Indie Mobile Game Studio
Run a small mobile game studio in app stores where a hundred thousand games launch a year. Your customers are the players who pay, a third of every dollar goes to the store, and a few big spenders carry the rest.
You have a puzzle game with a loyal early following and a second title in development. Most of your players will never pay; the business is the small share who buy the season pass, and the handful who spend hundreds a year. The decisions are a studio's: whether to spend on new content or on user acquisition, how aggressive to make monetisation without driving players away, how many developers and community staff to carry, and whether to go after casual spenders, mid-core players or premium one-time buyers. It teaches hit-driven economics in a crowded store: platform fees, a whale-heavy revenue curve, live operations, and why great reviews do not guarantee a living.
$5.00 a seat · 4 simulated years, decided quarterly · by SparkTower.