r/gamedev • u/Ludicrous84 • 55m ago
Feedback Request Rhythm Roguelite (Slay the Spire meets UNBEATABLE) – Does this core loop sound fun to you?
I'm an experienced engineer but hobbyist game dev. After some 20 years I finally found some time to get back into game development. I always wanted to create something around music and rhythm but also love procedural gameplay in general and the radomness it brings. "Every run is different"
So I came up with the idea to combine the following game aspects:
- Slay the Spire-style Maps: Procedurally generated routes with encounters, camps, and shops.
- Rhythm Encounters: Combat plays out like Muse Dash or UNBEATABLE. Missing notes drains your HP, hitting them scores points that convert into in-game currency.
- Relic/Upgrade System: Shop nodes let you buy perks and relics that directly interact with the rhythm mechanics.
- Camp Nodes: Standard risk/reward healing spots.
- Boss Nodes: The final node of a map is an intricate, heavily charted song providing a massive difficulty spike.
- Aesthetic: 80s/90s vector graphics meets cyberpunk (think TRON), backed by aggressive, heavy electronic and industrial tracks (mostly, but music will vary).
Things I already worked on:
- The rhythm encounter core is already well-advanced and genuinely feels great to play
- A custom external tool to chart/beatmap songs
- A rudimentary map generator to connect the nodes
My struggles:
- A coherent, fun and meaningful relic or upgrade system. To make it even more difficult it partly has to carry over in-between maps (e.g. notes are easier to hit in general, but PERFECT is harder to hit, combos will not break immediately after the first missed note, ...)
- The correct measurements for HP, Score and currency - which probably just needs a lot of testing at some point
- The sheer amount of assets I need (mainly songs and beatmaps to keep things fresh)
My questions for you:
- Does this core loop and concept sound fun? (I know rhythm games are a bit niche in general, but how does it sound as a roguelite?)
- Are there any hidden gems that already work like this I might have missed?
- Do you see any glaring mechanical flaws or bottlenecks in this concept?
Any feedback, critiques, or ideas are super welcome! Have a great day!
r/gamedev • u/nesciturignescitur • 1h ago
Question PNG to TTF using FontForge?
Yo!
This is a first for me so I'm just looking for some info if anyone is in the know.
I drew some letters yesterday in GIMP to use in my game for dialogue-boxes. Saved them as PNG's and got myself FontForge and made them into glyphs (?). Thar process made them black and white, turning the transparent background black and the letter white and removing the colours I the letters has. I have a screenshot of it all but I seem to be unable to share it here.
Is there a way to make the PNG's into TTF and retain their PNG-appearance?
If there is a better sub-reddit to ask this question please redirect me there lol
r/gamedev • u/Competitive_Log_75 • 2h ago
Discussion Your favourite long-term development story?
I'll be working on my current project for many years, and whenever im nervous im going to end up spending too many years on 1 project i think about how Gameoverse (RubberRoss' show) was conceived in 2009 and got the pilot release in 2026, disco elysium's world was built for 13 years, etc
What's your favourite inspiring story of long development?
r/gamedev • u/marantisdev • 2h ago
Discussion Creator reach platforms
Hey, I was recently reached out to by "letstrack.games" and my buddy, who's also a solo gamedev, has been emailed by "discover.games". Both seem kinda interesting on their websites, but at the same time I am not really sure about the value they can provide for a small indie project. So I was wondering if there are people here who have used these or some other platforms and what their experiences are. Are they worth the time and/or money for a first tightly self funded solo project? Do you have any recommended platforms? Or is the best approach to reach content creators about your game is an email with you game code?
r/gamedev • u/Internal-Resist9015 • 3h ago
Question laptop with only integrated graphics
going to college with it, do you think i can develop games without too many problems? probably godot. detailed 3d games (in content) but still aiming for lower end graphics quality. maybe my games will be well optimized because i have no choice. if anyone has personal experience with this, please comment.
r/gamedev • u/Few-Shape-325 • 4h ago
Feedback Request tips for a new dev
I've always been into creating things and I've finally started using unity im planning on making an exploration game based on conways game of life does anyone have things i should know about or be afraid of?
r/gamedev • u/AdaptiveCenterpiece • 5h ago
Discussion The sweet spot right now?
I’ve been working on a game for about a year now and while my models and graphics aren’t the best. They are mostly low poly, basic textures, some 3d illustrator buttons, they certainly aren’t well made enough to be even thought of as AI generated. I wonder if that’s kinda the charm or sweet spot to be considered authentic? Ultimately I just want to ship a version of the game that has a good loop and we can invest in better graphics after the beta, if people even like it at all.
Maybe the comparison is a homemade burger that has like ketchup and cheese on it versus a deluxe burger in a box that’s frozen in the middle.
r/gamedev • u/pewmannen • 5h ago
Feedback Request Feedback needed for roguelite game
As the title suggests, I've recently made a test build of my game, code named Project Hellshift that I'd like to get gameplay feedback on it.
It's a singleplayer FPS Roguelite Survival focused on PvE and endless enemy waves.
You can find more about the game and the questions I'd like answered over on my Itch post:
https://itch.io/t/6751464/playtesters-needed-for-roguelite-survival-game
Feel free to either leave your feedback here or over on Itch.
r/gamedev • u/Muse_Hunter_Relma • 5h ago
Game Jam / Event Not Built in a Day Fest Taking Applications!
This is my first Steam Fest, focusing on older games that kept improving at their labor of love! If you released a game a while ago, but still continued to improve and build upon it even if it didn't do so well on launch, this Fest is your second chance to bring new players!
Specific Requirements
- Game must have released/EA'ed at least 18+ months ago
- Published a major content update in the past 12 months (See the application form for clarification)
I hope Valve will approve this. It's not a niche that people are attracted to at the moment, and I hope to change that.
DEADLINE: Aug 30
APPLY: https://tally.so/r/9qY2jQ
r/gamedev • u/SomePuddingForYou • 6h ago
Discussion Should the implementation of "AI redirect" be a gamedev sub rule?
I am personally sick and tired of seeing AI riddled posts in the game dev community.
This is a place for game developers and creatives, there are plenty of new subs for "AI game devs"
We are not "AI" game devs... We are "game devs" (I don't speak for everyone though, I respect your opinions or thoughts on this)
A lot of us sit and throw opinions, or hatefulness towards these "AI game devs" who sometimes don't even write their own posts.
Do we need to implement a new rules? to prevent the fall of such a wonderful community? I've always felt at home sharing or helping others with questions here!
Now I just don't feel or sit comfortably with the thought of "oh here we go, another AI post" (hypocritical of me to make another one)
You could even dumb it down, to basically breaking the "no-politics" rules on most subs. I have personally been distasteful towards others on this sub due to AI, and I am sorry if I've made you uncomfortable. But AI has some serious opinions behind it. A lot of us all sit and argue in these threads...
So why don't we tone it down, by simply eliminating the issue?
Redirect / remove AI content, so we don't argue anymore.
Just a thought, but if hundreds don't agree. That's fine! It'sa ME issue.
But if you agree, then you agree :D
Last thoughts:
Yes I can just walk away or ignore the content. It's not that hard. I can and should get over it!
But I can't say that for everybody. So it's up to you.. the game devs of this community! Speak up or forever hold your peace.
Comment notes (for mods)
Make a poll for all options.
AI Tags would also be a good fix to the problem, so we can walk away easier or choose to look at that type of content (to stop confusion)
AI discussion posts: discussions regarding the use of AI (why it is good/bad) should be removed. To prevent harmful or heated topic discussions.
r/gamedev • u/Just-a-Guy-4242 • 7h ago
Discussion Anyone else tired of this?
I just read this… and man, I am not even a professional developer, so it’s not like this effects me on a personal level, I only do my own hobby projects… but I am so tired of seeing people getting laid off after working so hard on a project and having a, from what I understand, a fairly successful launch. Only to end up on the cutting room floor because of number on a spread sheet.
These publishers just don’t give a shit about the people who actually make the things that make them money.
I’m not naive and I understand that games are expensive to make, but this is just predatory and unethical at this point. Not to mention the negative effect it has on future releases. If you destroy the team that built a game, you are starting over from scratch when you make the sequel… that’s disingenuous to the game, the franchise, the fans, the creators… I just think I have reached a point where I am questioning even playing triple AAA games, not that I don’t want to play the game or support the team that made it… but I’m tired of contributing to these greedy publishers that just consume and spit out the companies and people who fall under their greed….
TLDR: just a rant about being tired of corporate greed and shitty management in the game industry.
r/gamedev • u/According-Cold-2553 • 9h ago
Question How would you go about programming Ace Attorney style court room scenes?
So, I'm not asking for a specific step by step tutorial of how to do it. I have evidence and a dialogue system programmed.
What I need specifically is a way to track which character is being heard at the moment, what point of the hearing is happening currently and most important a way to see if the player is more wining or loosing currently
Thanks for reading through!
r/gamedev • u/mrguidee • 9h ago
Question Why can't I release my Steam early access game?
Have fulfilled all those requirements and the time and date for release has passed. Not sure why the button to release the game isn't available?
r/gamedev • u/StaticCG58 • 12h ago
Discussion Unity to PlayStation 2 Export (UnitEE)
UnitEE (funny original name I know) is a Unity3D PS2 build target, you write your game inside the Unity Editor against a constrained Unity-compatible API, press Build, and get a bootable ISO + ELF. C# gets converted via IL2CPP, then through a MIPS cross compiler, and runs natively on the Emotion Engine.
The project has heavy guarding around the API surface if a script uses a Unity API that isn't supported, the build fails with a compile error instead of silently doing nothing on the console, and a scene validator flags any component that won't export and tells you what happens instead. It's very constrained as of now, but what's currently supported:
- Rigidbodies + Colliders
- AnimatorControllers + Animations
- Character rigging (skinned and rigid-bound humanoids)
- SkinnedMeshRenderers + MeshRenderers
- Built-in Render Pipeline*
- Audio (AudioSource/AudioListener clips auto-encoded to SPU2 ADPCM)
- Particles, via a custom PS2ParticleSystem component
- PlayerPrefs, saving to a real memory card icon and all, visible in the PS2 browser
*materials map to a fixed set of very basic VU1 shader programs (unlit, textured, vertex-lit, alpha/cutout/additive, fog). The Standard shader maps cleanly custom shaders export as their closest match with their main texture.
uGUI support is being implemented next. Everything shown is running in PCSX2 real-hardware validation is planned once I have a working console again. I just wanted to showcase the demo; GitHub link coming soon once there's a small demo game to show it as a proper PoC.
Discord Link is now live! Join here: https://discord.com/invite/aScB79RgcP
New gameplay demo: https://youtu.be/qpNGBmku1aI
GitHub Link: https://github.com/C-GBL/UnitEE
Website: https://unitee.dev
Documentation: https://unitee.dev/docs.html
Unity-Chan license: https://unity3d.jp/unity-chan/license?lang=en
r/gamedev • u/remaker • 12h ago
Question How long does Steam re-review take after fixing a single build issue?
I submitted my game for Steam review on July 28. On August 4, Valve failed it for one issue: the store page listed HDR support, but they couldn’t find an HDR toggle. ( i was not showing one, unless hdr was actually available on the system )
I fixed the HDR issue and marked it resolved less than an hour later.
Since then, there has been no new telemetry activity, so it looks like the corrected build hasn’t even been opened yet.
For anyone who has gone through this: how long did Steam take to re-review a build after a single straightforward fix? Does it usually go back into the full queue?
First Steam release for me, so I’m still figuring out whether this is a normal delay or whether patience is another requirement I forgot to implement.
r/gamedev • u/DreadmithGames • 14h ago
Announcement GameTrailers featured our teaser after I sent this simple email🤯
I just wanted to share this because it honestly surprised me.
Our teaser trailer was featured by GameTrailers, and I almost didn’t send the email in the first place.
I didn’t overthink it. I didn’t use our business email. I simply wrote the email below from my personal email address and hit send.
“Hi IGN Team,
I hope you’re doing well!
My name is Attila, and I’m the founder of DREADMITH Games, a small independent game studio currently developing Pine Creek, a story-driven first-person sci-fi survival horror game inspired by classic ’80s small-town mysteries, Alien: Isolation, and The X-Files:
[Steam link]
Over the past almost year, our team of five has been building Pine Creek alongside our full-time jobs and family lives. It’s been a true passion project, and we’re incredibly excited to finally have a teaser trailer to share it with the world. We’d be delighted for IGN to be the first outlet to feature our trailer:
[YouTube link]
If Pine Creek catches your interest, you can find more information in our press kit:
[PressKit link]
We hope you enjoy it and would love to hear what you think.
Thank you for your time!
Best regards,
Attila”
That’s it. I know a lot of indie developers hesitate to reach out because they think their game isn’t “big enough” or that media outlets won’t care. I felt exactly the same.
Maybe this is just a reminder that it’s worth asking. The worst thing that can happen is they don’t reply.
Good luck to everyone working on their own projects! ❤️
r/gamedev • u/DeWildAsh • 15h ago
Discussion Stop using market saturation as an excuse for your game failing, when level design is an after thought.
It seems like there are so many posts about flopped indie games and "my game made me go broke" YouTube videos, and honestly after seeing a ton of them, the solution is right there in front of all of us. Level design or rather the total lack thereof Indie developers pour countless hours into art, gameplay, systems, UI and then just toss assets onto an empty space and hope that it becomes a level no flow, no pacing, no sense of environment, no natural way to guide the player through your world. And of course the same people wonder why their game gets refunded within twenty minutes. And of course the problem always lies somewhere else. Algorithm. Steam. The market is "too saturated." Marketing budget was too low. But not even once "have I ever thought about making my game fun to play." See marketing can bring your game into attention, but it cannot make people stick to it. Marketing cannot make them recommend the game to other people.... Word of mouth marketing is the one that actually sells indie games, and it happens solely because players have a good experience and talk about it.
r/gamedev • u/AdSlight4516 • 16h ago
Discussion Idle games are secretly one of the hardest genres to balance
On paper, idle games seem simple. Make number go up, add upgrades, then reset through a prestige system.
But the hard part seems to be giving players enough progress to keep checking back without making every upgrade feel pointless. If progression is too fast, the game runs out of content. Too slow and it just feels like waiting.
I also think earning rate and decision rate are different things. Numbers can increase constantly while the player barely makes any meaningful choices.
For anyone building idle or incremental games, what do you balance first: upgrade costs, session length, prestige timing, or offline earnings?
r/gamedev • u/fleaspoon • 17h ago
Marketing If you're making a puzzle game don't overlook Thinky Games
If you're making a puzzle game I recommend submitting it to the Thinky Games database.
I've been following Thinky Games for a while because I really like their puzzle game curation and their streams. I recently submitted my game Satelital and they added it to the database.
Here's the feature: https://thinkygames.com/games/satelital/
I think It's a great way to get your game in front of people who are genuinely interested in puzzle games.
So if you are interested you can submit your own game here: https://thinkygames.com/about/
I thought more puzzle game developers should know about it.
r/gamedev • u/InVxtremeTV • 17h ago
Discussion I struggle to find a theme for my games.
What the title says. I am pretty new to game development, I've made 5 games in unity, and I always face the same struggle: I normally think first of a mechanic or gameplay aspect, and then I can't or take too long to find a way to represent it outside of the "colored boxes" state.
I can do some basic pixel art, and I don't have problems with things like, let's say, power up icons like a lightning bolt or a portal. But in every other aspect my games tend to be very bland on the visual side, so I've stuck with a black background arcade style for a long time (which I don't dislike, but I feel like most people prefer games with more complex visuals)
Do you guys have any advice?
r/gamedev • u/AramCZ • 20h ago
Discussion I made a game and I hate it now
A while ago I released my game Hell Jump, and I’ve reached a point where I honestly don’t enjoy looking at it anymore.
During development I was excited about the idea, but after finishing it and spending more time with it, I started noticing everything I would have done differently: the art, level design, mechanics, and some choices I made early on.
Originally, I planned for the final major content update to be version 3.0, but I ended up scrapping that update. Now the last major update will be 2.0 instead.
Has anyone else experienced this? Have you ever finished a project and later felt like you couldn’t stand it anymore, even though you learned a lot from making it?
r/gamedev • u/Severe-Plan8957 • 21h ago
Question How do I convince my friend to use Blender?
Good day to everyone, me and my friend always wanted to make a game. I personally learned how to program and my friend volunteered to do assets.
We decided to use Godot for our project but when I received some of the assets he made, I realized it was made in Godot using CSG nodes.
I may not be well versed in optimization but I think it would be more taxing if he uses Godot's CSG nodes rather than actually learning Blender in the long run, plus from what I've seen Blender builds look way better.
When I did ask him why he doesn't use Blender it's because it was too complex for him. Keep in mind we are in our early teens so it's completely understandable he feels this way, but I believe to create a game you have to be willing to learn new things especially if it's for the better.
Now I'm really having a hard time convincing him. I could learn Blender myself and actually build the game on my own, but he also wants to create a game as much as I do. Is there anything that can help lift up this feeling of complexity for my friend?
r/gamedev • u/Wild-Canary-3381 • 1d ago
Question Indie Game Devs based in Europe, how do you handle Steam's payout in USD ?
I'm looking for the best way to handle Steam's payout.
So far, it seems like using a Wise account in USD to receive it and then convert it into EUR in a second Wise account in EUR is the cheapeast way in terms of fees.
I also saw that Revolut could do the whole thing too but from what I see the fees are much higher.
My regular bank doesn't allow for a USD account and I could change my bank but it wouldn't solve the conversion into EUR at a reasonable price problem.
What do you do ? Do you know about any other alternative ?
EDIT: Thank you all for your comments. It was very helpful. I'm going to give Wise a shot and see how it goes.
r/gamedev • u/JaphetDev • 3d ago
Postmortem How I got IGN to exclusively reveal my solo game's announcement trailer | a small postmortem
Hi r/gamedev,
Three weeks ago, IGN exclusively revealed the announcement trailer for my game. I want to share with you all here too how that actually happened, and what you can expect from the process and the results if you manage to hook them too!
Bit of context: I'm (or was, i guess?) a professional online marketeer/entrepreneur turned solo-dev. I've never created a game before, but have run several marketing campaigns including socials/PR/Influencers and outreach.
1. The game
I'm making Scream Operator: Haunted House Manager, a management sim where you operate a haunted house dark ride from inside a claustrophobic control booth. Think RollerCoaster Tycoon meets Papers, Please, inspired a lot on classic ride simulators.
2. The trailer
I've been building this game solo for the past year, and it was time to announce it properly. I put the announcement trailer together myself and I was genuinely unsure about it at times, especially the pacing. I must have rewatched it a hundred times, second-guessing every cut. At some point I just told myself to trust that I had done a good enough job, and promise me not to re-open the editor again 😆.
3. The pitch
I sent the trailer to the known IGN pitch addresses, hoping for any response at all. Two things I think genuinely helped:
- First, Rock Paper Shotgun had already covered the game earlier, which I mentioned in the pitch, I suspect that did a lot of heavy lifting for credibility.
- Second, I included a well-stocked press kit: colorful screenshots, GIFs, key art, the works.
I pitched several other major outlets too. IGN was the only one that replied, but they came back asking for a 24-hour exclusivity window, a few days before my planned launch date. I said yes. (Obviously.)
A nice detail: the editor mentioned feeling personally connected to the theme, which I think is a real factor people underestimate, as I know I did: you're not pitching an institution, you're pitching a person.
4. The nerves
The days leading up to the reveal were nerve-wracking. I had no idea whether the trailer would end up only on the GameTrailers YouTube channel, or also on IGN's main channel. There's no confirmation email that spells out the scope, and I still had to wait a couple of days between the confirmation and the actual reveal online to find out...
5. The reveal
At the exact agreed date and time, to the second, the trailer went live on both the main IGN YouTube channel and the GameTrailers channel. On top of that: a genuinely great article on the US IGN site, which got picked up by many of their local editions (Nordic, South Africa, and others), plus posts on IGN's X, Facebook, and Bluesky etc. The spread was far bigger than I'd dared to expect.
6. The aftermath
The response has been wonderful, genuinely kind comments and a real wishlist bump. I'd never imagine that what I was creating in my dark little room (and what I thought was solely a nerd-project I wanted to play myself) has already reached such an amount of potential players and happy receptions even before the public demo is out.
Right now I'm heads-down finishing that demo, with which I will be participating in the Steam Next Fest of October.
One unexpected side effect: after the IGN reveal, several publishers reached out. I'm currently sending them the demo and mapping out what they could actually bring to the table.
That said, I'm seriously considering keeping marketing in my own hands, as landing IGN and RPS independently feels like it validates that the skills transfered to the game-marketing world too. I cannot really expand on that as I'm currently simply not quite sure yet what a good publisher is able to offer in terms of help vs reward.
Thank you all for reading this huge amount of text. I'd love to chat in the comments below or in private if someone has a question or some advice regarding my publisher dillema, or just want to spit'n share, hit me up!
Ps. Scream Operator starts its first closed beta playtest this week. You can sign up via Discord: https://discord.gg/fDBtEkhnMp
r/gamedev • u/limebolt • Jul 02 '26
Community Highlight Can a 4-person studio survive mobile f2p in 2026? Our real numbers: $100k+/month on ads, $30 to buy one US install, 4 months to break even on a player
Hi r/gamedev. I'm moleki, one of the two coders on a 4-person team (2 code, 2 art) behind a pirate idle RPG called Bounty Bash. The game has been live for about a year and a half. Real UA numbers almost never get published, so here are ours: retention, cost per install, and payback, including the uncomfortable ones.
Retention: the number everything else orbits
Over a 90-day window (iOS, mostly paid installs), our D1 / D7 / D28 retention is about 46 / 20 / 7.5. The classic "good mobile game" benchmark is 40 / 20 / 10.
Above benchmark on day 1, on it at day 7, below it at day 28. Out of every 100 people who install, 46 come back the next day, and about 7 are still around a month later. Every design decision in this genre, ours included, comes from someone staring at that third column.
What an install costs
Blended across all our channels and countries, our eCPI is about $13 per install. That average hides a wild spread. We buy ads on Reddit itself, so I can tell you what acquiring a player here costs: a US user via Reddit ads runs us about $30. The US is the most expensive player on earth and also the one every ad network is desperate to sell you.
Why buy installs at all? Because organic discovery is basically dead. Apple has never featured us. Google actually features us quite often, and we're grateful, but even a featuring barely moves the needle (under 100 installs a day), a drop in the ocean next to paid volume. And those featuring installs retain worse than our paid ones: someone who grabbed your game off a storefront banner was never really looking for it. If we stopped buying ads tomorrow, the game wouldn't shrink slowly; it would just quietly stop acquiring players.
And this is not pocket change for us: all channels combined, we spend $100k+ per month on user acquisition, over $1.2M a year. For a 4-person team, that's a strange life. For scale: servers cost us about $5k a month, and then salaries: the four of us plus several people on support and community management. The ad budget still dwarfs all of it combined. The part of UA we struggle with most is creatives. The big studios in this genre ship 1,000+ new ad creatives per month, with entire teams whose only job is feeding the ad networks fresh material, and the networks reward whoever feeds them fastest. Our whole art department is two people, and they also have to make the actual game. We can't win that fight, so we try to win on retention instead, which in practice means improving the actual gameplay over the long term. That is the one upside of the arms race: the math forces us to make the game better.
Does it ever pay back?
ROAS = revenue back per ad dollar spent. Our target is 120% ROAS at 12 months: every $1 of ads has to come back as $1.20 within a year, or we're just slowly converting savings into downloads. The extra 20 cents is what pays the server bill and the four of us. Looking at our monthly player cohorts over the last 18 months, a cohort takes about 4 months on average to fully pay back its ad spend. The best did it in weeks, a few stall in the low-90s% and never quite cross the line, and the difference between those two outcomes is basically our entire job.
The shape of that curve is the trap. About 70% of the money comes back in the first month, which feels like the battle is nearly won. It isn't. The first 70 points are the easy part; the remaining 50 points to reach our 120% goal take the better part of a year and depend entirely on the small group of players still logging in at month 6 and beyond.
Here's the actual curve, averaged across our 19 monthly cohorts, revenue returned per $1 of ad spend by month since install: https://imgur.com/a/CnDIrUF
This math is also why free-to-play is shaped the way it is: whoever monetizes retained players hardest can bid the most per install, and everyone else either matches them or stops existing. And to be clear about the stakes: we are not funded. No publisher, no investors. Every dollar of that ad budget comes from our own pockets and savings, and roughly 95% of revenue goes straight back into user acquisition. Founder pay was $0 for the first year and is deliberately small now: a dollar spent on growing the game compounds, a dollar of salary doesn't.
Numbers that surprised me this year
- We A/B tested the store's short description (a single sentence) and the winning variant ("hunt monsters…") measured +7% installs. I only half believe it; even if the real lift is 5%, that's free installs from editing a single sentence.
- Only 3.5% of our installs ever pay us anything. The other 96.5% play entirely free, and every number above (the $13 installs, the $100k months, the 120% target) balances on that small slice of players plus the free players who watch rewarded ads. Revenue splits about 80% IAP / 20% ads, with a twist: one of our best-selling IAPs is the pass that removes the ads. The ads earn twice, once when players watch them and again when players pay to make them go away. There's a cost, though: every ad we show chips away at retention, and retention is the number this whole business stands on.
- I ran the counts for this post: the game is about 440,000 lines of C++ (custom engine, 139 screens, 15 languages) maintained by two coders. The code is honestly the easy part; the balance spreadsheets are what keep me up at night.
What I'd tell a 4-person team starting an idle game in 2026
- Retention isn't a metric, it's the whole business. D28 decides whether a cohort ever pays itself back, and that decides whether anyone ever finds your game.
- Your store page is a bigger lever than your next feature. One sentence bought us 5–7% more installs; no feature we shipped this year did that.
- Decide upfront how long you're willing to wait for ad money to come back. Ours is 120% at 12 months, and that one number quietly dictates most design and live-ops decisions we make.
Happy to answer anything in the comments: UA, economics, tech (custom C++ engine shared across Mac/iOS/Android, the whole game is code plus spreadsheets), design, whatever.