The Vectra Play Blog

Notes on building games people love.

Straight talk on turning a game idea into a real, live product. Process, strategy, and the design decisions that decide whether players stay.

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★ Featured

Who Is CyberLeek? The Name on Every GTA 6 Leak, and What They Want

The GTA 6 leaks all carry one signature. Here is what is known about CyberLeek, the demands attached to the footage, and the crypto angle worth ignoring.

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Code on a laptop in an office Process

Porting a Unity Prototype to a Publisher SDK in One Afternoon

Publisher SDK integration is an afternoon when the prototype was built for it and a week when it was not. Here is what the SDK ne…

6 min read
An abstract data visualisation Monetization

Session Length Versus Revenue: What the Numbers Say

Longer sessions are not automatically more valuable. Here is what the published benchmarks say about session length, session freq…

6 min read
Cash banknotes Growth

Creative Testing on a $500 Budget

A small creative test answers one question well and several questions badly. Here is how to set one up so the answer you get is w…

6 min read
A blueprint plan Process

Solo Dev Scope: How to Finish the Game You Started

Solo projects rarely fail at the start. They stall somewhere near the end, and the cause is almost always scope. Here is how to g…

6 min read
A calculator showing numbers Budget

How Much Game Does $50K Actually Buy

Fifty thousand dollars buys a real game or a rough one depending entirely on what you point it at. Here are three honest scenario…

6 min read
Source code on a screen Process

Nine Unity Packages That Are Worth the Import

Every package is a dependency you will maintain. Here are nine that consistently pay for themselves on mobile projects, and the o…

5 min read
A spiral staircase Design

The Core Loop Behind Five Games That Kept Players for 30 Days

A loop that holds players for a month is structurally different from one that holds them for a session. Here are five that work,…

6 min read
Paperwork on an office desk Business

How to Read a Publisher Term Sheet Without a Lawyer in the Room

A publishing term sheet has about six clauses that matter and a lot of text that does not. Here is what each one does, and which…

6 min read
A pencil sketch being drawn Design

Making a 2D Game Feel Good: Camera, Tweening, and Timing

Most of what makes a 2D game feel good is camera behaviour and timing rather than art. Here are the specific settings and curves…

6 min read
Two people shaking hands Business

Work For Hire, License, or Rev Share: Which Contract Fits Your Raise

Three contract models cover almost every studio engagement. Here is what each one actually gets you, where revenue share goes wro…

6 min read
A young child using a touchscreen Growth

A Playable Ad Spec Sheet You Can Hand to Any Developer

Playable ads fail on technical requirements more often than on creative. Here is the full specification to hand a developer, cove…

6 min read
A design wireframe Design

Why Most Hyper-Casual Prototypes Fail in the First Ten Seconds

Ten seconds decides most prototype tests. Here are the three failures that account for nearly all of them, and a cheap way to che…

6 min read
Sunrise over a horizon Growth

D1 Retention Thresholds: What Number Gets You a Publisher Meeting

Published benchmarks put median day one retention around a quarter of installs, with wide variation by genre. Here is how to read…

6 min read
Program code filling a screen Process

Save Systems That Do Not Corrupt: A Practical Unity Guide

Lost progress is one of the few bugs players never forgive. Here is how to build a Unity save system that survives crashes, updat…

6 min read
Sticky notes on a board Process

Rescuing a Stalled Game Project Without Starting Over

A stalled project is usually a decision problem rather than a code problem. Here is how to diagnose which, what is worth keeping,…

6 min read
An artist's paints and brushes Design

How to Brief an Art Outsourcer So You Get It Right the First Time

Most art revisions are caused by the brief rather than the artist. Here is the structure that gets usable assets on the first del…

6 min read
A writing desk with notes and a pen Growth

Three Ad Creatives That Beat the Game They Were Selling

Some mobile ads perform far better than the game behind them. Here are three patterns that explain why, what each one is doing, a…

6 min read
A wireframe sketched on paper Process

The 7-Day Prototype: How a Two-Person Team Ships a Testable Build Weekly

A weekly prototype cadence is a process problem rather than a talent problem. Here is what each of the seven days produces, and t…

6 min read
Code on a developer's monitor Process

Addressables or Asset Bundles: A Straight Answer for Mobile Devs

Addressables is the right default for most new mobile projects, but not all of them. Here is what each system actually does, what…

6 min read
A flight of stairs rising in stages Business

Your First Milestone Is Wrong: Structuring Payments That Protect Both Sides

Half upfront and half on delivery is the most common payment structure in game development and one of the worst. Here is what to…

6 min read
Tools laid out on a workbench Process

12 Free Tools Solo Devs Use to Ship Faster

Twelve free tools that remove real hours from a solo project, grouped by the job they do, with a note on what each one replaces a…

6 min read
A man playing a game Strategy

We Shipped 100+ Titles. Here Is What the Winners Had in Common.

Across a large portfolio, the games that worked shared three properties and it was not budget, art quality, or genre. Here is wha…

6 min read
A business workspace Strategy

What Voodoo Actually Looks For in a Prototype Submission

Publisher submission funnels are more predictable than they look. Here is how a prototype is evaluated stage by stage, what each…

6 min read
A laptop computer open on a desk Process

Object Pooling in Unity: The Pattern That Fixes Most Mobile Stutter

A stutter every few seconds is usually the garbage collector, not the renderer. Object pooling is the pattern that removes it, an…

6 min read
People in a business meeting Business

Technical Due Diligence: How to Audit a Game Build You Did Not Write

You can learn most of what matters about a game codebase in ninety minutes without reading code. Here is the audit a non-engineer…

7 min read
An office desk mid task Launch

The Publisher Submission Checklist: 19 Things to Fix Before You Send

Most rejected submissions fail on things that take an hour to fix. Here are the nineteen checks worth running before a build goes…

5 min read
Mobile app wireframes Design

We Rebuilt a Top-Grossing Puzzle Loop in 48 Hours. Here Is the Breakdown.

Two days, one proven puzzle loop, rebuilt from scratch to see what the mechanic is really made of. Here is the hour by hour break…

6 min read
A stock market graph Growth

CPI Benchmarks by Genre: What Publishers Expect Before They Sign

Published CPI benchmarks vary widely by genre, platform and market. Here is what the public reports currently say, how to read th…

7 min read
Lines of code on a dark screen Process

Cut Your Unity Build Size in Half Without Losing Art Quality

Build size costs you installs, and most of it is import settings rather than art. Here is how to find what is actually large and…

6 min read
A calculator beside a calendar Business

What Your Board Will Ask at Month Six, and the Metrics That Answer It

Six months after the raise, your board stops asking about progress and starts asking about evidence. Here are the five questions…

6 min read
A retractable tape measure Process

The One-Page Game Scope Template We Give Every New Founder

Twenty page design documents rarely survive contact with a build. This is the single page we ask new founders to fill in first, w…

6 min read
A designer's sketch on paper Design

Why Juice Sells: A Frame-by-Frame Teardown of Game Feel

Juice is not decoration, it is feedback timed to the frame. Here is what happens across a single satisfying interaction, and the…

6 min read
A mobile phone held in one hand Strategy

Hyper-Casual Is Not Dead, It Grew Up: The Hybrid-Casual Shift Explained

Hyper casual did not disappear, its economics changed. Here is what hybrid casual actually adds to a simple core loop, and what t…

6 min read
Programming code on a screen Process

Unity Mobile Performance: 12 Fixes That Buy You 20 FPS on Low-End Android

Twelve fixes that reliably lift frame rate on cheap Android hardware, in the order we apply them, starting with how to find the a…

7 min read
Accounting and finance paperwork on a desk Budget

In-House Team or Outsourced Studio: The Real Burn Math for a Seed-Funded Game

An in house team and an outsourced studio can cost the same and buy very different things. Here is the twelve month burn model, i…

5 min read
A rocket in flight Launch

Your Game's First Week Live: What to Watch, Fix, and Celebrate

Launch day is the starting line, and the first week decides your game's trajectory. The owner's guide to week one: metrics, fixes…

3 min read
Sticky notes on a whiteboard Strategy

Why Simple Games Win: Lessons From the Hits Nobody Predicted

The biggest mobile hits are usually the simplest games in the store. Why simplicity keeps winning, and what owners should copy fr…

3 min read
A road sign Business

Signs Your Game Project Is Going Off the Rails, and What to Do

Most failed game projects showed warning signs months earlier. The signals worth watching mid-project and the calm playbook for r…

3 min read
A drafting compass Process

Changing Scope Mid-Project: How to Do It Without Wrecking Anything

You will want to change things mid-project, everyone does. How change requests work, what they really cost, and how to change cou…

3 min read
Designers in discussion Process

How to Give Feedback on Game Builds Without Derailing Anything

Owner feedback steers the whole project, and bad feedback burns budget fast. How to review a build and deliver notes a team can a…

3 min read
A rain slicked neon lit street at night with palm trees Business

GTA 6 Leaks Explained: What Actually Leaked, and What Is Real

Clips from a real GTA 6 build spread across the internet this week. Here is a calm account of what surfaced, what it shows, and w…

3 min read
A hooded figure silhouetted against a wall of glitching monitors Business

Who Is CyberLeek? The Name on Every GTA 6 Leak, and What They Want

The GTA 6 leaks all carry one signature. Here is what is known about CyberLeek, the demands attached to the footage, and the cryp…

3 min read
A phone screen glowing warning red in a dark room Business

GTA 6 Leak Scams Are Worse Than the Leak. Here Is How to Stay Safe

Fake betas, crypto paywalls and clickbait on hacked university pages. The GTA 6 leak created a scam wave, and the rule that keeps…

3 min read
An empty studio office at night with monitors still glowing Business

What the GTA 6 Leak Actually Costs a Game Studio

Leaks are not just spoiled surprises. They wreck launch plans, expose budgets, and hit the people who made the game. A look at th…

3 min read
A dim hotel room with a glowing television and a laptop on the bed Business

A Firestick, a Hotel TV, and a GTA 6 Leak: How Game Studios Really Get Breached

The biggest GTA 6 leak in history was pulled off from a hotel room with a streaming stick. The way studios get breached is rarely…

3 min read
A secure vault door in a dark server room with a glowing lock panel Process

After the GTA 6 Leak: The Security Checklist Every Game Studio Needs

You cannot buy your way to leak-proof, but most studio leaks are stopped by a handful of unglamorous habits. Here is the checklis…

3 min read
A laptop set up for work Business

Working With a Remote Game Studio Across Time Zones

Your studio being ten time zones away is normal now. How remote game development actually works day to day, and the habits that m…

3 min read
Children playing Business

Making Games for Kids: COPPA, Family Rules, and What Changes

Games for children live under stricter rules: special laws, store programs, and monetization limits. What changes and why it can…

3 min read
A key in a door Business

Privacy Rules for Mobile Games: What Every Owner Must Have

Privacy policies, consent prompts, GDPR, store labels: the unglamorous paperwork every game needs, explained in plain language fo…

3 min read
Search metrics on a computer Growth

Your First Paid Ad Campaign: A Calm Guide for Game Owners

Paid ads can grow a game or quietly burn its budget. A calm, first-timer's guide to running your first user acquisition campaign…

3 min read
A rocket lifting off Growth

Creator Marketing for Mobile Games: Small Budgets, Real Installs

TikTok clips and YouTube videos launch mobile games now. How creator marketing works at small budgets, and what actually makes a…

3 min read
A tablet screen Growth

Store Screenshots and Trailers That Actually Convert

Players judge your game in about two seconds of scrolling. How to make screenshots, icons, and preview videos that turn store vis…

3 min read
A concert stage under lights Growth

How App Store Featuring Works, and How to Earn It

Getting featured by Apple or Google can deliver a flood of free installs. How editorial featuring actually works and what makes g…

3 min read
Coins and finance Monetization

Can You Still Sell a Pay-Once Mobile Game in 2026?

Free-to-play dominates mobile, but paid games still exist and some thrive. An honest look at when charging up front works and whe…

3 min read
Credit cards and money Monetization

Battle Passes and Subscriptions: Recurring Revenue Explained

The battle pass became mobile gaming's favorite monetization for a reason. How passes and subscriptions work, what they require,…

3 min read
A credit card payment Monetization

Who Actually Spends Money in Mobile Games?

A tiny share of players produces most in-game revenue. What spending really looks like, and what it means for how your game shoul…

3 min read
A stock market display Design

In-Game Economy Basics: Coins, Gems, and Why Balance Is Everything

Most mobile games run on an internal economy of currencies, rewards, and prices. How these systems work and why bad balance quiet…

3 min read
A wheelchair access sign Design

Accessibility in Mobile Games: The Features That Welcome Everyone

Accessibility features widen your audience, improve reviews, and mostly cost little when planned early. The practical checklist f…

3 min read
A checklist Process

How Game QA Actually Works, and Why It Is Not Optional

Quality assurance is where games earn their ratings. What QA actually involves, when it happens, and the questions that reveal if…

3 min read
Circuits on a motherboard Budget

The Hidden Passengers: SDKs and Services Riding Inside Your Game

Every mobile game ships with third-party services inside: ads, analytics, crash reporting, logins. What they are, what they cost,…

3 min read
Network cables Process

Does Your Game Need a Backend? Servers, Costs, and Straight Answers

Some games run entirely on the phone, others need servers that cost money every month. How to tell which yours is before the quot…

3 min read
Pencils and writing Design

Session Length: Designing for How People Actually Play

Most mobile sessions last a few minutes, and great games are built around that truth. What session design is and why it shapes yo…

3 min read
A chess board Strategy

Mobile Game Genres Explained: Which One Fits Your Idea and Budget

Puzzle, idle, RPG, simulation: each genre carries its own build cost, audience, and revenue model. A plain-language map for choos…

3 min read
A paint roller Strategy

Reskins and Template Games: The Cheap Shortcut, Examined Honestly

Reskinned and template-based games cost a fraction of custom builds. Sometimes that is smart, often it is money wasted. How to te…

3 min read
A slice of cake Process

What Is a Vertical Slice? The Milestone That Tells You Everything

A vertical slice is one small piece of your game built to final quality. Here is why it is the most informative milestone in the…

3 min read
Stock market charts Budget

Why Five Studios Will Quote You Five Different Prices

Send one game brief to five studios and you will get five very different numbers. Here is what actually drives the spread and how…

3 min read
An old map Process

What Happens in a Discovery Phase, and What You Walk Away With

Before a studio builds anything, there is a short planning phase. Here is what actually happens in it and the documents you shoul…

3 min read
A workspace seen from above Strategy

What Goes in Version 1 of Your Game, and What to Cut

The hardest part of planning a game is not choosing features, it is cutting them. A practical rule for deciding what belongs in v…

3 min read
A sketch being drawn Design

What Is a Core Loop, and Why It Decides If Your Game Works

Every game that holds players is built around one repeating action that feels good. Here is what a core loop is and how to tell i…

3 min read
A rocket launching Launch

The Complete Pre-Launch Checklist for Your Mobile Game

The last two weeks before launch decide how the first two months go. Every check worth running before you press publish, collecte…

3 min read
A robot Process

AI in Game Development: What It Changes for Your Budget

AI is genuinely changing how games get built, and it is genuinely oversold. Where it saves real money today, where it cannot, and…

3 min read
A calendar diary Design

Seasons, Events, and Streaks: Content That Brings Players Back

Players do not leave games they dislike, they drift from games that stopped surprising them. The comeback mechanics that work, an…

3 min read
A chess game in play Strategy

Update, Pivot, or Shut Down: What to Do When Your Game Stalls

Every founder eventually faces a game that is not taking off. The framework for choosing between doubling down, changing directio…

3 min read
A flight of steps Business

Milestones and Payments: How Paying a Game Studio Works

Nobody should pay everything upfront, and nobody serious works for pure delivery-day payment. How milestone structures protect bo…

3 min read
A laptop open on a desk surface Budget

How to Read a Game Development Quote Like a Pro

Two quotes for the same game can differ by multiples, and the cheaper one is often the expensive one. What each line means and th…

3 min read
A board game in monochrome Strategy

Web Game or Mobile App: Where Should Your Game Live?

Browser games launch from a link with zero install friction. Store apps monetize and retain better. An honest comparison, and whe…

3 min read
A games console controller Strategy

Can Your Mobile Game Go to PC or Console Later?

Yes, mobile games move to PC and console, some famously so. What porting involves, what it costs relative to the original build,…

3 min read
A mathematical equation written out Design

Educational Games That Work: What Serious Games Get Right

The graveyard of boring quiz apps proves education and fun are hard to combine. Here is what working educational games do differe…

3 min read
A designer working on a logo Business

Branded Games: Why Businesses Are Building Games as Marketing

Attention is the most expensive thing in marketing, and games hold it for minutes, not seconds. Why brands build games, what work…

3 min read
A world map Growth

Game Localization: When Translating Your Game Is Worth It

English reaches a fraction of mobile gamers. When localization pays for itself, which languages earn their cost first, and what t…

3 min read
Friends together Process

Multiplayer Makes Your Game Harder to Build. Here Is Why

Adding multiplayer is not adding a feature, it is changing what you are building. What real-time play does to cost, timeline, and…

3 min read
Analytics and search metrics on a screen Strategy

The Analytics Your Game Should Track From Day One

You cannot fix what you cannot see. The events worth tracking in every mobile game, the tools that do it free, and the mistakes t…

3 min read
An office desk during work Monetization

What Is LTV, and Why It Decides Your Game's Future

Lifetime value is what one player is worth to you over their whole life in the game. It is the number that decides whether your g…

3 min read
A professional at work Growth

How to Get Your First 1,000 Players With Almost No Budget

No marketing budget is not the same as no marketing. Practical, free, and nearly free ways real indie games find their first thou…

3 min read
A search engine on a screen Growth

ASO Basics: How Players Find Your Game Without Ads

App Store Optimization is SEO for the app stores, and it is the cheapest installs you will ever get. The parts that matter, in th…

3 min read
Work laid out on an office desk Growth

Retention Benchmarks: What Good D1, D7, and D30 Look Like

D1, D7, and D30 retention are the numbers investors and publishers ask for first. What they mean, what counts as good, and how to…

3 min read
People playing a game Process

How Playtesting Works, and Why It Saves You Money

Watching five strangers play your game teaches you more than fifty internal opinions. How real playtesting is run, what it catche…

3 min read
An abstract painting Design

How Art Style Shapes Your Game's Budget (and Its Success)

Art is often the biggest single line in a game budget, and style drives it. How to choose an art direction that fits your money,…

3 min read
Abstract artwork Design

2D or 3D for Your Mobile Game? Cost, Speed, and When Each Wins

3D is not better, it is different. How the choice changes cost, timeline, and team size, and why some of the biggest mobile hits…

3 min read
A crowd of people gathered Growth

What Is Live Ops, and Does Your Game Need It?

Live ops is running your game like a service: events, offers, and content on a calendar. What it involves, what it costs, and whi…

3 min read
A wrench in a workshop Budget

What Happens After Launch: Updates, Maintenance, and What They Cost

Launch day is the start, not the finish line. What ongoing maintenance a live game really needs, what it costs, and which updates…

3 min read
A keyboard on an office desk Process

What You Actually Do During Development (as the Client)

Hiring a studio does not mean disappearing for 12 weeks. Here is your actual job as the client, week by week, and the small habit…

3 min read
Someone working at a laptop Business

Freelancer or Studio: Who Should Build Your Game?

A freelancer is cheaper on paper. A studio is one contract for the whole job. An honest look at when each one is the right call,…

3 min read
Finance and banking paperwork Budget

Why Game Projects Go Over Budget, and How to Stop Yours

Budget overruns are rarely about lazy developers. They come from five predictable causes, and every one of them can be prevented…

3 min read
Colleagues meeting around a table Process

How to Write a Game Brief a Studio Can Actually Quote

Vague briefs get vague quotes. Here is exactly what to include so a studio can give you a real price and timeline, even if you ha…

3 min read
A floor plan on a workshop table Process

What Is a Game Prototype, and Why Smart Founders Start There

A prototype is the cheapest way to find out if your game is actually fun. What it includes, what it costs relative to a full buil…

3 min read
A board game in black and white Strategy

How to Validate a Game Idea Before Spending Real Money

Most game ideas fail in the market, not in development. Here is how to test whether people actually want your game before you pay…

3 min read
An office meeting space Business

Do You Need a Game Publisher? What They Do and What They Take

Publishers fund user acquisition and handle marketing in exchange for a large share of revenue. Sometimes that is the right trade…

3 min read
A man in a meeting with a laptop Business

How to Hire a Mobile Game Developer: What to Ask and What to Avoid

Freelancer, agency, or in-house team, the questions that reveal whether someone can actually ship are the same. Here are the ones…

3 min read
Dice on a table Strategy

Hyper-Casual or Casual: Which Mobile Games Actually Make Money Now?

Hyper-casual gets installs cheaply and earns little per player. Casual and hybrid-casual earn more but demand deeper design. Here…

3 min read
A crowd of people Growth

What Is CPI in Mobile Games, and How Do You Lower It?

CPI is what you pay for one install. It decides whether paid marketing works at all. Here is what drives it up, and the levers th…

3 min read
A news app on a phone screen Launch

Why Games Get Rejected From the App Store, and How Long Review Takes

App Store review usually takes 24 to 48 hours. Most rejections come from a short list of avoidable problems. Here are the common…

3 min read
An app open on a phone Launch

How to Publish a Game on the App Store: Step by Step

From developer account to live listing, here is the actual sequence for shipping a game to the App Store, including the steps tha…

3 min read
A business office Business

How to Protect Your Game Idea Before You Hire a Developer

You cannot copyright an idea, but you can protect the work. NDAs, written IP assignment, and staged delivery matter far more than…

3 min read
Broken glass Strategy

Why Do Most Mobile Games Fail?

Most games do not fail because of bugs or graphics. They fail because nobody comes back on day two, or because acquiring a player…

3 min read
Drafting tools and a technical drawing Process

What Is a Game Design Document and Do You Actually Need One?

A game design document explains what your game is and how it works, so a team can build the same thing. Modern ones are short. He…

3 min read
A piggy bank Monetization

How Many Downloads Does a Mobile Game Need to Be Profitable?

Downloads are the wrong number to plan around. Profitability comes from what each player is worth against what each player costs.…

3 min read
An iPhone on a surface Strategy

Should You Launch Your Game on iOS or Android First?

Android is cheaper to test on and faster to get approved. iOS players spend more per head. The right first platform depends on wh…

2 min read
A credit card and cash Monetization

How Do Mobile Games Make Money? Ads, In-App Purchases, or Both

Mobile games earn through ads, in-app purchases, subscriptions, or a mix. Which model fits depends on your genre and how long pla…

3 min read
A laptop on a desk Process

Unity or Unreal for Mobile Games: Which One Should You Pick?

For most mobile games, Unity is the right answer. Unreal wins on high end visuals. Here is an honest comparison on build size, hi…

3 min read
Apps on a smartphone screen Budget

How Much Does It Cost to Publish a Game on the App Store and Google Play?

Apple charges 99 dollars a year. Google charges 25 dollars once. Here is what those fees actually cover, what else you will pay b…

3 min read
A calculator and figures on a desk Business

Fixed Price or Hourly? How Game Dev Contracts Work

Fixed price feels safe and hourly feels flexible, and both can go badly wrong. Here is what each one really means for your risk,…

4 min read
A mobile phone in use Growth

What It Costs to Get Players: A Marketing Budget Guide

Building the game is half the budget. Getting anyone to play it is the other half, and almost nobody plans for it. Here is how th…

4 min read
A Rubik's cube Strategy

What Actually Works in Mobile Games Right Now

The era of throwing a simple game at the store and buying installs is over. Here is what changed, what it means for a small budge…

3 min read
An aeroplane on take off Strategy

Soft Launch: How to Test a Game Before You Spend Big

A soft launch is the cheapest way to find out if your game works before you put real money behind it. Here is how to run one and…

4 min read
A team meeting in progress Business

How to Choose a Game Development Studio

Every studio has a nice portfolio and a friendly first call. Here are the questions that actually separate the ones who will fini…

3 min read
Keys in a door lock Business

Who Owns Your Game? IP, Source Code and Assets Explained

If you paid for the game, you should own all of it. Here is what ownership actually covers, the contract terms that quietly take…

3 min read
An office desk in daylight Process

How Long Does It Take to Build a Mobile Game?

Most first versions ship in 7 to 12 weeks. Here is what happens in each of those weeks, what makes a project run late, and how to…

3 min read
A calculator showing figures Budget

What Does It Cost to Make a Mobile Game?

Most studios will not give you a number until you are deep in a sales call. Here is the honest range, what actually moves the pri…

3 min read
Code on a laptop screen Process

From Idea to App Store in 12 Weeks: How We Ship Games Fast

A look inside the exact process we use to take a raw game idea and turn it into a live, polished mobile game in about twelve week…

2 min read
A tidy office workspace Strategy

5 Signs Your Game Idea Is Ready for an MVP

Not every idea should jump straight into full production. Here are five honest signals that tell you it is time to build a minimu…

2 min read
Someone writing and drawing Design

Why Retention Beats Downloads Every Single Time

Big download numbers feel great and mean almost nothing on their own. The games that win are the ones players come back to. Here…

2 min read
From idea to app store

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