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.
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.
Build
Core Game
$499one-time
Your finished game, ready for the app stores, for when you'd rather handle the marketing yourself.
A submission-ready iOS and Android build, targeted in 10 business days
One core mechanic, polished deeply, with a generous content set
Rewarded ads and up to two simple in-app purchases, set up
Store kit and one submission/review-response cycle
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.
Countryballs: Tower Defense
Tower defense · Lucas Carter
Lifetime revenue
$410K
Per month
$27,000
Downloads
92,000
A classic lane tower defense game with countryball defenders, upgrade paths and wave and sandbox modes.
Sphere TD
Tower defense · Oliver H.
Lifetime revenue
$225K
Per month
$18,500
Downloads
42,000
A build-and-mod tower defense game where players wire projectile mods into each tower to split, bounce and chain their shots.
Simple Tower – Idle Defense
Tower defense · Marcus Bennett
Lifetime revenue
$165K
Per month
$14,000
Downloads
24,000
A roguelite tower defense game: one tower against growing waves, with card combos and permanent upgrades between runs.
Summer Runners: Idle Merge
Idle / Merge · Ethan M.
Lifetime revenue
$85K
Per month
$10,500
Downloads
8,500
An idle merge game: combine runners into faster athletes who lap the track and keep earning coins while the player is away.
Sketchbook Runner
Runner · Daniel Mercer
Lifetime revenue
$35K
Per month
$3,500
Downloads
2,400
A hand-drawn runner where players draw their own bridges across the page, race other players and take on boss levels.
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.
Checkpoint 1: Blueprint
Day 0–1
You see: Mechanic, audience, visual direction, monetization map
Checkpoint 2: Core prototype
Day 2–3
You see: Playable loop and first feedback window
Checkpoint 3: Art and systems
Day 4–7
You see: Final style, progression, sound and monetization
Checkpoint 4: Device QA
Day 8–9
You see: Bug list, performance check, store-ready build
Checkpoint 5: Submission kit
Day 10
You see: App icon, screenshots, copy, policy checklist, build
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.
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.
1Blueprint call: shape the mechanic, audience and look together.
2Play the core prototype (day 2–3) and send one consolidated round of feedback within 24 hours.
3Approve the visual checkpoint (day 4–7).
4Test the QA build on your own phone.
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.