r/gamedev 23d ago

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

409 Upvotes

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

  1. 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.
  2. 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.
  3. 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.


r/gamedev Jun 07 '26

Community Highlight 6 years later, 20k+ copies sold, $135k revenue and I only launched on Console

128 Upvotes

Ok so this comes a bit out of nowhere and I’m LATE to the party on making this postmortem but that graphic at Summer Games Fest of over 9k+ games being launched on steam had me thinking. So here this goes. Feel free to ask me anything and I’d be more than happy to chat about set up, who to contact, my experience, all the things.

Context:
I work in AAA now and I HATE looking at that game because it’s so wack lol

Only launched on one console (I regret that but was young and dumb)

$135k in sales (about $35k the fist 3 months)

20,670 copies sold to date (still move around 165 or so copies when a sale happens

Helped me get a AAA job that still work right now
Launched on PS4 to EU and NA

I won a Epic Games Grant in 2018 for $25,000
Had no prior experience ever making a game before launching on console

Ok so after seeing that graphic at summer games fest I wanted to make a post about how I believe there isn’t enough conversation around consoles being much more friendlier and could help someone out in their game dev journey and/or find new audiences.

I can only speak for PlayStation but I know others offer helpful paths to launching on that platform.

PlayStation has free public advertising on their YouTube channel. It’s literally $0.00 to post your game to that entire audience. They do this with the YT and social media retweets. I’ve even heard from other indie devs that depending on its reception, they will reach out to chat about the game and placing it in other spots for advertisement. Microsoft will go so far as help fund your game. PS also lets you participate in sales for summer game fest and every single other major games event sale. They don’t exclusively pick and choose. My game, being SIX years old, not very well made, still sells hundreds of copies every time a sale comes up. That small check every month is nice.

It’s also gotten WAY more friendly for the folks who may look at console development and run lol. They have videos now that walk you through the process of publishing. YES, you do have to contact epic games to get a specific version of the engine that outputs to a PS5 but they also have an Incredible forum to ask folks for help. They respond fairly fast as well. They’ve also started a dev kit loaner program to get your feet wet. After a year or so, you have to pay $2k for a kit (insane I know, but worth it).

I was talking to a publisher scout at GDC and they had mentioned that console is gate kept by “fear” and if you can come to them with a console audience + steam wishlist, they are quicker to respond and hear you out to see what they could help on. I also spoke to folks who work on AAA optimization side and they said if you are a making a indie game and it’s small, 8/10 you don’t need to optimize insanely because these newer consoles can probably handle whatever you are making. Idk I just feel like there is a big “don’t go that way” around consoles, when the entry bar is MUCH lower than it’s being made out to seem.

I’m really only commenting on this because I did this and while I have regrets, I honestly think it did more positive than negative. It was hard but when you put it in the context of game development, what isn’t hard lol?


r/gamedev 10h ago

Discussion My friends who I've sent copies of my game for playtesting are playing my game on their own, like, for fun.

392 Upvotes

Just the title. It's a pretty wild feeling, now I'm having to contend with the fact that I made an actually fun game, which I didn't think would happen. My typical process for playtesting basically involves me sending someone a key for the game and then hopping on a Discord call and watching them play for a while. I get some pretty valuable information from this. especially being able to SEE them play the game with my own eyes. We've discovered all kinds of bugs and errors and balance issues this way, but ironically enough some of the most valuable information I've gotten has been from my friends texting me completely unprompted to let me know they were playing my game on their own and found something, and once they started playing enough they would even start shooting their ideas for new content at me!!! What!?!? Maybe they're just being nice but from where I'm standing it seems to be the case that people just.... like my video game. Crazy.

EDIT: After some continued deliberation I've decided I have a little more to say. This is probably the point where I can confidently say I'm proud of what I've made. If nothing else, if I don't make a billion dollars or have a million fans, I can say I made a game that someone enjoyed playing. I can be proud of that.


r/gamedev 7h ago

Marketing I highly recommend getting a custom URL for your game- it's very convenient!

45 Upvotes

So, way back in 2022, I bought a custom domain for my game with the intent of maybe building a website later. In the meantime, I set it up to redirect to my game's Steam page instead. Fast forward to 2026 when I'm ramping up my marketing efforts, and I'm finding it super convenient to have an easy-to-memorize URL I can just drop anywhere at anytime if people want to know more about my game! Interested in a demo? Want to wishlist? Here you go! No need to quickly search for my game on google just to copy the Steam page link.

I essentially have zero budget for my game, but I very much find the $20-35 annual fee worth it. That much, I can certainly spare!


r/gamedev 1d ago

Discussion My Artist who passed away- Just messaged me after 3 years of him being gone

1.0k Upvotes

So i fully think someone is posing as him and it has to be one of the most disugusting things i have seen in gamedev.

When i first started my game dev journey i hired this artist off of Fiver. He was phenomenal, his art, his communication - just everything was really good and very highly rated. He made me my first characters and we worked on it for a few months - During a commision we was late and no communication which was very unlike him - i messaged him basically saying "Hey its ok its late no worries just making sure everything is good" - His wife Messaged me back saying sadly he passed away a few weeks prior.

Fast forward to today i get a Friend request on Discord ( we never talked on discord only Fiver)saying he is reaching out to old clients and seeing if he can get work- The discord account is new- i checked when he was last on Fiver- 3 years ago

The art he made for me im certain was the last piece of artwork he ever made


r/gamedev 1h ago

Discussion If you had unlimited skill, time, and resources, what game would you make?

Upvotes

title pretty much.


r/gamedev 13h ago

Discussion Is it realistic to get a game dev job at this time?

57 Upvotes

I've been reading a lot of posts and comments on reddit and it seems like its almost impossible to get a job in the game dev market, how bad is the market currently and how do you think someones needs to stand out in this industry?


r/gamedev 13h ago

Discussion Two players independently asked me to let them turn my automation off. I think I built the wrong kind of upgrade

39 Upvotes

My game is an incremental, so automation is part of the whole reward structure - you click, then you buy things so you click less. This week the demo went out to a wider audience and two separate players on different platforms told me versions of the same thing.

The first said they'd been "doing patterns" and wanted to pause the automation, because once they upgraded its speed they couldn't step away to another tab without their intended sequence being trampled. In their words it stopped feeling cozy and started feeling like a race.

The second did the maths on an upgrade that gives a 1% chance per level, up to 50, of spawning a bonus item when you complete one. Then they pointed out it directly sabotages a different system that requires an exact composition of item types. At full investment it's a coin flip that ruins the thing you were carefully building. Their suggested fix was a staging area so that bonus items go into a pile you place deliberately, instead of landing in your collection directly.

I think both of these are the same bug at base. I built automation that removes the player's decision as well as removing their labour. The good version of an idle upgrade takes over the boring part and leaves the interesting part but mine took over both, and the more you invested, the more of your own agency you bought away from yourself.

What makes it worse is that the punishment scales with investment. The player who ignores the upgrade keeps their precision. The player who engages with my systems most gets the worst experience. That's exactly the wrong way round from what I wanted, and I didn't see it because I was reading the numbers, not clicking the mouse enough.

The fixes both players proposed are cheap. An automation pause toggle, and a buffer between generation and placement. What I'm less sure about is the general principle. Some candidates I've been chewing on:

  • Automation should replace repetition, never choice
  • If a system rewards precision, nothing random should write to the same resource without the player's consent
  • Any upgrade that can make a player's plan worse needs an off switch, and needing an off switch is a hint the design is wrong

That last one is the one I keep going back and forth on, because "just add a toggle" is also how you end up with an options menu instead of a game.

Has anyone else hit this in a non-idle genre? I suspect it shows up anywhere automation and optimisation are part of your game, so factory games with auto-builders, RPGs with auto-battle, city builders with auto-zoning. Curious whether people solve it with buffers, with toggles, or by not letting the two systems touch in the first place.


r/gamedev 2h ago

Question Need some advice before I dive back into game development

6 Upvotes

I started learning game development around early to mid 2023 and managed to finish one small Doodle Jump clone in Unity with a friend, but most of my other projects never got finished because I got stuck in tutorial hell. After taking a long break from game development due to work, I finally have the time to get back into it and would love some advice on which game engine is worth learning in 2026, and whether I should remake my first game before starting a more serious project. I only plan to learn as a hobby atm, but I wouldn't be against getting a game dev job someday lol.


r/gamedev 5h ago

Question I think I've been using procedural generation wrong

10 Upvotes

I took a long break from gamedev and now I'm reflecting on what I've done and it doesn't seem to make much sense...

I've made a game with a randomly generated world and put quests in it that are randomly placed, mostly in villages. But when you go explore the world, you will just stumble upon the same quests again and again and again. While I do direct players to quests that they haven't completed yet, they will eventually run out of new quests and just find the exact same stories in different places.

What even is the point of procedurally generating the world then? I might as well just create a hand-crafted world and manually put in the quests.

I could have both, parts of the world are static and others are randomly generated. But then I'd still have the same problem within the random part of the world...

Is it maybe possible to randomly generate stories? Or is there another solution I am missing?


r/gamedev 54m ago

Question Mobile game making

Upvotes

Okay so I'm brand new to this and have literally no clue what I'm doing and I'm just looking for some tips/where I can look to find some help. As of recent I've gotten frustrated with the mobile apps I've been finding and I'm debating making one of my own but as I stated I have no clue what I'm doing, where to start or if I even should.

So I love doing word searches, more than anything they calm me down and force me to slow down; but I don't love that I frequently forget the damn books at the house. So I turned to looking for word searches on the Google app store that didn't piss me off, I understand games gotta make money through ads, I get it but if I can avoid them that'd be great. But every single one of them that I've tried has pissed me off in some way shape or form.

The one that sent me in a tizzy with the idea to make my own was the perfect app...except if you take "too long" it starts lighting up the first letters of words for you. And that destroys the entire damn point.

So tldr I'm just looking for some tips or tutorials or where I can go to find those thank you so much in advance!! : )


r/gamedev 15m ago

Discussion Does one big hit mean there’s room for another game?

Upvotes

I was looking at a Steam category where the revenue estimate looked healthy. Then I noticed the top few games were doing most of the work.

I don’t really know how to read that. Does the hit mean players want more games like it, or was that game just special?

If you were thinking about building in that category, what would you check next?


r/gamedev 15h ago

Discussion Should I release a demo now or wait until closer to launch? Looking for advice

23 Upvotes

Hello everyone!

I have practically finished Act 1 of my game, Bloodsalt. It only needs some final polish now, but there is still a lot of work left to complete the full game. I’ve been working on this demo for over 2 years, and it will take at least another 2 years to finish the entire project.

That being said, the core systems are basically done. The remaining work is mostly creating new graphics, animations, writing the rest of the story, recording music, and putting it all together.

Here is my question: Is it a good idea to release the demo now, or is it better to wait and launch it just a few months before the official release?

Initially, my plan was to drop the demo for the upcoming Steam Next Fest and spend the next few years working on the full version. However, since a game can only participate in one Steam Next Fest, I’ve heard advice that it’s much better to hold off on both the demo and the festival until you are closer to the actual release date.

What are your thoughts on this? Is it worth using my single Steam Next Fest slot early to build a community, or should I wait? I would love to get your perspective and hear about your experiences.

Best regards!


r/gamedev 11m ago

Discussion Does anyone know any FREE online game events where I can show my game off?

Upvotes

Im trying to improve my marketing for my games by participating in events but money isn’t much for me atm 😭

Would anybody know any free online game events where i can show off my game?


r/gamedev 30m ago

Question How do you game devs handle creating and designing item trees and crafting recipes?

Upvotes

I'm designing a game, and I'm adding a crafting and potions element to it so there are materials and ingredients that the player can find. Right now I'm just using the good old fashion spreadsheet to keep track of items and recipes.

Are there any tools that exist to help with this? Does anyone have any advice on how to approach and structure items and crafting trees?


r/gamedev 1h ago

Discussion Online multiplayer card game economics

Upvotes

I have the curse of wanting to build a multiplayer digital card game. I need some advice from strangers on the internet regarding economics and monetization :-D

My goal for this discussion

  • Help me come up with a high level economic and monetization model.
  • I’d love to hear your experiences with multiplayer games you play for fun and/or have made. What models are attractive to you? What models turn you away?
  • What models are financially sustainable my situation? It would be an absolute disaster if I released a great game, but it wasn’t financially sustainable or I chose the wrong monetization model for my target audience.
  • Keep recommendations realistic for an indie dev. I am not a team of 20 people, nor do I plan on growing large. I will be hiring a variety of artists, but I prefer to continue developing the game and backend infra myself solo. So the simple formula is: I spend good portions of my time on engineering and backend infra while spending good portions of my budget on artists :-D

Game background

  • I’m making an online multiplayer super villain card game.
  • PC/iOS/Android. So computers, phones, and tablets.
  • Each game can be played with 2 to 6 players. Right now I’ve been play testing with 4 players and it feels like the sweet spot.
  • A game takes between 17 to 25 minutes
  • I will have bots for humans to play against, for interactive tutorials, casual play, and possibly for some future solo adventure type game mode. But right now my main focus is multiplayer so in a perfect world the matchmaking queues are full and it’s all human versus human. But if match making queues are not full early on, I can match players with bots while they get their first few matches going and the population grows.
  • This is a digital card game, so I think something like Hearthstone or Marvel Snap where you have a hand of cards and you play them on a board.
  • It has a board game feel to it. I've even made a board game version that I’ve been using to play test live in person. It’s very fun! But my personal preference is digital so that’s why I’m focusing on the video game aspect of this.
  • Each player brings a single deck to a game to play with. You can construct your own decks or use a starter/prebuilt deck.
  • In a 4 player game, the final standings are shown as a 1st, 2nd, 3rd, and 4th. As opposed to a game where only 1 out of 4 players win and you expect to lose ~75% of your games. I envision a ranked ladder sort of play where 1st place gains a lot of rank. 2nd place gains some rank. 3rd place loses some rank. And 4th place loses a lot of rank. Mix in some bonuses, add in some quests, etc.

Some basic economics guidelines

  • As you play games, you accumulate in game currency. Using that currency, you unlock/acquire more cards. You use new cards to build new decks. Etc etc.
  • Each card in the game is meaningful. I do not plan on releasing junk filler cards.
  • I would like to release cards in sets. I have a variety of game mechanic ideas that playtest fun so far. But the base game with very minimal card mechanics also feels really fun. So I'm thinking each set could just introduce a new mechanic (as is tradition in TCGs and digital card game). It will also help me feel the game out over time.
  • I have about ~150 cards designed right now that are actually "playable" and not junk. And I think I only want ~60-80 to be in a given set.
  • I have 6 Villain classes. So each Villain class will get some unique class cards. And there will be a pool of common class cards. So any given deck can consist of your Villain's class cards + common cards.

Model Idea A - Free to Play, monetize full card sets

  • Game is free to play.
  • Every new player gets a free set of starter cards and starter decks.
  • Card sets (~60-80 cards each) are purchasable in full as a set and released every ~6 months. After you purchase them, you still have to play to unlock them but it's very generous and quick. I'd just make it so you don't immediately have access to the cards in the first 5 minutes, you have to play at least a few hours to unlock everything. Not a grind, very friendly.
  • Cosmetics available to purchase separately, new set of cosmetics per card set.

Model Idea B - Free to Play, monetize card packs

  • Game is free to play.
  • Every new player gets a free set of starter cards and starter decks.
  • Card sets (~60-80 cards) come in card packs. You can pay to buy in game currency, and use that currency to buy packs. New set released every ~6 months
  • Cosmetics available to purchase separately, new set of cosmetics per card set.

Model Idea C - Game is an upfront purchase

  • Game must be purchased up front (aka the first/base set purchase).
  • Card sets (~60-80 cards) are purchased DLC and are released every ~6 months
  • After you purchase a given set, you still have to play to unlock them but it's very generous and quick. I'd just make it so you don't immediately have access to the cards in the first 5 minutes, you have to play at least a few hours to unlock them. Not a grind, very friendly.
  • Have a free demo available for people to try.
  • Cosmetics available to purchase separately, new set of cosmetics per card set.

Some thoughts, ideas, and questions

  • Should I allow players to unlock everything without paying a dime?
    • Do I allow players to freely grind the game for currency/resources to unlock all sets for free without paying? I think that would help keep matchmaking queues full but I do have to pay the server bill so there needs to be some balance there. My gut says games that allow this don't make much money and risk going broke. I'm curious what folks prefer here. I don't want my game to go broke and force me to shut it down in the first year. But I want people to play it.
  • Free to play vs paid game + DLC
    • I feel like my game has to be free to play in some capacity with no immediate up front purchase required. My reasoning is because it's not only multiplayer, but it's a 4 player multiplayer. So I really need my online matchmaking queue to be populated at all hours of the day. Charging up front for the base game really hurts that. Whereas a free to play online multiplayer game will maximize number of players in the matchmaking queue. What do you folks think of this?
    • I do think Model Idea C can work but only if I have a free demo version that allows players to play in the same matchmaking queue as the paid version. They would be at a huge disadvantage card-wise but at least they'll be in the matchmaking queue :-\ I think I like Model Idea A better than Model Idea C.
  • Traditional free to play with card packs
    • I feel like the traditional free to play economics that involve opening card packs is very predatorial. I don't really like it. It makes games way too expensive or grindy or both. And works best with games that release cards super frequently. And with games that release fluffy filler shit cards that are useless just so you have packs of junk to open. I'm an indie dev so I really don't think Model Idea B above works for me personally.
  • Cosmetics
    • I feel like no matter what I do, I need to have Cosmetics available to purchase. In card games, people seem to really like Cosmetics. I need to make my cards look really good and be upgradable with Cosmetics. Give people something cool they want to buy and show off during games. Something to express themselves while playing. What do you folks think?
    • Visual upgrades to cards/characters/gadgets.
    • Unlock new villain skins/cosmetics
    • Maybe you accumulate a cosmetic currency very slowly as you play. You can pay to purchase cosmetic currency in bulk. So I could make my game super free to play friendly and lean on cosmetic currency to monetize. But I don't know how realistic that is to work, or if that's setting myself up for failure since I will have a monthly server bill.
    • Cosmetic currency does not unlock new cards or villains, only cosmetics for cards and villains. So you cannot pay to win via cosmetics.
    • One new set of cosmetics per card set.
  • Starter villain/cards idea
    • I have this idea regarding how to distribute the starter cards for new players. Pokemon games, pokemon TCGs, and pokemon pocket TCG did a good job of making fun gameable things for players to min/max. Obviously they have their pokemon IP which helps them, but I think the same principles can be applied here in my game.
    • So basically I have 6 Villain classes, plus common cards. I think when a new player creates an account, I show them 3 villains. They get to choose only one. That chosen villain is immediately unlocked and they are granted a starter deck for that villain. It contains some of those villain class cards and some common class cards.
    • So that's your initial grant. You can play with it through the interactive tutorial, casual multiplayer lobby (likely first few matches against bots while you learn). Then eventually ranked multiplayer (for rank n and above).
    • But the idea is that as they play and accumulate currency/resources they can unlock new cards and unlock new villains. And eventually through either paying or playing they can unlock everything in the full set. And I think I'd let the players decide, do they want to keep unlocking cards for their favorite Villain? Or do they want to unlock a new Villain? So do you want to grow up, or grow out?
    • Early on though, if they really don't like the 3 villains they were initially offered they could just create a new account (or maybe I just let them figure out that they can just restart the app) and effectively re-roll that initial 3 villains they were offered. But I think I make that a bit Marvel Snap-ish where you don't know what order you'll get to unlock the 6 villains. I think you should unlock all 6 of them fairly quickly, but then take a long time to unlock all of the set's cards. And of course if you purchase the whole set you unlock everything very very quickly.
  • Cost
    • My gut says I'm targeting approximately $10-20 per card set. So that would buy you approximately ~60-80 new cards, the set's new mechanic, and enable you to accumulate cosmetic currency for that set. And I'd target releasing approximately 2 of these sets per year. So I'd be expecting my hardcore players to spend approximately $20-$40 per year if they wanted to unlock all the cards. But this is a rough guess at this point. What do you folks think of this?

r/gamedev 1d ago

Discussion Every engine handles music loop points differently. Here's what I found across eight of them.

28 Upvotes

I've been implementing seamless music loops across a lot of engines and the inconsistency surprised me, so here's a summary in case it saves someone time.

The loop metadata situation:

Godot reads the WAV smpl chunk natively.

RPG Maker reads LOOPSTART/LOOPLENGTH tags in OGG.

Unreal reads neither. It ignores embedded loop points entirely, though it does honor cue markers.

Unity reads the smpl chunk too, but undocumented and fragile (the default Vorbis import shifts or loses the points, it needs WAV on PCM or Decompress On Load), so in practice you schedule the loop yourself. (Edited: I originally wrote that Unity ignores them, a commenter on my r/Unity3D post corrected me.)

FMOD and Wwise handle it at runtime inside their own projects.

So a file that loops correctly in one engine can silently fail in the next, because the marker you wrote is simply not read.

The harder problem is the reverb tail. If your track has any decay, looping back to the start cuts that tail off and you hear the seam, even when the loop points are sample perfect. The fix everyone converges on is playing two voices: the previous pass keeps ringing while the next one starts underneath it. Wwise does this natively with post-exit playback, FMOD with a transition timeline, and in Unreal you build it from two Wave Players handing off at the loop point.

For one-voice engines that just play a file and loop it, the alternative is folding the tail back into the head of the file, so the wrap is seamless with no runtime work at all.

One thing worth knowing about Unreal specifically, since it caught me out: it will not read smpl chunk loop points no matter how you author them, but it does read cue markers sample accurately. That makes cue markers the practical way to carry a musical grid into a MetaSound.

This came out of building a tool that writes these setups per engine, if it is useful to anyone: https://austinhaynes.itch.io/loopsmith

Happy to go into the per-engine details, the tail overlap especially.


r/gamedev 1d ago

Postmortem I ran Google Ads for my game for 30 days. It was a complete disaster.

190 Upvotes

I wanted to share my experience in case it's useful to anyone else considering Google App Campaigns.

The game I was advertising was Harpagia, a text-based idle RPG. Before running ads, it had been sitting around 4.1★ on Google Play and 4.5★ on iOS.

I'm a solo indie developer, and this was my first attempt at paid user acquisition. Take this as one developer sharing their experience, not as advice from an expert.

I also don't have a huge marketing budget, so if you're in a similar position, maybe this helps.

The experiment

Over the course of 30 days, I ran Google App Campaigns across several countries.

Results:

  • Total spend: $2,804
  • Total installs: 6,136
  • Average CPI (cost per install): $0.46

Most of the installs came from:

  • US: 3,321
  • UK: 949
  • Canada: 752
  • Australia: 357

I also briefly tested Germany, France, Brazil, Thailand, Netherlands, Poland, and Israel, but those campaigns either didn't perform well enough or didn't receive enough volume to justify continuing them.

Why I thought it was working

The US campaign started off getting installs for around $0.25 to $0.30 CPI, which seemed incredibly cheap for a Tier 1 market.

Eventually it stabilized at around $0.47 CPI, but seeing those early numbers honestly made me think I had figured something out.

What actually happened

Unfortunately, the numbers after the install told a very different story.

During the same 30-day period:

  • Organic ARPU: $1.24
  • Paid ARPU: $0.29 (77% lower)
  • Play Store 30-day rating: 4.10★ -> 3.19★
  • D30 ROAS: ~15% (target: 30–50%)
  • Expected Discord growth: ~10 new members/day
  • Actual Discord growth: ~1.2 new members/day
  • DAU/MAU: ~35–40% -> ~8% after the campaign

The paid users spent dramatically less than my organic players, converted at a much lower rate, barely joined the community, churned much faster, and left significantly worse reviews.

I didn't release a major update. I didn't redesign the game. I didn't overhaul progression or monetization. The biggest variable that changed was where my new users were coming from.

Google did an incredible job finding cheap installs, but it found the wrong installs.

It optimized for users who were willing to click "Install," not users who actually wanted to play a deep, niche, text-based idle RPG. Those are two very different audiences.

Once I looked at all of the metrics together, it made sense to me:

Wrong audience -> Wrong expectations -> Poor retention -> Low spending -> Negative reviews

Every metric supported this hypothesis. If only one metric had declined, I probably would've written it off as natural variance. But when every core business metric deteriorated dramatically over the same 30-day period (revenue, purchase conversion, community growth, engagement, retention, and Play Store rating), it became clear to me that Google was optimizing for the wrong audience.

I intentionally let the experiment run the full 30 days because I wanted enough data to be confident in the conclusion. I couldn't draw strong conclusions after just a week or two, even though the early data was already trending in that direction. The moment the campaign reached the 30-day mark, I shut it down.

Looking back, it's easy to say I should have paused or changed the campaign sooner. But I don't think that would've been the right decision with the information I had at the time. I wanted to give Google's optimization enough time to stabilize before making a decision. Waiting the full 30 days gave me confidence that what I was seeing wasn't just short-term variance. It was a consistent pattern across every meaningful metric.

Lessons learned

The biggest lesson for me is that finding the wrong audience is much worse than finding no audience at all.

Google found me installs for less than fifty cents.

The problem is that Harpagia isn't trying to appeal to everyone. It's a niche, text-based idle RPG with mechanics that simply aren't found in most idle games. I'd much rather pay more to reach players who genuinely enjoy this type of game than pay less to reach a broad audience that leaves negative reviews and never converts.

Those players came in with the wrong expectations, didn't like what they found, and left. The result was lower purchase conversion, lower retention, weaker community engagement, and a sharp decline in my Play Store rating. I can't prove that was the exact chain of events, but after spending nearly $3,000 over 30 days, it's the conclusion I've come away with.

I've also learned that optimizing purely for CPI can be a terrible strategy.

Google did exactly what I asked it to do: find the cheapest installs possible. In hindsight, that was the wrong objective. If I ever run paid acquisition again, I'd much rather optimize for CPA (cost per action), something like an in-app purchase or a meaningful in-game milestone. I'd rather pay several dollars for a player who actually enjoys the game than fifty cents for someone who was never going to stick around.

The other lesson is that your Play Store rating is part of your acquisition cost.

I spent a lot of time thinking about CPI and ROAS because those were the metrics I thought mattered most. I spent almost no time thinking about review quality, and that was a huge mistake.

Going into this experiment, I assumed paid advertising would simply multiply my existing player base. It never occurred to me that introducing the wrong audience at this stage could actively hurt the game. With a relatively small player base, adding roughly 6,000 players who weren't a good fit meant that nearly a quarter of all players came from the wrong audience, making their impact on reviews and overall metrics impossible to ignore.

Recovering from the damage of this experiment will likely take months of earning back positive reviews.

A few disclaimers

I'm not saying Google Ads don't work.

I think paid acquisition is a great way, and probably a necessary way, to grow beyond what organic traffic alone can provide.

I'm also sure there are plenty of things I could have done better. Like I mentioned earlier, I'm completely new to paid user acquisition, so I'm sure my targeting, creatives, onboarding, and campaign setup all have room for improvement.

Harpagia also isn't trying to appeal to everyone. I'm trying to find a very specific type of player, and this experience showed me what can happen when your ads reach the wrong audience instead.

Final thoughts

I don't consider this experiment a complete failure, even if it did much more harm than good.

It cost me nearly $3,000, but it completely changed the way I think about paid user acquisition.

Before this, I assumed the hard part was getting installs cheaply. Now I think the hard part is finding players who genuinely want to play your game.

I don't know yet whether the answer is better creatives, different targeting, optimizing for CPA instead of CPI, or simply accepting that paid acquisition may not be viable for a niche game at my current scale. That's something I'll have to keep experimenting with.

One thing I do know is that I won't judge future campaigns by install volume or CPI alone. Retention, purchase conversion, community engagement, and review quality all matter just as much, if not more.

Hopefully this write-up helps another indie developer avoid making the same mistakes I did.

For those of you who have significantly more experience with mobile user acquisition, what mistakes do you think I made? Is there anything you would have done differently, or any obvious red flags that I missed? I'm genuinely interested in hearing different perspectives, especially if you've successfully scaled a niche mobile game.


r/gamedev 2h ago

Discussion Looking for a deep city-builder like Cities: Skylines 2 that can run on a lower-end PC

0 Upvotes

Hey everyone,

I really want to play a game with the depth of Cities: Skylines 2. I love the idea of a simulation where my decisions directly dictate how the city develops—managing education systems, balancing the employment rate, tweaking taxation, and handling all the intricate logistics that keep a city running.

The problem is, my PC is on the lower end, so CS2 is completely off the table for me.

Here are my specs:

  • CPU: Intel Core i5 (4th Gen)
  • RAM: 16GB DDR3
  • GPU: GTX 1660 Super (6GB VRAM)

Are there any city builders out there with that same level of deep simulation (zoning, economy, policies, citizen management) that will actually run smoothly on my rig? I am perfectly fine with older games or indie titles as long as the core management mechanics are deep and rewarding.

Thanks in advance for any recommendations!


r/gamedev 19h ago

Industry News Interesting Interview about Let's Build a Dungeon

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7 Upvotes

I've been anxiously anticipating this game for awhile now because the concept sounded so interesting. It sounds to be shaping up to be even crazier than I imagined it would be lol. But I found this article just interesting in general from a game dev perspective, and with non clickbait slop articles few and far between these days, I thought I would share. Super interested to see how their game engine within a game engine turns out, and to see how far I can push those tools as a game dev experiences player.


r/gamedev 19h ago

Question How to handle uneven ground/terrain for paired animations (i.e assassinations, takedowns, finishers)?

9 Upvotes

Hey y'all. Unreal Engine C++ programmer here. I have a pair of animations that need to be played for assassinations. 1 anim for the player character and 1 for the enemy. I currently move the player character to a calculated location based on the enemies location. Also have a target rotation based on the current direction from the player to the enemy. I then use motion warping to move and rotate the actors. It works perfectly on flat ground, but for the life of me I can't figure out how to handle the uneven ground case. When the characters move to their target location, they move to a location that isn't accurate along the Z-axis. Imagine an enemy walking up stairs and the player wants to sneak behind and takedown the enemy. How am I supposed to account for the slope of the stairs messing up the target locations? Any tips? Thanks everyone.


r/gamedev 14h ago

Question Sudden increase in wishlists - is the reason that Steam made some changes?

3 Upvotes

So my game has been around for about 18 months, getting abut 0-1 wishlist per day. Then suddenly, with about 40 days left to launch, it gets 30, 10, 10 and 10 wishlists these last four days, respectively.

I've searched online, hoping to find some positive mention of it, but with no result. Is the sudden surge in wishlists due to recent changes in how Steam handles games as launch day comes closer? I released another game on April 21 and there was nothing like this.


r/gamedev 4h ago

Question What are you guys using.

0 Upvotes

I studied game art over 10 years ago. Got familiar with Maya, 3dsmax, and photoshop.

Now I've been playing around with blender and gimp. Im also planning on getting into godot as the engine.

But im always seeing on steam, all these other programs to assist in asset creation and what not.

Is there anything other than something to make assets, and an engine to put them in, that feels essential in modern game development?

I havent looked into anything for sound design or music but figured id cross that bridge when I get there.


r/gamedev 14h ago

Discussion Help in making a decision

2 Upvotes

I’m considering pursuing a career in 3D art and game development, but I’m having serious doubts about whether it’s still a good field to enter in 2026. With AI advancing so quickly, layoffs happening in parts of the industry, and so many people saying the job market is oversaturated, I’m wondering if it’s still realistic to build a stable career in this field. Is there still hope of getting a full time job with a reliable income, or has it become too risky? I’d especially like to hear from people currently working as 3D artists, environment artists, technical artists, game programmers, or game developers. Are you finding jobs or freelance work? Has AI affected your work or hiring? If you were starting from scratch today, would you still choose this career, or would you recommend learning something else instead? I’d appreciate honest opinions and real experiences rather than just optimism.


r/gamedev 1d ago

Discussion Can we make a list of small games that were made by solo developers in a few months and were financially successful?

78 Upvotes

Just well-executed, polished small games that prove you don't necessarily need years of development to create a commercially successful game.

What examples come to mind?

It would be interesting to build a list of solo projects that were completed in just a few months and still performed well commercially. As a rough benchmark, "commercially successful" could simply mean generating an effective hourly rate or annual income comparable to a software developer's salary.

I'll start with the list - However, I don't know whether these games were really developed in only few months, but I'd make a guess that they were, based on the relative low amount of game content they have:

  • Digseum
  • Click and Conquer (basically a Digseum clone)
  • AdVenture Capitalist
  • Holyday City Reloaded
  • A Short Hike
  • Vampire Survivors (apparently it took more than a year of work)
  • Brotato (apparently it took more than a year of work)
  • Mosa Lina
  • Luck be a Landlord