Practical insights on hypercasual game development, source code monetization, and building a successful mobile game publishing business.
Sitting on finished Unity games that never launched? Here is how to judge whether a project is sellable, what you must remove before you list it, and how to package it so buyers can actually build it.
Templates look cheap and building looks expensive, but the real comparison is time-to-test. Here is where each option genuinely wins, and the costs both sides tend to hide.
Buying source code does not usually mean buying the copyright. Here is what changes hands, how licence tiers differ, and the third-party asset problem that catches both sides.
Reskinning is more than swapping sprites. A practical order of operations, from first clean build through to store submission, and the mistakes that get apps rejected.
Which networks matter, why mediation is the decision that actually counts, and how to place rewarded and interstitial ads without destroying retention.
Most bad template purchases are avoidable with fifteen minutes of checking. Here is what to verify before you buy, in the order that saves the most wasted time.
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