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Build a casual mobile game with AI — and pitch it to a publisher

With AI coding tools, a playable prototype for iPhone and Android now takes days, not months. The hard part hasn’t changed: most games never earn anything, and the few hits are found by testing many ideas fast. This guide shows how publishers work, what tests they run, what it really costs — and how to try it without betting your savings.

Daniel Vice By Daniel Vice · designer & self-publisher since 2017 14 min read Updated October 10, 2026
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START CAPITAL
approx. €120 (store accounts)
FIRST EURO
Uncertain
SKILL LEVEL
Intermediate
AI LEVERAGE
Very high
INCOME TYPE
Hit-driven
KEY TO SUCCESS
Many prototypes, fast tests
On this page

01 How it works

Think of the little games people play while waiting for the bus: stack the blocks, sort the colours, guide the ball through the maze. They’re called casual games. The simplest ones — one finger, one idea, a round in under a minute — are called hypercasual. A bit more depth, like upgrades or a small base to build, makes them hybrid-casual.

Most of these games are free. They earn money with ads (a short video between levels, a reward for watching one) and sometimes with in-app purchases (remove ads, extra lives, skins). Each player brings in only cents. So everything depends on getting players cheaply and keeping them for a while.

That’s where publishers come in. Companies like Voodoo, CrazyLabs, Kwalee or Supersonic test thousands of game ideas every year. You send them a prototype or a short gameplay video. They spend a small ad budget to see how cheaply people install it and how long they keep playing. If the numbers are good, they fund the marketing, help improve the game and split the profit with you. If not, you’ve lost a few days, not your savings.

  1. Idea
  2. Prototype
  3. Test video
  4. CPI test
  5. Publisher deal
  6. Launch
Daniel Vice
I’m tinkering on a game idea myself right now — a little rescue mission where you decide who gets the last seats on the rocket. More I won’t reveal yet. What surprised me most while researching: the code isn’t the bottleneck anymore. With AI I had a playable prototype faster than I could write the concept. The real question is whether strangers want to tap on it.
Daniel Vice · Designer & AI user since day one

02 Is this for you?

A GOOD FIT IF YOU…
  • love playing and analysing simple games
  • enjoy building, testing and throwing ideas away again
  • can think in short videos: what makes someone stop scrolling?
  • see it as a creative experiment with a small budget
  • have a few evenings a week for several months
SKIP IT IF YOU…
  • need predictable income soon
  • want to build one big dream game for years
  • hate it when numbers say no to your favourite idea
  • would spend your savings on ads to “force” a hit
  • want to copy existing hits — publishers and stores reject clones

03 Why this is a yellow flag

Mobile games are a real business, and some small studios earn very well. But honestly, for an individual it works more like a lottery where you can improve your odds than like a plannable side income. Four reasons:

1. The hit rate is tiny

The publisher Freeplay once shared its numbers: in February 2020, 17 of around 350 tested prototypes became hits (about 4.8 %). In April 2021 it was 20 hits out of about 4,400 prototypes — roughly 0.45 %. The exact figures change every year, the message doesn’t: most games fail the very first test.

2. The margins are thin

A player of a hypercasual game is often worth only a few dozen cents. If an install costs more than a player brings in, every new player loses money. A few cents decide between profit and loss.

3. Hits don’t last forever

Many hypercasual hits earn well for a few months and then fade. Hybrid-casual games live longer, but they also take much more work.

4. Publishers take a big share

Revenue shares are negotiated individually and rarely published. One example from industry press: the publisher Ducky said in 2021 that it invests in hits and takes a 50/50 profit share. Typically profit is split after marketing costs — not revenue.

Never pay to be published Real publishers pay for the tests and the marketing. If someone asks you for money to “publish” or “promote” your game, or sells you a course that promises a hit, walk away.

04 What AI changes

Publishers won because volume wins: the more ideas you test, the more likely one hits. AI tools make volume affordable for one person. A prototype that used to take weeks can now be playable in days.

TASK BEFORE WITH AI
Prototype code Learn an engine for months, then weeks per game Describe the mechanic, AI writes the code, you test and refine
Bugs Searching forums for hours Paste the error, get an explanation and a fix
Art & icons Buy assets or hire an artist Draft with AI image tools, polish by hand (check the licence)
Ideas & trends Gut feeling Let AI analyse chart games and ad videos for patterns
Store texts Write from scratch AI drafts, you shorten and check
AI-generated
What AI doesn’t change: whether people want to play your idea. That is decided by the test numbers, not by the code. AI simply lets you ask the market more often.

05 Step by step — from idea to publisher test

All ten steps, nothing held back. Plan two to six weeks for your first test — and expect to need several attempts.

1. Pick an idea you can explain in one sentence

Casual games live on one clear mechanic. “Drag the creatures into the rocket before the lava reaches them.” If you need a paragraph, the idea is too big for a first game. Start hypercasual or light hybrid-casual — not a big role-playing game.

  • Can someone understand it from a 3-second video?
  • Does it work with one finger?
  • Is there a satisfying moment (something fills up, pops, sorts, explodes)?
  • Is it different enough from the top charts — not a copy?
2. Study what works right now

Play the current top free games in the casual charts for a week and watch their ads. Publishers also blog about trends and what they look for. Let AI help you find patterns.

PROMPT · TREND ANALYSIS I want to build a casual mobile game. Here are 10 games from the current charts with a one-line description each: [list]. Find the patterns: core mechanics, the “satisfying moment”, session length, how they monetise. Then suggest 5 original game ideas that use one of these patterns in a new setting. Each idea in one sentence, plus why it could work in a 15-second ad.
3. Build a playable prototype in days

Choose an engine (Unity or Godot are common for mobile, see Tools) and let an AI coding assistant build the first version. Keep it tiny: one mechanic, three to five levels, no menus, no shop. Publishers say a CPI test needs only a few levels.

PROMPT · PROTOTYPE Build a minimal mobile prototype in [Unity C# / Godot GDScript] for this mechanic: [one sentence]. Portrait mode, one-finger controls, 5 short levels that get slightly harder, a restart button, simple placeholder shapes instead of art. Structure the code so I can change level data easily. Explain step by step how I set up the project and test it on my phone.
4. Make it feel good

Game feel — the bounce, the sound, the little vibration — decides whether people keep playing. Add it before any test.

PROMPT · GAME FEEL Here is my prototype code: [code]. Add “juice” without changing the mechanic: a small squash-and-stretch on taps, particles when something is completed, a short sound for success and failure, a light vibration on mobile, a smooth level transition. Keep it performant on older phones and list every change you made.
5. Record three short test videos

For many publishers the video is the first filter. 15–30 seconds, portrait, real gameplay, the hook in the first three seconds. Make three versions with different openings — a “fail” moment, a near miss, a very satisfying finish.

6. Choose your route: publisher or self-test

Most beginners go through a publisher: they pay for the tests and you get honest numbers for free. Testing on your own means paying for ads yourself, roughly a few hundred dollars per test, and you need a working ad account. That only makes sense if you want to keep all rights and profits.

Read the terms before you upload. Voodoo’s developer terms, for example, say it pays for the test campaigns (up to US$1,000 per day per game) — and that you may not give publishing rights to anyone else during an exclusivity period.
7. Set up your store accounts

Many publisher tests need your game in the stores, under your developer account. Plan this early, it takes time.

  • Apple Developer Program: US$99 per year. For iOS builds you need a Mac with Xcode (or a cloud build service).
  • Google Play Console: one-time US$25. New personal accounts must run a closed test with at least 12 testers for 14 days before they can publish.
  • EU: Apple asks you to declare whether you are a “trader” under the Digital Services Act. If you earn money with the app, you usually are — and your address, phone number and email are then shown on the store page.
8. Run the test and read the numbers

A test runs a few days. You’ll see three key numbers:

NUMBER WHAT IT MEANS WHY IT MATTERS
CPI (cost per install) What one install costs in ads Too expensive = no chance to earn it back
Retention D1 Share of players who come back the next day Shows whether the game is fun beyond the first minute
Playtime Minutes played per day More playtime = more ad views = more revenue

There are no universal thresholds. Kwalee calls the CPI test the fastest way to check potential; CrazyLabs says it looks at a range of metrics like day-1 retention and playtime and has no fixed CPI target. Industry reports put the median hypercasual CPI on Android at around US$0.40 in 2025, with iOS much higher.

9. Improve — or kill it fast

Bad CPI? Try new videos or a new hook first, the game itself might be fine. Bad retention? Make the first minute clearer and more rewarding. If two or three rounds of changes don’t help, stop and start the next idea. The number of ideas you test matters more than how perfect one game is.

PROMPT · TEST REVIEW My prototype test results: CPI [x], day-1 retention [x %], playtime [x min]. Players see this in the first 30 seconds: [describe]. Give me 5 concrete changes to the first minute and 3 new video hooks, ranked by expected impact. Be honest if the idea looks weak.
10. If it hits: contract, ads, updates

A good test usually leads to a deeper test and then an offer. Read it carefully — ideally with a lawyer.

  • How is the profit split, and before or after marketing costs?
  • Who owns the game, the code and the brand — and for how long?
  • Exclusivity, minimum updates, what happens if the publisher stops marketing?
  • Ads in the EU/UK: AdMob, for example, requires a Google-certified consent tool for personalised ads.
  • Taxes: income from the publisher is business income — talk to a tax adviser.

06 Tools

You don’t need much to start. Build with a free engine, let AI write the code, and only pay for store accounts once you’re ready to test.

ENGINES
Unity (Personal) free up to US$200,000 revenue/funding in 12 months
Godot free, open source (MIT licence)
AI CODING
Claude Code builds and changes whole projects
Cursor AI code editor
GitHub Copilot AI help inside your editor
PUBLISHERS (TEST & PITCH)
Voodoo publishing platform with test campaigns
CrazyLabs CLIK dashboard, “Publishing for All”
Kwalee publishing portal, CPI tests
Supersonic (Unity) testing & publishing
Homa testing platform
ADS & STORES
Apple Developer Program US$99/year
Google Play Console US$25 one-time
AdMob / AppLovin MAX / Unity LevelPlay show ads in your game

07 Realistic expectations

START COSTS
≈ €120
Apple US$99/year + Google US$25 one-time; engine free
FIRST TEST
2–6 weeks
idea, prototype, videos, store setup
INCOME
Hit-driven
most games earn nothing; a hit can earn a lot

Let’s be clear: there is no meaningful “average” income. Most games earn nothing; a few earn a lot. Small successes of a few thousand dollars profit a month can be great for one developer — and are often too small for a big publisher to keep marketing. Real top hits can make six or seven figures, but they are rare.

Why cents decide everything — a worked example

GOOD CASE SLIGHTLY WORSE
Installs 100,000 100,000
Cost per install (CPI) US$0.30 US$0.30
Ad spend US$30,000 US$30,000
Revenue per player (LTV) US$0.45 US$0.28
Revenue US$45,000 US$28,000
Profit US$15,000 – US$2,000
Your share at 50/50 US$7,500 nothing

Invented but realistic numbers. A few cents per player decide between profit and loss — that’s why publishers test so strictly, and why the test numbers are more honest than any opinion.

08 Tips & common mistakes

  • Do: Build small and fast: one mechanic, a few levels, test within weeks.
  • Do: Spend real effort on the first three seconds of your video.
  • Do: Test several ideas in parallel instead of polishing one for months.
  • Do: Read publisher terms (exclusivity, rights) before you upload.
  • Avoid: Building a big game with menus, shop and story before the first test.
  • Avoid: Cloning a chart hit — stores and publishers reject copies.
  • Avoid: Paying your own ads before you know the numbers from a free publisher test.
  • Avoid: Using AI art or music without checking the licence for commercial use.

09 Pros & cons

PROS
  • AI makes prototypes possible for non-programmers
  • Publishers pay for tests and marketing
  • Low start costs
  • Very creative, and fun
  • Skills transfer to apps and other digital products
CONS
  • Most games never earn anything
  • Thin margins, hits often short-lived
  • Publishers take a large share and may want exclusivity
  • Store rules, privacy and ad consent take effort
  • Months of work can end with “no”

10 Risks & legal

  • Copyright & trademarks: no copied names, characters or art. AI-generated assets: check the tool’s licence for commercial use.
  • Privacy: both stores require privacy details (Apple’s privacy labels, Google’s data safety section) and a privacy policy. Ads in the EU/UK need consent.
  • EU trader status: if you earn money, your contact details are shown publicly in the EU App Store. A company address can help.
  • Store fees: for in-app purchases Apple charges 15 % in its Small Business Program (under US$1 million a year). Google changed its fees on 30 June 2026 for the EU, UK and US: in-app purchases from new installs 20 % plus a 5 % billing fee on the first US$1 million (subscriptions 10 % + 5 %); in other markets 15 %. Ad revenue is not subject to these store fees.
  • Kids: games aimed at children have strict extra rules for ads and data. Avoid that audience for your first game.
  • Contracts & taxes: get publisher contracts checked, and register the income properly.

General information only, not legal or tax advice. Rules and fees change — always check the official pages of Apple, Google and your publisher before you sign or submit.

11 FAQ

Can AI build a whole mobile game for me?

AI can write most of the code for a simple casual game and help with art drafts, texts and bug fixes. You still decide what’s fun, test on real phones and polish the feel. For a first prototype that’s days of work, not months.

Do I need to be able to program?

Not to start. You need to describe precisely what should happen and be willing to test a lot. Over time you’ll pick up the basics just by reading what the AI writes and asking it to explain.

Do I need a Mac?

For Android, no. To build and upload for iOS you need a Mac with Xcode or a cloud build service.

How much can I earn?

Honestly: most games earn nothing, a few earn a lot. There’s no reliable average. Treat it as a creative experiment with a small budget, not as planned income.

Do I need a publisher?

No, but for beginners it’s usually the smarter route: publishers pay for tests and marketing and know what works. Going alone means paying for ads yourself and keeping all rights and risks.

Do Apple and Google take a cut of my ad revenue?

No. Store fees apply to paid apps and in-app purchases. Ad revenue comes through the ad network you use.

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Daniel Vice
ABOUT THE AUTHOR Daniel Vice Designer and self-publisher since 2017. His cookbook for teenagers reached #11 of all books on Amazon.de. More about Daniel →
FREE · PDF KIT

The Casual Game Prototype Kit

  • Idea check: 10 questions before you build
  • AI prompt pack for prototype, game feel & bug fixing
  • Store checklist: Apple, Google & EU trader status
  • Publisher overview & pitch template
  • CPI & profit calculator with worked example
  • Storyboards for 3 short test videos
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