoverable if you cancel depends on how far the work has gone:
- Before blueprint approval: a full refund.
- After blueprint approval, before the core prototype checkpoint: 75% of the package price.
- After the core prototype checkpoint, before the visual checkpoint: 40% of the package price.
- After the visual checkpoint: no refund; we complete the build as agreed.
- Launch service: the launch portion is refundable in full until creative production starts. Creative already produced, and management days already delivered, are not refundable.
If we can't deliver what the blueprint describes, you receive a refund for the undelivered part. Ad spend is paid by you directly to the ad platforms and never passes through us.
7. Ownership and licenses
After full payment and final handover, we assign to you the game files and the original assets we commissioned or created for your project — art, music, logos, store assets and ad creative. IP assignment becomes effective at that point.
Excluded from the assignment:
- Our reusable studio tools, templates, libraries and know-how (you receive a perpetual license to use them inside your game).
- Third-party software, engines, SDKs, fonts, stock and licensed assets, which remain subject to their own license terms.
You confirm you have the rights to anything you supply — names, characters, art, music and references. We don't copy other games' art or use third-party IP without a license. We won't show your game publicly as our work without your written permission.
8. Store accounts, platform fees and app-store discretion
- Your Apple Developer and Google Play Console accounts are in your name (or your company's). You pay the platforms' fees directly and you are the publisher of record.
- We build against current Apple, Google and selected SDK policies, with a documented release checklist, prepare the data-disclosure inputs and support submission and review responses.
- Apple and Google decide whether and when an app is approved, and can change their policies at any time. Newly created personal Google Play accounts must run a closed test with at least 12 continuously opted-in testers for 14 days before applying for production access; we coordinate up to 15 invited testers, but eligibility and truthful answers remain the account owner's responsibility.
- Third-party services you choose (analytics, ad networks, hosting) are governed by their own terms.
9. Advertising and launch services
- You own and fund the ad accounts. We receive partner access rather than taking ownership.
- Advertising spend, influencer payments, music or stock license purchases and third-party subscriptions are not included in any package.
- The 30-day management period starts when campaigns go live. If the budget is too low for meaningful learning, we recommend an organic content plan instead of presenting inconclusive data as results.
10. What we don't guarantee
We promise the work described in your blueprint, built with care and delivered on the stated timeline. We do not promise — and nothing on this site should be read as promising — any of the following:
- Revenue, profit or income of any amount.
- Store approval, featuring, ranking or a specific launch date.
- Installs, cost per install (CPI), return on ad spend (ROAS) or any campaign metric.
Revenue figures on this site are one of two kinds. Calculator and scenario figures are illustrative models with stated assumptions, not forecasts or typical outcomes. Client game figures are as reported by those clients, have not been independently verified, are gross before costs and are not typical. Neither predicts what your game will earn. Many games earn little or nothing, and acquisition and operating costs can exceed revenue.
11. Your responsibilities
- The accuracy of business claims made in your game, store listing and ads.
- Regulated content and age targeting. Games aimed at children require enhanced scope and review, and we don't build real-money gambling games.
- Legal review where your game handles sensitive or regulated data. Our compliance work is a disciplined build process, not legal advice.
- Timely feedback through one feedback owner, and access to the accounts the build needs.
12. Maintenance and bug fixes
We fix bugs reported within 30 days of delivering the submission-ready build at no cost. A bug is a reproducible defect against the acceptance checklist on a supported device and OS version.
Supported OS versions are the minimums agreed in your blueprint — by default, the two most recent major versions of iOS and Android at blueprint approval. Changes required by later platform-policy or OS updates, new features and ongoing content after the bug-fix window are new work, quoted separately.
13. Liability
To the extent the law allows, our total liability for a project is limited to the amount you paid us for it, and neither of us is liable for indirect or consequential losses such as lost profits. Nothing in these terms limits liability that cannot legally be limited.
14. Changes and contact
We may update these terms; the version that applies to your project is the one in force when you approved your order. Questions: hello@dfygames.com.
Questions about this page? Email hello@dfygames.com.