Skip to content
DFY Games

Own · Launch · Measure

Own a mobile game with monetization built in. We handle the build and help you launch.

Ads, in-app purchases, store preparation and optional 30-day launch management. Start with a focused scope and a budget you understand.

Core Game + Launch: $1,299 one-time service fee. Advertising spend and platform fees are additional. Prefer to run your own launch? Core is $499 and does not include marketing.

No income, install or store-approval guarantee.

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.

Work and evidence

Here’s what games we’ve built are earning.

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.

Economics and acquisition

See what your game could make.

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.

03 · Launch path

Choose. Build. Publish with support. Test. Improve.

Core targets a submission-ready build in 10 business days after scope approval. Each checkpoint is something you can see or play. Store approval and timing are controlled by Apple and Google, and the launch campaign starts only once the game is live.

Core · Core + Launch

BlueprintDay 0–1
Core prototypeDay 2–3
Art and systemsDay 4–7
Device QADay 8–9
Submission kitDay 10
Submission-ready build

Advanced + Launch

BlueprintDay 0–1
Polished first playableDay 2–10
Full buildDay 11–30
Submission-ready build

After both lanes: store access, closed testing and review — controlled by Apple and Google. Launch packages start their 30-day campaign period when campaigns go live.

  1. Checkpoint 1: Blueprint

    Day 0–1

    You see: Mechanic, audience, visual direction, monetization map

  2. Checkpoint 2: Core prototype

    Day 2–3

    You see: Playable loop and first feedback window

  3. Checkpoint 3: Art and systems

    Day 4–7

    You see: Final style, progression, sound and monetization

  4. Checkpoint 4: Device QA

    Day 8–9

    You see: Bug list, performance check, store-ready build

  5. Checkpoint 5: Submission kit

    Day 10

    You see: App icon, screenshots, copy, policy checklist, build

  6. 6

    Checkpoint 6: Store process

    Platform controlled

    You see: Google closed testing if applicable; store review responses

Exact timing, in writing

  • Core: submission-ready build targeted within 10 business days after scope lock and complete intake.
  • Advanced: polished first playable targeted within 10 business days, with the full submission-ready build completed within 30 days.
  • Store access, closed testing and review happen afterward and are controlled by Apple and Google.

Testers and Google Play

We coordinate up to 15 invited testers — a service, not a guaranteed shortcut. Google's published threshold for eligible new personal developer accounts is at least 12 continuously opted-in testers for 14 days, followed by an application for production access. The account owner remains responsible for eligibility and truthful answers. [S6]: Google Play Console Help, Testing requirements for new personal developer accounts (opens in a new tab)

Feedback windows are 24 hours at the prototype and visual checkpoints. Late feedback shifts the delivery date — fast approvals keep the 10-day target realistic.

Who does what, day by day
Core and Core + Launch build lane, day by day
TimeDFY GamesYouDependency
Before day 0Review fit and prepare blueprintComplete intake, payment, account accessClock has not started
Day 1Lock mechanic, screens, art, monetizationApprove blueprintFast approval required
Days 2–3Build playable corePlay and consolidate feedbackOne feedback owner
Days 4–7Art, UI, sound, progression, monetizationApprove visual checkpointNo new systems
Days 8–9QA, device coverage, policy and privacy checklistProvide store/legal informationDeveloper accounts ready
Day 10Deliver submission-ready builds and store kitApprove submissionBuild target ends here
Next 14+ daysCoordinate closed test when requiredKeep testers opted in and engagedNew personal Google accounts only [S6]: Google Play Console Help, Testing requirements for new personal developer accounts (opens in a new tab)
After eligibilityApply for production and submitAnswer account-owner questionsGoogle usually ≤7 days, may take longer [S7]: Google Play Console Help, Publish your app (opens in a new tab)
Apple reviewSubmit and answer review feedbackProvide account/legal detailsApple-controlled; no fixed promise [S8]: Apple Developer, App Review (opens in a new tab)
07 · Ownership and responsibilities

We build it. You own the finished work.

After full payment, the game files and original commissioned art, music, logos, store assets and ad creative transfer to you. Third-party tools and licensed assets remain subject to their own license terms.What you do: approve the scope and checkpoints, provide account access, fund agreed costs and make operating decisions after handover. Revenue is paid to your accounts, subject to platform fees and your costs.

Join every checkpoint. Play it, react to it, shape it.

  1. 1Blueprint call: shape the mechanic, audience and look together.
  2. 2Play the core prototype (day 2–3) and send one consolidated round of feedback within 24 hours.
  3. 3Approve the visual checkpoint (day 4–7).
  4. 4Test the QA build on your own phone.
  5. 5Approve the submission kit.

Both paths end here

The same handover and acceptance checklist.

  • Game project and source files
  • Original commissioned art, music and logo
  • Store assets: icon, screenshots, descriptions
  • Ad creative and campaign notes (launch packages)
  • Build files, release notes and operating notes
  • Acceptance checklist signed against the blueprint

Acceptance uses the written checklist from your blueprint: defects are fixed, preferences are revised inside scope. IP assignment becomes effective after full payment and final handover.

  • Built around your vision

    A real discovery checkpoint, playable prototype and structured feedback — or a hands-off mode if you prefer.

  • Launch-ready, not file-dumped

    Store copy, visual assets, testing coordination, monetization setup and submission support are part of the product.

  • Yours when complete

    Source/game files and original commissioned assets transfer after full payment, subject to third-party license terms.

  • Designed to learn

    Analytics, store conversion and ad creative are instruments for improvement, not decorations.

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.

Chat on WhatsAppBook a free 15-minute call