<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/">
  <channel>
    <title>DEV Community: A Plus Games Studio</title>
    <description>The latest articles on DEV Community by A Plus Games Studio (@aplusgamesstudio).</description>
    <link>https://dev.to/aplusgamesstudio</link>
    <image>
      <url>https://media2.dev.to/dynamic/image/width=90,height=90,fit=cover,gravity=auto,format=auto/https:%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Fuser%2Fprofile_image%2F4182013%2F848bf65e-3e9b-4f22-886e-36abc17ff03b.png</url>
      <title>DEV Community: A Plus Games Studio</title>
      <link>https://dev.to/aplusgamesstudio</link>
    </image>
    <atom:link rel="self" type="application/rss+xml" href="https://dev.to/feed/aplusgamesstudio"/>
    <language>en</language>
    <item>
      <title>AI Agents in Game Engines: Unity AI, MCP and Unreal</title>
      <dc:creator>A Plus Games Studio</dc:creator>
      <pubDate>Tue, 27 Oct 2026 00:00:00 +0000</pubDate>
      <link>https://dev.to/aplusgamesstudio/ai-agents-in-game-engines-unity-ai-mcp-and-unreal-6j5</link>
      <guid>https://dev.to/aplusgamesstudio/ai-agents-in-game-engines-unity-ai-mcp-and-unreal-6j5</guid>
      <description>&lt;h2&gt;
  
  
  The short answer
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;AI agents can now work inside game editors, not just answer questions about them.&lt;/strong&gt; Unity AI, in open beta for Unity 6, includes an in-editor agent and an MCP server that lets external AI tools automate editor tasks. Epic has announced MCP integrations as part of Unreal Engine 6. They are genuinely useful for repetitive work, but every change still needs review, version control and a person who owns the result.&lt;/p&gt;

&lt;h2&gt;
  
  
  What MCP is
&lt;/h2&gt;

&lt;p&gt;The Model Context Protocol is an open standard for connecting AI assistants to tools and data. In a game engine, an MCP server exposes actions such as creating objects, editing components, running tests or reading project structure. An AI assistant that supports MCP can then call those actions instead of only suggesting code for you to paste.&lt;/p&gt;

&lt;h2&gt;
  
  
  What is available now
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Tool&lt;/th&gt;
&lt;th&gt;What it offers&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Unity AI (open beta, Unity 6)&lt;/td&gt;
&lt;td&gt;Ask, Agent and Plan modes in the editor, an MCP server for editor automation and an AI Gateway for third-party models&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Unreal Engine 6 (announced)&lt;/td&gt;
&lt;td&gt;Epic lists MCP integrations for AI assistants among its pipeline plans&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Community MCP bridges&lt;/td&gt;
&lt;td&gt;Open-source servers for various engines; quality and maintenance vary&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;h2&gt;
  
  
  Where agents genuinely help
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Repetitive editor work&lt;/strong&gt; : setting up many similar objects, renaming, organising folders.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Boilerplate code&lt;/strong&gt; : data classes, editor tools, simple state machines.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Test scaffolding&lt;/strong&gt; : generating test cases for systems with clear rules.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Explaining unfamiliar code&lt;/strong&gt; in an inherited project.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Documentation&lt;/strong&gt; : summarising systems and writing setup notes.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Where they still struggle
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Game feel and design judgement.&lt;/strong&gt; Whether a jump feels good is a human call made through playtesting.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Performance.&lt;/strong&gt; Agents can introduce costly patterns that only show up on low-end devices.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Large, interconnected changes&lt;/strong&gt; where a small mistake breaks other systems.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Platform rules&lt;/strong&gt; such as store policies and certification requirements.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  How to use agents safely
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;Commit your work before every agent session, and use a branch.&lt;/li&gt;
&lt;li&gt;Start with read-only or narrow tasks, then widen permissions as you build trust.&lt;/li&gt;
&lt;li&gt;Review every diff, including scene and prefab changes, not only code.&lt;/li&gt;
&lt;li&gt;Run the game and tests after changes; do not rely on the agent's summary.&lt;/li&gt;
&lt;li&gt;Keep secrets, keys and personal data out of prompts and project files the agent can read.&lt;/li&gt;
&lt;li&gt;Check the data and licence terms of any model you connect.&lt;/li&gt;
&lt;/ol&gt;

&lt;h2&gt;
  
  
  A sensible team workflow
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;strong&gt;Plan&lt;/strong&gt; : describe the task, the files involved and what must not change.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Run&lt;/strong&gt; : let the agent work on a branch with limited permissions.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Review&lt;/strong&gt; : read the diff, including scenes, prefabs and project settings.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Test&lt;/strong&gt; : play the affected parts of the game and run automated tests.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Merge&lt;/strong&gt; : only after a person signs off, as with any other change.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;Treat the agent like a fast junior teammate: helpful, but not trusted to merge its own work.&lt;/p&gt;

&lt;p&gt;Teams that get the most from agents also write short project notes the agent can read, such as naming rules, folder structure and coding conventions. Clear conventions produce more consistent results and fewer surprises in review.&lt;/p&gt;

&lt;h2&gt;
  
  
  Data, security and licensing
&lt;/h2&gt;

&lt;p&gt;When an assistant reads your project, project data may be sent to the model provider. Check where data goes, whether it is used for training, and how long it is kept. Keep API keys, credentials and personal data out of files the agent can access. For generated code and assets, check the licence terms of the tools you use and keep a record of what was generated, especially for content that will ship in the game.&lt;/p&gt;

&lt;h2&gt;
  
  
  Questions to ask a studio that uses AI
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Which tools do you use, and what project data do they send outside your company?&lt;/li&gt;
&lt;li&gt;Who reviews AI-generated code and assets?&lt;/li&gt;
&lt;li&gt;How do you handle licensing of generated content?&lt;/li&gt;
&lt;li&gt;Will you disclose AI use where a platform requires it?&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;At A Plus Games Studio we use AI tools where they save time on routine work, and every change goes through the same review and testing as human work. Clients own their source code either way.&lt;/p&gt;

&lt;h2&gt;
  
  
  What it means for budgets
&lt;/h2&gt;

&lt;p&gt;Agents reduce the cost of routine tasks, which can shorten some parts of a schedule. The biggest costs in game development, such as design iteration, art direction, performance work, testing and live operations, are still driven by people. Expect modest savings and faster iteration rather than a dramatic drop in total cost. Our &lt;a href="https://dev.to/aplusgamesstudio/is-ai-replacing-game-developers-what-the-2026-data-shows-499h"&gt;is AI replacing game developers?&lt;/a&gt; guide covers this in more depth.&lt;/p&gt;

&lt;h2&gt;
  
  
  Getting started
&lt;/h2&gt;

&lt;p&gt;Pick one repetitive task your team dislikes, such as setting up level props or writing editor tools, and try an agent on a branch for a week. Measure time saved and problems introduced. That small trial will tell you more than any announcement. For engine news, see &lt;a href="https://dev.to/aplusgamesstudio/unreal-engine-6-what-game-developers-should-know-now-5cb5-temp-slug-290213"&gt;Unreal Engine 6&lt;/a&gt; and &lt;a href="https://dev.to/aplusgamesstudio/unity-spark-and-google-playground-ai-game-maker-explained-58dl-temp-slug-2640809"&gt;Unity Spark&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Sources:&lt;/strong&gt; &lt;a href="https://discussions.unity.com/t/unity-ais-open-beta-now-live-for-unity-6/1718560" rel="noopener noreferrer"&gt;Unity Discussions: Unity AI open beta for Unity 6&lt;/a&gt; · &lt;a href="https://learn.unity.com/collection/build-with-unity-ai" rel="noopener noreferrer"&gt;Unity Learn: build with Unity AI&lt;/a&gt; · &lt;a href="https://www.unrealengine.com/news/state-of-unreal-2026-top-news-from-the-show" rel="noopener noreferrer"&gt;Unreal Engine: State of Unreal 2026&lt;/a&gt; · &lt;a href="https://modelcontextprotocol.io/" rel="noopener noreferrer"&gt;Model Context Protocol&lt;/a&gt;. Checked October 27, 2026.&lt;/p&gt;

&lt;p&gt;Related: &lt;a href="https://aplusgamesstudio.com/ai-game-development" rel="noopener noreferrer"&gt;AI game development&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/unity-game-development" rel="noopener noreferrer"&gt;Unity game development&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/offer" rel="noopener noreferrer"&gt;Get a quote&lt;/a&gt;&lt;/p&gt;




&lt;p&gt;&lt;em&gt;Originally published on &lt;a href="https://aplusgamesstudio.com/blog/ai-agents-mcp-game-engines" rel="noopener noreferrer"&gt;A Plus Games Studio&lt;/a&gt;, a game, AR and VR development studio in Sacramento, CA.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>ai</category>
      <category>mcp</category>
      <category>unity3d</category>
    </item>
    <item>
      <title>COPPA Rule Update 2026: What Kids Game Developers Must Do</title>
      <dc:creator>A Plus Games Studio</dc:creator>
      <pubDate>Tue, 27 Oct 2026 00:00:00 +0000</pubDate>
      <link>https://dev.to/aplusgamesstudio/coppa-rule-update-2026-what-kids-game-developers-must-do-5c4b</link>
      <guid>https://dev.to/aplusgamesstudio/coppa-rule-update-2026-what-kids-game-developers-must-do-5c4b</guid>
      <description>&lt;h2&gt;
  
  
  The short answer
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;The FTC's amended COPPA Rule had a compliance date of April 22, 2026.&lt;/strong&gt; Games directed at children under 13, or that knowingly collect their data, now need separate parental consent before sharing children's data with third parties for purposes such as targeted advertising, more detailed notices naming who receives data, and written security and data retention policies. If you have not reviewed your SDKs and ad setup since then, do it now. This is not legal advice.&lt;/p&gt;

&lt;h2&gt;
  
  
  Who COPPA applies to
&lt;/h2&gt;

&lt;p&gt;COPPA applies to websites, apps and online services directed at children under 13, and to general-audience services that have actual knowledge they collect personal information from children under 13. Many casual, educational and family games fall into the first group, and games with large young audiences can fall into the second.&lt;/p&gt;

&lt;h2&gt;
  
  
  What changed
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Area&lt;/th&gt;
&lt;th&gt;New requirement&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Third-party sharing&lt;/td&gt;
&lt;td&gt;Separate verifiable parental consent before disclosing children's data to third parties for non-integral purposes, such as targeted advertising&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Notices&lt;/td&gt;
&lt;td&gt;Direct notices and privacy policies must identify third parties or categories receiving data, and why&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Security&lt;/td&gt;
&lt;td&gt;A written information security program appropriate to the data&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Retention&lt;/td&gt;
&lt;td&gt;A written data retention policy; keep data only as long as necessary, then delete it&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Personal information&lt;/td&gt;
&lt;td&gt;Expanded definition, including biometric identifiers&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Consent methods&lt;/td&gt;
&lt;td&gt;New options such as text plus, where data is not disclosed to third parties&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;h2&gt;
  
  
  Key dates
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;April 22, 2025: amendments published in the Federal Register.&lt;/li&gt;
&lt;li&gt;June 2025: amendments took effect.&lt;/li&gt;
&lt;li&gt;April 22, 2026: compliance deadline for most requirements.&lt;/li&gt;
&lt;li&gt;February 2026: FTC policy statement on limited enforcement where data is collected only for age verification.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  What it means for monetisation
&lt;/h2&gt;

&lt;p&gt;Targeted advertising to children generally requires separate parental consent under the new rule, which most games will not obtain. In practice, games directed at children usually rely on contextual advertising, which uses the content being viewed rather than the child's data, along with ad networks configured for child-directed traffic, or move away from ads toward premium or parent-approved purchases.&lt;/p&gt;

&lt;h2&gt;
  
  
  Auditing your SDKs
&lt;/h2&gt;

&lt;p&gt;Most COPPA problems in games come from third-party code. Analytics, ads, attribution, crash reporting and social SDKs can all collect identifiers.&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;List every SDK in the game and what data each collects.&lt;/li&gt;
&lt;li&gt;Mark which are integral to running the game and which are not.&lt;/li&gt;
&lt;li&gt;Configure child-directed settings in every SDK that supports them.&lt;/li&gt;
&lt;li&gt;Remove SDKs that cannot be configured safely.&lt;/li&gt;
&lt;li&gt;Update notices to name the third parties or categories and purposes.&lt;/li&gt;
&lt;/ol&gt;

&lt;h2&gt;
  
  
  Security and retention
&lt;/h2&gt;

&lt;p&gt;Write down how you protect children's data: who can access it, how it is stored, how incidents are handled. Write a retention policy: what you keep, for how long and why, and how it is deleted. Then follow both. Small studios can keep these short, but they must exist and match what you actually do.&lt;/p&gt;

&lt;h2&gt;
  
  
  Parental consent flows
&lt;/h2&gt;

&lt;p&gt;If your game needs consent, design the flow for parents, not children: clear language, a simple way to approve or decline, and a working game experience if consent is not given. Test it end to end. Platform tools help, including app store parental controls and the new age APIs described in &lt;a href="https://aplusgamesstudio.com/blog/app-store-age-verification-laws-games" rel="noopener noreferrer"&gt;app store age verification laws&lt;/a&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  Mixed-audience games
&lt;/h2&gt;

&lt;p&gt;Many games appeal to children and adults. If your game is directed at a mixed audience, you may be able to age-screen players and apply COPPA protections only to those under 13, but the screen must be neutral and must not encourage children to lie. Child players then get the protected experience: no targeted ads, limited data collection and parental consent where needed. Get legal advice on whether your game counts as directed at children, because content, art style, music and advertising all affect the answer.&lt;/p&gt;

&lt;h2&gt;
  
  
  Common problems we see
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;An ad SDK still collecting device identifiers in a child-directed game.&lt;/li&gt;
&lt;li&gt;Analytics events that include free-text fields where children type names.&lt;/li&gt;
&lt;li&gt;Privacy policies that do not match what the game actually collects.&lt;/li&gt;
&lt;li&gt;No written retention policy, so data is kept indefinitely.&lt;/li&gt;
&lt;li&gt;Social features switched on by default for young players.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Store rules add to COPPA
&lt;/h2&gt;

&lt;p&gt;Apple and Google have their own rules for apps aimed at children, including limits on third-party analytics and ads in Kids categories and Families programs. Meeting COPPA does not automatically meet store rules, and vice versa. See &lt;a href="https://dev.to/aplusgamesstudio/kids-game-rules-coppa-app-store-and-google-play-23do"&gt;app store rules for kids games&lt;/a&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  A practical checklist
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Decide whether your game is directed at children or has actual knowledge of child users.&lt;/li&gt;
&lt;li&gt;Audit and configure every SDK.&lt;/li&gt;
&lt;li&gt;Switch to contextual or child-safe advertising, or remove ads.&lt;/li&gt;
&lt;li&gt;Update your privacy policy and direct notices.&lt;/li&gt;
&lt;li&gt;Write and follow security and retention policies.&lt;/li&gt;
&lt;li&gt;Test parental consent and the no-consent experience.&lt;/li&gt;
&lt;li&gt;Get legal advice for your situation.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Getting help
&lt;/h2&gt;

&lt;p&gt;We build educational and family games with privacy designed in from the start. See &lt;a href="https://aplusgamesstudio.com/mobile-game-development" rel="noopener noreferrer"&gt;mobile game development&lt;/a&gt; and our &lt;a href="https://dev.to/aplusgamesstudio/how-much-does-an-educational-game-cost-to-build-2026-3bnl"&gt;educational game cost guide&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Sources:&lt;/strong&gt; &lt;a href="https://www.federalregister.gov/documents/2025/04/22/2025-05904/childrens-online-privacy-protection-rule" rel="noopener noreferrer"&gt;Federal Register: Children's Online Privacy Protection Rule (2025)&lt;/a&gt; · &lt;a href="https://www.davispolk.com/insights/client-update/ftc-prioritizes-coppa-enforcement-new-compliance-obligations-take-effect" rel="noopener noreferrer"&gt;Davis Polk: new COPPA obligations take effect&lt;/a&gt; · &lt;a href="https://www.lw.com/en/insights/ftc-publishes-updates-to-coppa-rule" rel="noopener noreferrer"&gt;Latham &amp;amp; Watkins: FTC publishes updates to COPPA Rule&lt;/a&gt;. Checked October 27, 2026.&lt;/p&gt;

&lt;p&gt;Related: &lt;a href="https://dev.to/aplusgamesstudio/how-much-does-an-educational-game-cost-to-build-2026-3bnl"&gt;Educational game cost&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/mobile-game-development" rel="noopener noreferrer"&gt;Mobile game development&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/offer" rel="noopener noreferrer"&gt;Get a quote&lt;/a&gt;&lt;/p&gt;




&lt;p&gt;&lt;em&gt;Originally published on &lt;a href="https://aplusgamesstudio.com/blog/coppa-rule-update-kids-games" rel="noopener noreferrer"&gt;A Plus Games Studio&lt;/a&gt;, a game, AR and VR development studio in Sacramento, CA.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>privacy</category>
      <category>mobile</category>
      <category>kids</category>
    </item>
    <item>
      <title>Cozy Game Design: How to Make a Relaxing Game Players Love</title>
      <dc:creator>A Plus Games Studio</dc:creator>
      <pubDate>Tue, 27 Oct 2026 00:00:00 +0000</pubDate>
      <link>https://dev.to/aplusgamesstudio/cozy-game-design-how-to-make-a-relaxing-game-players-love-3jg2</link>
      <guid>https://dev.to/aplusgamesstudio/cozy-game-design-how-to-make-a-relaxing-game-players-love-3jg2</guid>
      <description>&lt;h2&gt;
  
  
  The short answer
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;A cozy game makes players feel safe, unhurried and satisfied. Keep stakes low, let players set their own goals, build a satisfying loop of growing, crafting or decorating, and wrap it in warm art and gentle sound.&lt;/strong&gt; The hard part is making simple actions feel rewarding without turning them into a grind.&lt;/p&gt;

&lt;h2&gt;
  
  
  What makes a game cozy
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Ingredient&lt;/th&gt;
&lt;th&gt;What it means in practice&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Low stakes&lt;/td&gt;
&lt;td&gt;No harsh failure; mistakes are small and recoverable&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Gentle goals&lt;/td&gt;
&lt;td&gt;Players choose what to do next; no pressure&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Satisfying loops&lt;/td&gt;
&lt;td&gt;Plant, grow, harvest; gather, craft, decorate&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Warmth&lt;/td&gt;
&lt;td&gt;Soft colours, rounded shapes, pleasant sounds&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Self-expression&lt;/td&gt;
&lt;td&gt;Decorate, customise, build your own space&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Abundance&lt;/td&gt;
&lt;td&gt;Resources feel plentiful rather than scarce&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Kindness&lt;/td&gt;
&lt;td&gt;Friendly characters and supportive community&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;h2&gt;
  
  
  Design the core loop first
&lt;/h2&gt;

&lt;p&gt;Every successful cozy game has a loop players enjoy repeating. Pick one, such as farming, cafe management, creature care or home decorating, and make it satisfying in isolation before building a world around it. Feedback matters enormously: a pleasing sound when a plant is watered, a small animation when an item is placed, a visible change in the world as the player progresses. Our guide to &lt;a href="https://dev.to/aplusgamesstudio/what-is-game-feel-how-developers-make-games-feel-good-1ahb"&gt;game feel&lt;/a&gt; explains how this works.&lt;/p&gt;

&lt;h2&gt;
  
  
  Goals without pressure
&lt;/h2&gt;

&lt;p&gt;Cozy players dislike being rushed. Use gentle goals: requests from characters, collections to complete, areas to restore. Let players ignore them and return later. If you use time, such as days and seasons, make missing something a mild inconvenience, not a punishment.&lt;/p&gt;

&lt;h2&gt;
  
  
  Art and sound
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Soft, warm palettes and clear, readable shapes.&lt;/li&gt;
&lt;li&gt;Small, charming animations that reward attention.&lt;/li&gt;
&lt;li&gt;Gentle music with variety, so it does not become tiring.&lt;/li&gt;
&lt;li&gt;Satisfying sound effects for every common action.&lt;/li&gt;
&lt;li&gt;Readable UI with comfortable text sizes.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Customisation and expression
&lt;/h2&gt;

&lt;p&gt;Decorating a room, designing a garden or dressing a character lets players make the game their own. Customisation also drives sharing: players post screenshots of their creations, which is free marketing.&lt;/p&gt;

&lt;p&gt;Give players plenty of items to collect and arrange, and make placing them easy and forgiving, with undo and free movement.&lt;/p&gt;

&lt;h2&gt;
  
  
  Pacing for different sessions
&lt;/h2&gt;

&lt;p&gt;Some players want ten minutes before bed, others a whole afternoon. Provide natural stopping points, such as the end of a day, and make it easy to pick up where you left off. On mobile, short sessions should still feel complete.&lt;/p&gt;

&lt;h2&gt;
  
  
  Progression without pressure
&lt;/h2&gt;

&lt;p&gt;Cozy games still need progression, or players drift away. Unlock new tools, recipes, areas and decorations at a steady pace, and let players see what is coming next. Progress should feel like the world blooming rather than a checklist being ticked off, so tie unlocks to visible changes in the player's space.&lt;/p&gt;

&lt;h2&gt;
  
  
  Pitfalls to avoid
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Busywork&lt;/strong&gt; : repetitive tasks with no satisfaction or purpose.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Grind&lt;/strong&gt; : long waits or repetition to unlock basic content.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Pressure timers&lt;/strong&gt; that punish players for stepping away.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Aggressive monetisation&lt;/strong&gt; that breaks the feeling of safety.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Too many systems at once&lt;/strong&gt; , overwhelming new players.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Monetisation that fits
&lt;/h2&gt;

&lt;p&gt;On PC and console, cozy games usually sell as premium titles, sometimes with paid expansions. On mobile, cosmetics and decoration items fit the genre well, while energy systems and pay-to-skip timers clash with the cozy feeling. See &lt;a href="https://dev.to/aplusgamesstudio/mobile-game-monetization-ads-iap-or-hybrid-2026-499j"&gt;ads vs in-app purchases&lt;/a&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  Scope for a first cozy game
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;One core loop and one or two supporting activities.&lt;/li&gt;
&lt;li&gt;A small world that feels lived in.&lt;/li&gt;
&lt;li&gt;A handful of characters with personality.&lt;/li&gt;
&lt;li&gt;Content that can grow through updates after launch.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Characters and community
&lt;/h2&gt;

&lt;p&gt;Cozy games often feel like a small community where the player belongs. Give characters simple routines, personal requests and small stories that unfold over time. Friendships that grow through gifts and conversations give players a reason to return each session. Keep dialogue warm and short, and let characters react to what the player builds or changes, so the world feels alive.&lt;/p&gt;

&lt;h2&gt;
  
  
  Accessibility fits the genre
&lt;/h2&gt;

&lt;p&gt;Cozy games attract a broad audience, including players new to games and players with disabilities. Readable text, remappable controls, colour-blind friendly palettes, adjustable game speed and the option to turn off timers all fit naturally with cozy design and widen your audience.&lt;/p&gt;

&lt;h2&gt;
  
  
  Updates after launch
&lt;/h2&gt;

&lt;p&gt;Many cozy games grow for years after release with seasonal events, new items and new areas. Plan your content pipeline so adding decorations, recipes or creatures is quick. Seasonal updates also give you natural moments to bring players back and attract new ones.&lt;/p&gt;

&lt;h2&gt;
  
  
  Testing cosiness
&lt;/h2&gt;

&lt;p&gt;Playtesting a cozy game is about feelings as much as bugs. Ask testers how they felt after a session, whether they wanted to keep playing, and whether anything stressed them. Watch for moments where players hesitate, feel lost or feel pressured, and smooth them out. A cozy game should feel easy to return to after a break.&lt;/p&gt;

&lt;h2&gt;
  
  
  Marketing a cozy game
&lt;/h2&gt;

&lt;p&gt;Cozy games have a passionate community. Share development clips that show satisfying moments, build a wishlist early, and connect with streamers who play cozy games. A Steam Next Fest demo can work well; see &lt;a href="https://dev.to/aplusgamesstudio/steam-next-fest-february-2027-dates-and-prep-plan-gig-temp-slug-4320059"&gt;Steam Next Fest February 2027&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Sources:&lt;/strong&gt; &lt;a href="https://en.wikipedia.org/wiki/Cozy_game" rel="noopener noreferrer"&gt;Wikipedia: Cozy game&lt;/a&gt; · &lt;a href="https://en.wikipedia.org/wiki/Game_design" rel="noopener noreferrer"&gt;Wikipedia: Game design&lt;/a&gt; · &lt;a href="https://gameaccessibilityguidelines.com/" rel="noopener noreferrer"&gt;Game Accessibility Guidelines&lt;/a&gt;. Checked October 27, 2026.&lt;/p&gt;

&lt;p&gt;Related: &lt;a href="https://aplusgamesstudio.com/2d-game-development" rel="noopener noreferrer"&gt;2D game development&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/mobile-game-development" rel="noopener noreferrer"&gt;Mobile game development&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/offer" rel="noopener noreferrer"&gt;Get a quote&lt;/a&gt;&lt;/p&gt;




&lt;p&gt;&lt;em&gt;Originally published on &lt;a href="https://aplusgamesstudio.com/blog/cozy-game-design" rel="noopener noreferrer"&gt;A Plus Games Studio&lt;/a&gt;, a game, AR and VR development studio in Sacramento, CA.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>gamedesign</category>
      <category>indiedev</category>
      <category>design</category>
    </item>
    <item>
      <title>How to Make a Horror Game: Design Techniques That Work</title>
      <dc:creator>A Plus Games Studio</dc:creator>
      <pubDate>Tue, 27 Oct 2026 00:00:00 +0000</pubDate>
      <link>https://dev.to/aplusgamesstudio/how-to-make-a-horror-game-design-techniques-that-work-25jd</link>
      <guid>https://dev.to/aplusgamesstudio/how-to-make-a-horror-game-design-techniques-that-work-25jd</guid>
      <description>&lt;h2&gt;
  
  
  The short answer
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;A good horror game is built on anticipation, not shocks. Make the player expect something bad, keep them vulnerable, let sound and darkness do the work, and give them quiet moments so the scary ones land.&lt;/strong&gt; Keep the scope small: one location, one threat and a playtime of an hour or two is enough for a strong first horror game.&lt;/p&gt;

&lt;h2&gt;
  
  
  Fear comes from anticipation
&lt;/h2&gt;

&lt;p&gt;The scariest moment is usually just before something happens. Players imagine worse things than you can show. Design for that: hint at danger, delay the reveal, and let the player's imagination fill the gap.&lt;/p&gt;

&lt;h2&gt;
  
  
  Tension and release
&lt;/h2&gt;

&lt;p&gt;Constant fear becomes numbness. Build cycles: tension rises as the player explores, peaks with a threat or scare, then releases into a safe moment. The safe moment makes the next rise effective. Map these cycles across your level like a heartbeat.&lt;/p&gt;

&lt;h2&gt;
  
  
  Sound does most of the work
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Silence&lt;/strong&gt; makes players listen, and listening makes them nervous.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Distant, directional sounds&lt;/strong&gt; suggest something is out there.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Music that stops&lt;/strong&gt; is often scarier than music that swells.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Footsteps and breathing&lt;/strong&gt; make the player feel present and exposed.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Budget real time for sound. Many small horror games succeed with simple visuals and excellent audio. See &lt;a href="https://dev.to/aplusgamesstudio/video-game-music-how-it-is-composed-and-implemented-1969"&gt;how video game music is made&lt;/a&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  Light and visibility
&lt;/h2&gt;

&lt;p&gt;Limited light creates uncertainty. Flashlights with narrow beams, flickering bulbs and fog all restrict what the player sees. Be careful not to make the game so dark it becomes frustrating: players should be able to navigate, just not see everything.&lt;/p&gt;

&lt;h2&gt;
  
  
  Vulnerability
&lt;/h2&gt;

&lt;p&gt;A player with a powerful weapon is not afraid. Limit ammunition, healing and abilities, or remove combat entirely and make hiding and running the main tools. Vulnerability is the core of most horror.&lt;/p&gt;

&lt;h2&gt;
  
  
  Designing the threat
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Reveal it slowly: sounds, then shadows, then glimpses.&lt;/li&gt;
&lt;li&gt;Give it consistent rules players can learn and fear.&lt;/li&gt;
&lt;li&gt;Let players outsmart it sometimes, so they keep trying.&lt;/li&gt;
&lt;li&gt;Avoid showing it in full, bright light too often.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Jump scares: use sparingly
&lt;/h2&gt;

&lt;p&gt;Jump scares work best when they are rare and earned by tension. Too many make players expect them, and the game feels cheap. A good rule is to fake out the player more often than you actually scare them.&lt;/p&gt;

&lt;h2&gt;
  
  
  Pacing a horror game
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Section&lt;/th&gt;
&lt;th&gt;Purpose&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Opening&lt;/td&gt;
&lt;td&gt;Establish normality and the first hint that something is wrong&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Exploration&lt;/td&gt;
&lt;td&gt;Rising tension, clues, environmental storytelling&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;First encounter&lt;/td&gt;
&lt;td&gt;Reveal the threat partially; teach its rules&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Escalation&lt;/td&gt;
&lt;td&gt;Fewer safe places, more pressure&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Climax&lt;/td&gt;
&lt;td&gt;Face or escape the threat&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Ending&lt;/td&gt;
&lt;td&gt;Release, and perhaps a final unsettling note&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;h2&gt;
  
  
  Scope a horror game you can finish
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;One location, such as a house, hospital, ship or forest.&lt;/li&gt;
&lt;li&gt;One main threat with clear rules.&lt;/li&gt;
&lt;li&gt;One to two hours of play.&lt;/li&gt;
&lt;li&gt;Simple mechanics: walk, look, interact, hide, run.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Short horror games are popular with streamers, because viewers enjoy watching reactions. That makes them a good fit for small teams. See &lt;a href="https://dev.to/aplusgamesstudio/12-game-development-mistakes-to-avoid-and-the-fixes-5e3c"&gt;game development mistakes to avoid&lt;/a&gt; for scoping advice.&lt;/p&gt;

&lt;h2&gt;
  
  
  Horror on mobile and in VR
&lt;/h2&gt;

&lt;p&gt;On phones, horror works best with headphones, short sessions and simple controls; design scares that still land on a small screen in a bright room. In VR, horror is far more intense, so comfort matters even more: avoid forced camera movement, give players control over locomotion, and be careful with scares that make people step back physically.&lt;/p&gt;

&lt;h2&gt;
  
  
  Accessibility and comfort
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Warn about flashing lights and offer a way to reduce them.&lt;/li&gt;
&lt;li&gt;Provide subtitles and captions for important sounds.&lt;/li&gt;
&lt;li&gt;Offer brightness and gamma settings.&lt;/li&gt;
&lt;li&gt;Consider an option to reduce intensity or skip the scariest sections.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Playtesting horror
&lt;/h2&gt;

&lt;p&gt;Watch players rather than asking them. Note where they hesitate, lean back, laugh nervously or get bored. Laughter in the wrong place usually means a scare did not work. Test with people who did not build the game; developers are immune to their own scares.&lt;/p&gt;

&lt;h2&gt;
  
  
  Environmental storytelling
&lt;/h2&gt;

&lt;p&gt;Horror works best when players piece the story together themselves. Notes, photographs, damaged rooms and objects left behind can tell what happened without cutscenes. Each discovery should raise a question as well as answer one, which keeps players moving forward even when they are afraid. Our &lt;a href="https://dev.to/aplusgamesstudio/video-game-storytelling-techniques-that-actually-work-b3d"&gt;storytelling techniques&lt;/a&gt; guide covers this in more detail.&lt;/p&gt;

&lt;h2&gt;
  
  
  Common mistakes
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Making the game so dark players cannot navigate.&lt;/li&gt;
&lt;li&gt;Too many jump scares, so players stop reacting.&lt;/li&gt;
&lt;li&gt;A monster that is shown clearly too early.&lt;/li&gt;
&lt;li&gt;Long stretches with no tension at all, or no relief at all.&lt;/li&gt;
&lt;li&gt;Puzzles so hard they break the mood with frustration.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Marketing a horror game
&lt;/h2&gt;

&lt;p&gt;Horror is one of the best genres for streaming and short video, because viewers enjoy watching reactions. Send early builds to creators who play horror, release short clips of tense moments, and time announcements around Halloween and Friday the 13th. A free demo or short prequel can build an audience before launch.&lt;/p&gt;

&lt;h2&gt;
  
  
  Engine choice
&lt;/h2&gt;

&lt;p&gt;Unity and Unreal both suit horror. Unreal's lighting helps realistic atmospheres, while Unity is a common choice for stylised and mobile horror. Atmosphere matters more than graphical fidelity. We have built horror and escape games, such as &lt;a href="https://aplusgamesstudio.com/pumpkin-man-haunted-escape" rel="noopener noreferrer"&gt;Pumpkin Man Haunted Escape&lt;/a&gt; and &lt;a href="https://aplusgamesstudio.com/scary-santa-horror-house-3d" rel="noopener noreferrer"&gt;Scary Santa Horror House&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Sources:&lt;/strong&gt; &lt;a href="https://en.wikipedia.org/wiki/Survival_horror" rel="noopener noreferrer"&gt;Wikipedia: Survival horror&lt;/a&gt; · &lt;a href="https://en.wikipedia.org/wiki/Psychological_horror" rel="noopener noreferrer"&gt;Wikipedia: Psychological horror&lt;/a&gt; · &lt;a href="https://gameaccessibilityguidelines.com/" rel="noopener noreferrer"&gt;Game Accessibility Guidelines&lt;/a&gt;. Checked October 27, 2026.&lt;/p&gt;

&lt;p&gt;Related: &lt;a href="https://aplusgamesstudio.com/pc-game-development" rel="noopener noreferrer"&gt;PC game development&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/3d-game-development" rel="noopener noreferrer"&gt;3D game development&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/offer" rel="noopener noreferrer"&gt;Get a quote&lt;/a&gt;&lt;/p&gt;




&lt;p&gt;&lt;em&gt;Originally published on &lt;a href="https://aplusgamesstudio.com/blog/how-to-make-a-horror-game" rel="noopener noreferrer"&gt;A Plus Games Studio&lt;/a&gt;, a game, AR and VR development studio in Sacramento, CA.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>gamedesign</category>
      <category>indiedev</category>
      <category>horror</category>
    </item>
    <item>
      <title>Nintendo Switch 2 Game Development: How to Get There</title>
      <dc:creator>A Plus Games Studio</dc:creator>
      <pubDate>Tue, 27 Oct 2026 00:00:00 +0000</pubDate>
      <link>https://dev.to/aplusgamesstudio/nintendo-switch-2-game-development-how-to-get-there-2j04</link>
      <guid>https://dev.to/aplusgamesstudio/nintendo-switch-2-game-development-how-to-get-there-2j04</guid>
      <description>&lt;h2&gt;
  
  
  The short answer
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;To develop for Nintendo Switch 2, a studio registers on the Nintendo Developer Portal and must be approved by Nintendo before it gets platform tools and hardware.&lt;/strong&gt; Unity supports Switch 2 as an add-on to Unity 6 for approved developers, and Unreal Engine supports Nintendo platforms for approved developers too. Plan for performance work, controls, certification and some lead time for hardware. Studios without approval often work with a partner who already has it.&lt;/p&gt;

&lt;h2&gt;
  
  
  Step 1: get approved
&lt;/h2&gt;

&lt;p&gt;Nintendo controls access to its platforms. Developers register on the Nintendo Developer Portal and apply. Approval gives access to documentation, tools and the process for obtaining development hardware. Nintendo looks at the company and its plans, and it has been careful about the quality of titles coming to its store.&lt;/p&gt;

&lt;h2&gt;
  
  
  Step 2: choose your engine path
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Engine&lt;/th&gt;
&lt;th&gt;Switch 2 support&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Unity&lt;/td&gt;
&lt;td&gt;Unity announced Switch 2 support as an add-on to Unity 6 for approved Nintendo developers&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Unreal Engine&lt;/td&gt;
&lt;td&gt;Supported for approved Nintendo developers through Epic and Nintendo channels&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Godot&lt;/td&gt;
&lt;td&gt;Console support usually comes through third-party porting companies&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Custom engine&lt;/td&gt;
&lt;td&gt;Possible, with platform SDK access after approval&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;p&gt;Most smaller studios use Unity or Unreal for console projects because platform support and documentation are already in place.&lt;/p&gt;

&lt;h2&gt;
  
  
  Step 3: plan for hardware lead time
&lt;/h2&gt;

&lt;p&gt;Reports from 2025 and 2026 said some studios waited for development hardware. Build that uncertainty into your schedule: you can do a lot of preparation on PC first, such as controller support, performance budgets and UI scaling, so the console phase is shorter when hardware arrives.&lt;/p&gt;

&lt;h2&gt;
  
  
  Step 4: the technical work
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Performance in two modes
&lt;/h3&gt;

&lt;p&gt;Switch 2 runs docked on a TV and handheld. Games need stable performance in both, usually with different resolution or quality settings. Profile early and often on the real hardware.&lt;/p&gt;

&lt;h3&gt;
  
  
  Controls
&lt;/h3&gt;

&lt;p&gt;Support Joy-Con and Pro Controller layouts, show correct button prompts, and test that every menu works without touch where touch is not available.&lt;/p&gt;

&lt;h3&gt;
  
  
  UI and text
&lt;/h3&gt;

&lt;p&gt;Text must be readable on the handheld screen and on a TV across the room. Add text scaling if your game is text-heavy.&lt;/p&gt;

&lt;h3&gt;
  
  
  Saves, accounts and suspend
&lt;/h3&gt;

&lt;p&gt;Players suspend and resume constantly on a hybrid console. Saves must be robust, and the game must handle sleep and resume cleanly.&lt;/p&gt;

&lt;h2&gt;
  
  
  Step 5: certification and release
&lt;/h2&gt;

&lt;p&gt;Before release, Nintendo checks games against its technical requirements. Failing certification means fixing issues and resubmitting, which costs time. You also need age ratings for each region and store assets for the eShop. Plan testing time specifically for certification requirements, not just general bug fixing.&lt;/p&gt;

&lt;h2&gt;
  
  
  Should you port an existing game?
&lt;/h2&gt;

&lt;p&gt;Porting a game that already sells well on PC or mobile is often the lowest-risk way onto Switch 2, because you know the game works and have marketing material. Games that suit handheld play, short sessions and controller input tend to fit best. Our &lt;a href="https://dev.to/aplusgamesstudio/game-porting-taking-a-game-to-new-platforms-16on"&gt;game porting guide&lt;/a&gt; covers how ports are scoped and priced.&lt;/p&gt;

&lt;h2&gt;
  
  
  Working with a partner
&lt;/h2&gt;

&lt;p&gt;A porting or co-development partner with Nintendo approval and console experience can shorten the path, handle certification and avoid common mistakes. Check that the partner has shipped console titles, that you keep ownership of your code, and that the contract covers certification fixes. See &lt;a href="https://dev.to/aplusgamesstudio/how-to-choose-a-game-development-studio-10-questions-to-ask-2026-5ge6"&gt;how to choose a game development studio&lt;/a&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  A realistic timeline
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Phase&lt;/th&gt;
&lt;th&gt;What happens&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Approval&lt;/td&gt;
&lt;td&gt;Register on the Developer Portal and wait for Nintendo to approve the company&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Preparation on PC&lt;/td&gt;
&lt;td&gt;Controller support, UI scaling, performance budgets, save handling&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Hardware and platform setup&lt;/td&gt;
&lt;td&gt;Obtain development hardware and set up the engine add-on&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Porting and optimisation&lt;/td&gt;
&lt;td&gt;Get the game running, then tune docked and handheld modes&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Certification and ratings&lt;/td&gt;
&lt;td&gt;Test against requirements, submit, fix and resubmit if needed&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Launch and patches&lt;/td&gt;
&lt;td&gt;Release on the eShop and fix any console-specific issues&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;p&gt;The length of each phase depends heavily on the game, so ask a partner for a phase-by-phase estimate rather than a single number.&lt;/p&gt;

&lt;p&gt;Starting the preparation work on PC while approval and hardware are pending is the single best way to shorten the overall schedule, because most controller, UI and save-system work does not need the console at all.&lt;/p&gt;

&lt;h2&gt;
  
  
  Performance tips for a hybrid console
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Set separate quality presets for docked and handheld play.&lt;/li&gt;
&lt;li&gt;Watch memory closely; console memory budgets are fixed.&lt;/li&gt;
&lt;li&gt;Reduce overdraw and expensive post-processing in handheld mode.&lt;/li&gt;
&lt;li&gt;Keep loading times short, since players often play in short sessions.&lt;/li&gt;
&lt;li&gt;Test battery-heavy scenes for heat and frame-rate drops over long sessions.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Budget items people forget
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Development hardware and test units.&lt;/li&gt;
&lt;li&gt;Certification testing and resubmission time.&lt;/li&gt;
&lt;li&gt;Age ratings in each region.&lt;/li&gt;
&lt;li&gt;eShop assets and localisation.&lt;/li&gt;
&lt;li&gt;Post-launch patches for console-specific issues.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Is Switch 2 worth it for an indie game?
&lt;/h2&gt;

&lt;p&gt;For the right game, yes: Nintendo players buy many games that suit handheld and couch play. But reports also suggest that success on the platform is not automatic for third-party titles, and visibility in the eShop takes marketing effort. Treat Switch 2 as one part of a multi-platform plan rather than the whole strategy.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Sources:&lt;/strong&gt; &lt;a href="https://developer.nintendo.com/" rel="noopener noreferrer"&gt;Nintendo Developer Portal&lt;/a&gt; · &lt;a href="https://unity.com/news/unity-to-support-developers-targeting-nintendo-switch-2-for-launch" rel="noopener noreferrer"&gt;Unity: support for developers targeting Nintendo Switch 2&lt;/a&gt; · &lt;a href="https://www.levelup.com/en/news/nintendo-switch-2-dev-kits-third-party-support" rel="noopener noreferrer"&gt;LevelUp: reports on Switch 2 dev kit access&lt;/a&gt;. Checked October 27, 2026.&lt;/p&gt;

&lt;p&gt;Related: &lt;a href="https://aplusgamesstudio.com/game-co-development" rel="noopener noreferrer"&gt;Co-development&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/pc-game-development" rel="noopener noreferrer"&gt;PC game development&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/offer" rel="noopener noreferrer"&gt;Get a quote&lt;/a&gt;&lt;/p&gt;




&lt;p&gt;&lt;em&gt;Originally published on &lt;a href="https://aplusgamesstudio.com/blog/nintendo-switch-2-game-development" rel="noopener noreferrer"&gt;A Plus Games Studio&lt;/a&gt;, a game, AR and VR development studio in Sacramento, CA.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>nintendo</category>
      <category>indiedev</category>
      <category>console</category>
    </item>
    <item>
      <title>WebGPU for Browser Games in 2026: What Changed</title>
      <dc:creator>A Plus Games Studio</dc:creator>
      <pubDate>Tue, 27 Oct 2026 00:00:00 +0000</pubDate>
      <link>https://dev.to/aplusgamesstudio/webgpu-for-browser-games-in-2026-what-changed-11p</link>
      <guid>https://dev.to/aplusgamesstudio/webgpu-for-browser-games-in-2026-what-changed-11p</guid>
      <description>&lt;h2&gt;
  
  
  The short answer
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;WebGPU is the modern replacement for WebGL, and it is now supported across Chrome, Edge, Safari and Firefox, including Safari on iPhone and iPad.&lt;/strong&gt; It gives browser games better access to the GPU, including compute shaders, with less CPU overhead. For most new 3D browser games, use WebGPU where it helps and keep a WebGL 2 fallback for older devices. Simple 2D and casual games can stay on WebGL with no real downside.&lt;/p&gt;

&lt;h2&gt;
  
  
  Where WebGPU runs
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Browser&lt;/th&gt;
&lt;th&gt;Support&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Chrome and Edge (desktop)&lt;/td&gt;
&lt;td&gt;Windows, macOS and ChromeOS from version 113&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Chrome on Android&lt;/td&gt;
&lt;td&gt;From Chrome 121 on Android 12 and later&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Safari&lt;/td&gt;
&lt;td&gt;Safari 26 on macOS, iOS, iPadOS and visionOS&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Firefox&lt;/td&gt;
&lt;td&gt;Windows from version 141; Apple silicon Macs from 145; other platforms in progress&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;p&gt;Coverage is broad, but not universal. Older phones, older operating systems and some Linux and Android setups still need WebGL.&lt;/p&gt;

&lt;h2&gt;
  
  
  What WebGPU improves over WebGL
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Compute shaders.&lt;/strong&gt; Run particle systems, physics, culling and other work on the GPU.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Lower CPU overhead.&lt;/strong&gt; More objects on screen before the CPU becomes the bottleneck.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;A modern design&lt;/strong&gt; closer to Vulkan, Metal and Direct3D 12, which engines already target.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Better error handling&lt;/strong&gt; and more predictable behaviour across browsers.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Engine support
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Engine or library&lt;/th&gt;
&lt;th&gt;WebGPU status&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Unity&lt;/td&gt;
&lt;td&gt;Experimental WebGPU option for Web builds, enabled manually in Player settings, with WebGL 2 as a fallback&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Babylon.js&lt;/td&gt;
&lt;td&gt;Supports WebGPU alongside WebGL&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;three.js&lt;/td&gt;
&lt;td&gt;Offers a WebGPU renderer alongside WebGL&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Godot&lt;/td&gt;
&lt;td&gt;Web exports use WebGL 2&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;PlayCanvas&lt;/td&gt;
&lt;td&gt;Has added WebGPU support alongside WebGL&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;h2&gt;
  
  
  When to use WebGPU
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;3D games with many objects, effects or detailed scenes.&lt;/li&gt;
&lt;li&gt;Product configurators and showrooms with high-quality rendering.&lt;/li&gt;
&lt;li&gt;Simulations and training that benefit from GPU compute.&lt;/li&gt;
&lt;li&gt;WebXR projects that need extra performance.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  When WebGL is still fine
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Casual 2D games, puzzles and hyper-casual web games.&lt;/li&gt;
&lt;li&gt;Games that must run on the widest range of old devices.&lt;/li&gt;
&lt;li&gt;Projects where download size and load time matter more than visual quality.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Building with a fallback
&lt;/h2&gt;

&lt;p&gt;The safest approach is to detect WebGPU support at start-up and fall back to WebGL 2 when it is missing. Engines such as Unity, Babylon.js and three.js make this easier. Test both paths, because players on older devices will see the fallback.&lt;/p&gt;

&lt;h2&gt;
  
  
  Performance tips for the web
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Keep the initial download small and stream extra content later.&lt;/li&gt;
&lt;li&gt;Compress textures and audio for the web.&lt;/li&gt;
&lt;li&gt;Watch memory, especially on iPhones, where browsers enforce limits.&lt;/li&gt;
&lt;li&gt;Test on mid-range Android phones, not just desktop.&lt;/li&gt;
&lt;li&gt;Cap frame rate on mobile to save battery and heat.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Common pitfalls
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Assuming every player has WebGPU.&lt;/strong&gt; Always detect support and fall back.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Ignoring load time.&lt;/strong&gt; Better graphics do not help if players leave during loading.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Desktop-only testing.&lt;/strong&gt; Phones behave very differently, especially for memory and heat.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Synchronous GPU readback.&lt;/strong&gt; WebGPU does not allow it; engines provide asynchronous alternatives.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Shader differences.&lt;/strong&gt; Shaders may need changes when moving from WebGL to WebGPU.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  WebGPU for product showcases and training
&lt;/h2&gt;

&lt;p&gt;Beyond games, WebGPU helps any interactive 3D on the web: product configurators, furniture and car viewers, architectural walkthroughs and training simulations. These projects often run on company laptops and phones where installing an app is a barrier, so a fast, high-quality web version can reach far more people. We build these alongside AR versions; see &lt;a href="https://dev.to/aplusgamesstudio/ar-in-retail-beyond-furniture-try-on-packaging-stores-5c1o"&gt;AR in retail&lt;/a&gt; for examples.&lt;/p&gt;

&lt;h2&gt;
  
  
  Questions to ask before starting
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Which devices and browsers do your players actually use?&lt;/li&gt;
&lt;li&gt;How large can the first download be before players leave?&lt;/li&gt;
&lt;li&gt;Do you need effects that only WebGPU makes practical?&lt;/li&gt;
&lt;li&gt;Will the game also ship as a native app, and can the code be shared?&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Distribution for WebGPU games
&lt;/h2&gt;

&lt;p&gt;Browser games reach players through web game portals, social and messaging platforms, your own website, and playable ads that link to app stores. Each channel has its own size limits and technical rules, and many portals still expect games that run on WebGL. Check the requirements of your target portals before choosing WebGPU-only features, and keep the fallback path in good shape so the game can be listed widely. Our &lt;a href="https://dev.to/aplusgamesstudio/playable-ads-in-2026-how-they-are-built-and-what-they-cost-j36"&gt;playable ads&lt;/a&gt; guide covers the strict limits ad networks set.&lt;/p&gt;

&lt;h2&gt;
  
  
  The bottom line
&lt;/h2&gt;

&lt;p&gt;WebGPU removes a long-standing ceiling on browser graphics. Use it where it clearly improves the experience, keep WebGL 2 as a fallback, and keep download size and load time under control. For simple games, the best web experience is still the one that loads instantly.&lt;/p&gt;

&lt;h2&gt;
  
  
  What it means for web games as a business
&lt;/h2&gt;

&lt;p&gt;Browser games are growing again through web portals, social platforms and playable ads. WebGPU raises the ceiling on what those games can look like, which makes the web more attractive for 3D titles, product showcases and training. Our &lt;a href="https://dev.to/aplusgamesstudio/web-games-in-2026-is-browser-game-development-worth-it-150l"&gt;web games guide&lt;/a&gt; covers distribution and monetisation, and &lt;a href="https://dev.to/aplusgamesstudio/webxr-in-2026-vr-and-ar-in-the-browser-explained-7co"&gt;WebXR&lt;/a&gt; covers VR and AR in the browser.&lt;/p&gt;

&lt;h2&gt;
  
  
  A sensible plan
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;Decide whether your game needs WebGPU features or just runs well on WebGL.&lt;/li&gt;
&lt;li&gt;If it does, choose an engine with mature WebGPU support and a fallback.&lt;/li&gt;
&lt;li&gt;Prototype the heaviest scene and profile it on target phones.&lt;/li&gt;
&lt;li&gt;Ship with feature detection and monitor which path players use.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;&lt;strong&gt;Sources:&lt;/strong&gt; &lt;a href="https://web.dev/blog/webgpu-supported-major-browsers" rel="noopener noreferrer"&gt;web.dev: WebGPU is now supported in major browsers&lt;/a&gt; · &lt;a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGPU_API" rel="noopener noreferrer"&gt;MDN: WebGPU API&lt;/a&gt; · &lt;a href="https://docs.unity3d.com/Manual/WebGPU.html" rel="noopener noreferrer"&gt;Unity: WebGPU&lt;/a&gt; · &lt;a href="https://www.w3.org/TR/webgpu/" rel="noopener noreferrer"&gt;W3C: WebGPU specification&lt;/a&gt;. Checked October 27, 2026.&lt;/p&gt;

&lt;p&gt;Related: &lt;a href="https://aplusgamesstudio.com/hyper-casual-game-development" rel="noopener noreferrer"&gt;Hyper-casual and web games&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/2d-game-development" rel="noopener noreferrer"&gt;2D game development&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/offer" rel="noopener noreferrer"&gt;Get a quote&lt;/a&gt;&lt;/p&gt;




&lt;p&gt;&lt;em&gt;Originally published on &lt;a href="https://aplusgamesstudio.com/blog/webgpu-browser-games" rel="noopener noreferrer"&gt;A Plus Games Studio&lt;/a&gt;, a game, AR and VR development studio in Sacramento, CA.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>webgpu</category>
      <category>webdev</category>
      <category>javascript</category>
    </item>
    <item>
      <title>How to Make a Roblox Game in 2026: A Practical Guide</title>
      <dc:creator>A Plus Games Studio</dc:creator>
      <pubDate>Tue, 27 Oct 2026 00:00:00 +0000</pubDate>
      <link>https://dev.to/aplusgamesstudio/how-to-make-a-roblox-game-in-2026-a-practical-guide-239b</link>
      <guid>https://dev.to/aplusgamesstudio/how-to-make-a-roblox-game-in-2026-a-practical-guide-239b</guid>
      <description>&lt;h2&gt;
  
  
  The short answer
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;To make a Roblox game, install the free Roblox Studio, start from a template, learn Luau for your game logic, build a small core loop, test it with friends, then publish it as an experience.&lt;/strong&gt; You can earn Robux through game passes and developer products, and creators who meet Roblox's rules can convert earned Robux to money through the Developer Exchange. The hard part is not publishing; it is building something players come back to.&lt;/p&gt;

&lt;h2&gt;
  
  
  What you need
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;A Roblox account and Roblox Studio, which is free on Windows and Mac.&lt;/li&gt;
&lt;li&gt;A basic understanding of Luau, Roblox's scripting language based on Lua.&lt;/li&gt;
&lt;li&gt;Time to playtest with real players, not just yourself.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Step 1: learn the editor with a template
&lt;/h2&gt;

&lt;p&gt;Roblox Studio includes templates such as obstacle courses and racing games. Open one, move parts, change materials and press Play. Learn the Explorer and Properties panels, and how parts, models and scripts fit together. An afternoon with a template saves days of confusion later.&lt;/p&gt;

&lt;h2&gt;
  
  
  Step 2: learn enough Luau
&lt;/h2&gt;

&lt;p&gt;Luau scripts control what happens: doors that open, points that add up, enemies that move. Start with the basics: variables, functions, events such as a player touching a part, and the difference between server scripts and local scripts. Roblox's own documentation has step-by-step tutorials. Most games need only a small set of patterns used well.&lt;/p&gt;

&lt;h2&gt;
  
  
  Step 3: pick a small core loop
&lt;/h2&gt;

&lt;p&gt;Successful Roblox games usually have a simple loop players repeat: complete a course, collect and upgrade, survive a round, or build and show off. Pick one loop and make it satisfying before adding anything else.&lt;/p&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Genre&lt;/th&gt;
&lt;th&gt;Core loop&lt;/th&gt;
&lt;th&gt;Good first project?&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Obby&lt;/td&gt;
&lt;td&gt;Run and jump through a course&lt;/td&gt;
&lt;td&gt;Yes, easiest to start&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Tycoon&lt;/td&gt;
&lt;td&gt;Earn, buy upgrades, earn faster&lt;/td&gt;
&lt;td&gt;Yes, teaches data and saving&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Simulator&lt;/td&gt;
&lt;td&gt;Collect, upgrade, unlock areas&lt;/td&gt;
&lt;td&gt;Moderate&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Round-based survival&lt;/td&gt;
&lt;td&gt;Survive events with others&lt;/td&gt;
&lt;td&gt;Moderate, needs good server logic&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Roleplay&lt;/td&gt;
&lt;td&gt;Social play in a shared world&lt;/td&gt;
&lt;td&gt;Harder, depends on community&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;h2&gt;
  
  
  Step 4: save data and multiplayer
&lt;/h2&gt;

&lt;p&gt;Most games need to remember player progress, which Roblox handles through its data storage services. Roblox games are multiplayer by default, so think about what the server controls and what each player's device controls. Keep important logic, such as currency, on the server to prevent cheating.&lt;/p&gt;

&lt;h2&gt;
  
  
  Step 5: test with real players
&lt;/h2&gt;

&lt;p&gt;Use Studio's local test with several simulated players, then invite friends. Watch where they get confused or bored. The first minute matters most: players decide quickly whether to stay.&lt;/p&gt;

&lt;h2&gt;
  
  
  Step 6: publish
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;Publish the place to Roblox from Studio.&lt;/li&gt;
&lt;li&gt;Set the experience to public when you are ready.&lt;/li&gt;
&lt;li&gt;Create a clear icon and thumbnails that show what players do.&lt;/li&gt;
&lt;li&gt;Write a short description and choose the right genre settings.&lt;/li&gt;
&lt;li&gt;Fill in the content and age questionnaire honestly.&lt;/li&gt;
&lt;/ol&gt;

&lt;h2&gt;
  
  
  How Roblox games make money
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Option&lt;/th&gt;
&lt;th&gt;What it is&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Game passes&lt;/td&gt;
&lt;td&gt;One-off purchases for permanent perks, such as a speed boost or VIP area&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Developer products&lt;/td&gt;
&lt;td&gt;Repeatable purchases, such as in-game currency or extra lives&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Other options&lt;/td&gt;
&lt;td&gt;Roblox also offers creator earnings such as subscriptions and Premium-based payouts; check the Creator Hub for current programs&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;p&gt;Price items fairly and make paid perks optional. Games that feel pay-to-win tend to lose players.&lt;/p&gt;

&lt;h2&gt;
  
  
  How creators get paid
&lt;/h2&gt;

&lt;p&gt;Creators earn Robux, and those who meet Roblox's eligibility rules can exchange earned Robux for money through the Developer Exchange (DevEx). Roblox publishes the current requirements and rate on its Creator Hub, so check there rather than relying on figures quoted online. The creator economy is large: Roblox reported Developer Exchange fees of $363 million in the second quarter of 2026.&lt;/p&gt;

&lt;h2&gt;
  
  
  Safety and young players
&lt;/h2&gt;

&lt;p&gt;Many Roblox players are children, and Roblox has detailed rules on content, chat, advertising and purchases. Answer the experience questionnaire honestly so your game reaches the right age group, avoid designs that pressure players into spending, and follow Roblox's policies on promoting purchases. Respecting these rules protects your game from moderation action and builds trust with parents.&lt;/p&gt;

&lt;h2&gt;
  
  
  Common beginner mistakes
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Building a huge map before the core loop is fun.&lt;/li&gt;
&lt;li&gt;Trusting the player device with currency or important logic, which invites cheating.&lt;/li&gt;
&lt;li&gt;Forgetting to save progress, or saving too often and hitting limits.&lt;/li&gt;
&lt;li&gt;Weak icons and thumbnails that do not show what the game is.&lt;/li&gt;
&lt;li&gt;Launching and then not updating, so early players have no reason to return.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Growing a Roblox game
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Update often.&lt;/strong&gt; New content and events bring players back.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Build community.&lt;/strong&gt; Groups and social channels help players come back together.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Test thumbnails and icons.&lt;/strong&gt; They decide whether players click.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Watch analytics.&lt;/strong&gt; Retention and session length show whether the loop works.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Roblox for brands
&lt;/h2&gt;

&lt;p&gt;Many brands build Roblox experiences to reach younger audiences. Those projects need careful planning around Roblox's rules for advertising and young players, plus a game that stands on its own rather than a thin advert. Studios usually scope them like a small live game. See &lt;a href="https://dev.to/aplusgamesstudio/gamification-for-brands-branded-games-formats-and-costs-25ep"&gt;gamification for brands&lt;/a&gt; for how branded games are planned.&lt;/p&gt;

&lt;h2&gt;
  
  
  Next steps
&lt;/h2&gt;

&lt;p&gt;If you are learning, our &lt;a href="https://dev.to/aplusgamesstudio/how-to-learn-game-development-a-beginner-roadmap-4all"&gt;how to learn game development&lt;/a&gt; guide and &lt;a href="https://aplusgamesstudio.com/student/tutoring/" rel="noopener noreferrer"&gt;tutoring&lt;/a&gt; can help. If you are comparing platforms, see &lt;a href="https://dev.to/aplusgamesstudio/uefn-building-and-earning-from-fortnite-islands-10pe-temp-slug-3314123"&gt;UEFN and Fortnite islands&lt;/a&gt; and &lt;a href="https://dev.to/aplusgamesstudio/how-to-make-a-video-game-in-2026-8-practical-steps-39gc"&gt;how to make a video game&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Sources:&lt;/strong&gt; &lt;a href="https://create.roblox.com/docs" rel="noopener noreferrer"&gt;Roblox Creator Hub documentation&lt;/a&gt; · &lt;a href="https://create.roblox.com/docs/luau" rel="noopener noreferrer"&gt;Roblox: Luau&lt;/a&gt; · &lt;a href="https://create.roblox.com/docs/production/earning-on-roblox" rel="noopener noreferrer"&gt;Roblox: earning on Roblox&lt;/a&gt; · &lt;a href="https://www.sec.gov/Archives/edgar/data/0001315098/000162828026051059/ex991-robloxq22026earnin.htm" rel="noopener noreferrer"&gt;Roblox Q2 2026 results (SEC filing)&lt;/a&gt;. Checked October 27, 2026.&lt;/p&gt;

&lt;p&gt;Related: &lt;a href="https://aplusgamesstudio.com/student/tutoring/" rel="noopener noreferrer"&gt;Game development tutoring&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/offer" rel="noopener noreferrer"&gt;Get a quote&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/mobile-game-development" rel="noopener noreferrer"&gt;Mobile game development&lt;/a&gt;&lt;/p&gt;




&lt;p&gt;&lt;em&gt;Originally published on &lt;a href="https://aplusgamesstudio.com/blog/how-to-make-a-roblox-game" rel="noopener noreferrer"&gt;A Plus Games Studio&lt;/a&gt;, a game, AR and VR development studio in Sacramento, CA.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>roblox</category>
      <category>beginners</category>
      <category>lua</category>
    </item>
    <item>
      <title>UEFN: Building and Earning From Fortnite Islands</title>
      <dc:creator>A Plus Games Studio</dc:creator>
      <pubDate>Tue, 27 Oct 2026 00:00:00 +0000</pubDate>
      <link>https://dev.to/aplusgamesstudio/uefn-building-and-earning-from-fortnite-islands-1k34</link>
      <guid>https://dev.to/aplusgamesstudio/uefn-building-and-earning-from-fortnite-islands-1k34</guid>
      <description>&lt;h2&gt;
  
  
  The short answer
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;UEFN is a free version of Unreal Editor for building Fortnite islands, using Fortnite's assets, your own assets and Epic's Verse language. Epic's engagement payouts send 40% of net revenue from the Fortnite Item Shop and most real-money purchases to eligible island publishers each month, split by how much players engage with each island.&lt;/strong&gt; It is a real opportunity for studios and brands, but payouts follow engagement, so islands need to be fun, replayable and regularly updated.&lt;/p&gt;

&lt;h2&gt;
  
  
  What UEFN is
&lt;/h2&gt;

&lt;p&gt;Fortnite Creative let players build islands from in-game pieces. UEFN goes further: it is a version of Unreal Editor made for Fortnite, so creators can import custom models, build custom logic in Verse and use many of Unreal's tools. Islands still run inside Fortnite, which gives them access to a very large player base without players installing anything new.&lt;/p&gt;

&lt;h2&gt;
  
  
  How engagement payouts work
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Epic puts 40% of net revenue from the Item Shop and most real-money purchases into a pool each month.&lt;/li&gt;
&lt;li&gt;The pool is divided among eligible island publishers, including Epic's own islands.&lt;/li&gt;
&lt;li&gt;Each island's share depends on player engagement, including how popular it is, how engaged players are and whether it attracts new or returning players.&lt;/li&gt;
&lt;li&gt;Net revenue means revenue after platform fees, or after payment processing for direct sales, as Epic defines it.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Publishers must meet Epic's eligibility rules, including being a legal adult and meeting activity or other requirements. Epic said at State of Unreal 2026 that it had paid over $1 billion to UEFN developers.&lt;/p&gt;

&lt;h2&gt;
  
  
  Verse: the language to learn
&lt;/h2&gt;

&lt;p&gt;Verse is Epic's programming language for UEFN. It is designed for game logic in shared, live worlds. Epic has said Unreal Engine 6 will move gameplay programming towards Verse, so learning it through UEFN is also preparation for the next Unreal. See &lt;a href="https://dev.to/aplusgamesstudio/unreal-engine-6-what-game-developers-should-know-now-5cb5-temp-slug-290213"&gt;Unreal Engine 6: what developers should know&lt;/a&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  Island types that do well
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Type&lt;/th&gt;
&lt;th&gt;Why it works&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Competitive modes (box fights, zone wars)&lt;/td&gt;
&lt;td&gt;Quick, repeatable rounds for skilled players&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Tycoons and simulators&lt;/td&gt;
&lt;td&gt;Progression that brings players back&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Horror and story maps&lt;/td&gt;
&lt;td&gt;Shareable experiences, strong with creators and streamers&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Party and social games&lt;/td&gt;
&lt;td&gt;Groups of friends play together&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Branded experiences&lt;/td&gt;
&lt;td&gt;Campaigns reaching Fortnite's audience&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;h2&gt;
  
  
  Building an island step by step
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;Install the Epic Games Launcher and UEFN.&lt;/li&gt;
&lt;li&gt;Start from a template or a blank island and learn the devices system.&lt;/li&gt;
&lt;li&gt;Prototype the core loop with built-in devices before writing Verse.&lt;/li&gt;
&lt;li&gt;Add Verse where devices are not enough.&lt;/li&gt;
&lt;li&gt;Import custom art carefully: performance budgets apply across all platforms Fortnite runs on.&lt;/li&gt;
&lt;li&gt;Playtest with a group, then publish following Epic's rules and review.&lt;/li&gt;
&lt;/ol&gt;

&lt;h2&gt;
  
  
  Performance and platforms
&lt;/h2&gt;

&lt;p&gt;Fortnite runs on PCs, consoles and phones, so islands must perform across very different hardware. Keep memory and object counts within UEFN's budgets, test on lower-end devices, and avoid heavy effects that only work on high-end PCs.&lt;/p&gt;

&lt;h2&gt;
  
  
  Rules to respect
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Epic's content rules and ratings requirements.&lt;/li&gt;
&lt;li&gt;Rules on using third-party intellectual property; you need rights to what you import.&lt;/li&gt;
&lt;li&gt;Rules on promotion, advertising and rewards, especially for brand islands.&lt;/li&gt;
&lt;li&gt;Rules on young players, since Fortnite's audience includes children.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  UEFN for brands
&lt;/h2&gt;

&lt;p&gt;Brands use islands to reach Fortnite players with an experience rather than an advert. The best brand islands are good games first, with the brand built into the theme and rewards. Plan the island like a small live game, with updates and a measurement plan, and check Epic's rules for branded content. See &lt;a href="https://dev.to/aplusgamesstudio/gamification-for-brands-branded-games-formats-and-costs-25ep"&gt;gamification for brands&lt;/a&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  UEFN or Roblox?
&lt;/h2&gt;

&lt;p&gt;Both offer huge audiences and creator payouts. UEFN suits teams with Unreal experience, higher visual fidelity and competitive or action modes. Roblox suits social, simulation and younger-audience games with its own long-established creator economy. Our &lt;a href="https://aplusgamesstudio.com/blog/how-to-make-a-roblox-game" rel="noopener noreferrer"&gt;Roblox guide&lt;/a&gt; covers the other side.&lt;/p&gt;

&lt;h2&gt;
  
  
  Costs and team
&lt;/h2&gt;

&lt;p&gt;UEFN itself is free. The costs are people and time: level design, art, Verse programming, testing and ongoing updates. A simple competitive map can be built by a very small team, while a polished tycoon or story island with custom art is closer to a small game production. Budget for updates after launch, because engagement, and therefore payouts, usually depends on giving players new reasons to return.&lt;/p&gt;

&lt;h2&gt;
  
  
  Common mistakes
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Copying a popular island format without a clear twist.&lt;/li&gt;
&lt;li&gt;Importing heavy custom assets that hurt performance on consoles and phones.&lt;/li&gt;
&lt;li&gt;Publishing once and never updating.&lt;/li&gt;
&lt;li&gt;Using third-party characters or music without rights.&lt;/li&gt;
&lt;li&gt;Treating a brand island as an advert rather than a game.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  A simple launch plan
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;Soft-launch the island to friends and a small community for feedback.&lt;/li&gt;
&lt;li&gt;Fix confusing moments and performance problems on lower-end devices.&lt;/li&gt;
&lt;li&gt;Prepare a short trailer and thumbnail that show the fun in seconds.&lt;/li&gt;
&lt;li&gt;Reach out to creators who play your island type.&lt;/li&gt;
&lt;li&gt;Plan the first update before launch, so returning players find something new within weeks.&lt;/li&gt;
&lt;/ol&gt;

&lt;h2&gt;
  
  
  Measuring success
&lt;/h2&gt;

&lt;p&gt;Payouts follow engagement, so track the same numbers Epic cares about: how many players try the island, how long they play, and whether they come back. Update regularly to keep returning players, and use creators and streamers to bring new ones.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Sources:&lt;/strong&gt; &lt;a href="https://dev.epicgames.com/documentation/uefn/fortnite-developer-program-faqs-in-fortnite?lang=en-US" rel="noopener noreferrer"&gt;Epic: Fortnite developer program FAQs&lt;/a&gt; · &lt;a href="https://www.fortnite.com/news/unreal-editor-for-fortnite-and-creator-economy-2-0-are-here-new-worlds-await" rel="noopener noreferrer"&gt;Fortnite: UEFN and Creator Economy 2.0&lt;/a&gt; · &lt;a href="https://dev.epicgames.com/documentation/en-us/uefn/verse-language-reference" rel="noopener noreferrer"&gt;Epic: Verse language reference&lt;/a&gt; · &lt;a href="https://www.unrealengine.com/news/state-of-unreal-2026-top-news-from-the-show" rel="noopener noreferrer"&gt;Unreal Engine: State of Unreal 2026&lt;/a&gt;. Checked October 27, 2026.&lt;/p&gt;

&lt;p&gt;Related: &lt;a href="https://aplusgamesstudio.com/pc-game-development" rel="noopener noreferrer"&gt;PC game development&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/game-co-development" rel="noopener noreferrer"&gt;Co-development&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/offer" rel="noopener noreferrer"&gt;Get a quote&lt;/a&gt;&lt;/p&gt;




&lt;p&gt;&lt;em&gt;Originally published on &lt;a href="https://aplusgamesstudio.com/blog/uefn-fortnite-island-development" rel="noopener noreferrer"&gt;A Plus Games Studio&lt;/a&gt;, a game, AR and VR development studio in Sacramento, CA.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>fortnite</category>
      <category>unrealengine</category>
      <category>indiedev</category>
    </item>
    <item>
      <title>Holiday LiveOps Calendar 2026: Events From Black Friday On</title>
      <dc:creator>A Plus Games Studio</dc:creator>
      <pubDate>Tue, 27 Oct 2026 00:00:00 +0000</pubDate>
      <link>https://dev.to/aplusgamesstudio/holiday-liveops-calendar-2026-events-from-black-friday-on-12m5</link>
      <guid>https://dev.to/aplusgamesstudio/holiday-liveops-calendar-2026-events-from-black-friday-on-12m5</guid>
      <description>&lt;h2&gt;
  
  
  The short answer
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Plan holiday events 6 to 8 weeks ahead, submit app updates early, and switch events on with server-side configuration so you are not waiting on store review during the busiest weeks.&lt;/strong&gt; Key dates this season: US Thanksgiving on November 26, Black Friday on November 27, Cyber Monday on November 30, Christmas on December 25, New Year on January 1, and Lunar New Year in early February 2027.&lt;/p&gt;

&lt;h2&gt;
  
  
  The 2026 holiday calendar
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Date&lt;/th&gt;
&lt;th&gt;Moment&lt;/th&gt;
&lt;th&gt;Event ideas&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;November 26&lt;/td&gt;
&lt;td&gt;US Thanksgiving&lt;/td&gt;
&lt;td&gt;Gratitude login rewards, community goals&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;November 27&lt;/td&gt;
&lt;td&gt;Black Friday&lt;/td&gt;
&lt;td&gt;Limited bundles, starter-pack deals&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;November 30&lt;/td&gt;
&lt;td&gt;Cyber Monday&lt;/td&gt;
&lt;td&gt;Last-chance offers, digital-only items&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;December 1 to 24&lt;/td&gt;
&lt;td&gt;Advent period&lt;/td&gt;
&lt;td&gt;Daily login calendar, seasonal map or theme&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;December 25&lt;/td&gt;
&lt;td&gt;Christmas&lt;/td&gt;
&lt;td&gt;Gifts, free premium items, gifting between friends&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;December 31 to January 1&lt;/td&gt;
&lt;td&gt;New Year&lt;/td&gt;
&lt;td&gt;Countdown events, year-in-review stats, New Year challenges&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Early February 2027&lt;/td&gt;
&lt;td&gt;Lunar New Year&lt;/td&gt;
&lt;td&gt;Themed cosmetics and red-envelope style rewards for relevant markets&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;h2&gt;
  
  
  Why timing matters
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;More players and new devices.&lt;/strong&gt; Holidays bring returning and new players.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Slower reviews.&lt;/strong&gt; Store review can take longer near major holidays, so do not rely on a last-minute build.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Higher ad costs.&lt;/strong&gt; Advertisers compete in the fourth quarter, which usually raises user acquisition costs.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Team time off.&lt;/strong&gt; Plan coverage so a bug on December 25 does not wait a week.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Preparation timeline
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;When&lt;/th&gt;
&lt;th&gt;What to do&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;8 weeks before&lt;/td&gt;
&lt;td&gt;Choose events, offers and themes; agree success metrics&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;6 weeks before&lt;/td&gt;
&lt;td&gt;Build content and the configuration to switch it on remotely&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;4 weeks before&lt;/td&gt;
&lt;td&gt;Test events end to end, including time zones and edge cases&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;3 weeks before&lt;/td&gt;
&lt;td&gt;Submit any app updates; set up store event listings&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;1 to 2 weeks before&lt;/td&gt;
&lt;td&gt;Code freeze; prepare support replies and social posts&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;During events&lt;/td&gt;
&lt;td&gt;Monitor crashes, purchases and economy; adjust offers carefully&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;h2&gt;
  
  
  Make events server-driven
&lt;/h2&gt;

&lt;p&gt;The safest holiday events need no new build. Ship the content in an earlier update, hidden, and switch it on with remote configuration. That lets you start, extend or fix events without store review. It also lets you test the event early with a small group.&lt;/p&gt;

&lt;h2&gt;
  
  
  Use store features
&lt;/h2&gt;

&lt;p&gt;Apple lets developers show in-app events on the App Store, and Google Play offers promotional content in Play Console. Both can put your event in front of players browsing the store. Set them up early, because they have their own review and timing rules.&lt;/p&gt;

&lt;h2&gt;
  
  
  Event ideas that work
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Login calendars&lt;/strong&gt; that reward daily visits through December.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Limited bundles&lt;/strong&gt; with clear value, for Black Friday and Cyber Monday.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Gifting&lt;/strong&gt; between friends, which also brings new players.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Seasonal cosmetics&lt;/strong&gt; that players can show off.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Returning-player rewards&lt;/strong&gt; for lapsed players who come back over the holidays.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;New Year challenges&lt;/strong&gt; that start January with a goal.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Protect the game economy
&lt;/h2&gt;

&lt;p&gt;Generous holiday rewards are good for goodwill but can damage your economy if they flood players with currency. Model the effect of every reward, cap repeatable gifts, and avoid discounts that teach players to wait for sales. Track spending and progression daily during events. Our &lt;a href="https://dev.to/aplusgamesstudio/mobile-game-kpis-explained-retention-arpdau-and-ltv-43cf"&gt;mobile game KPIs&lt;/a&gt; guide explains what to watch.&lt;/p&gt;

&lt;h2&gt;
  
  
  Stability first
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Freeze code a week or two before the busiest period.&lt;/li&gt;
&lt;li&gt;Load-test servers for higher traffic.&lt;/li&gt;
&lt;li&gt;Prepare a rollback plan for every event.&lt;/li&gt;
&lt;li&gt;Agree an on-call rota across holidays.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Measuring an event
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Metric&lt;/th&gt;
&lt;th&gt;What it tells you&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Daily active players during the event&lt;/td&gt;
&lt;td&gt;Whether the event brought people in&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Returning lapsed players&lt;/td&gt;
&lt;td&gt;Whether reactivation offers worked&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Event completion rate&lt;/td&gt;
&lt;td&gt;Whether goals were reachable and fun&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Revenue per daily active player&lt;/td&gt;
&lt;td&gt;Whether offers were attractive&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Retention one week after&lt;/td&gt;
&lt;td&gt;Whether the event had lasting value&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;p&gt;Compare against a normal week, not just the previous day, so seasonal effects do not mislead you.&lt;/p&gt;

&lt;h2&gt;
  
  
  Marketing around events
&lt;/h2&gt;

&lt;p&gt;Events work best when players know about them. Announce them in the game a few days early, post on social channels, update store screenshots or promotional content, and send push notifications sparingly to players who have opted in. If you run paid user acquisition, consider whether higher fourth-quarter prices are worth it for your game, or whether to focus spend on early December and January, when costs are often easier.&lt;/p&gt;

&lt;h2&gt;
  
  
  Regional calendars
&lt;/h2&gt;

&lt;p&gt;If your players are global, the western holiday calendar is only part of the picture. Plan for the moments that matter in your biggest markets, such as Lunar New Year in East Asia, Ramadan and Eid in the Middle East, and Diwali in South Asia. Check exact dates each year, localise event names and art, and make sure events start at sensible local times rather than at midnight in one time zone.&lt;/p&gt;

&lt;h2&gt;
  
  
  After the holidays
&lt;/h2&gt;

&lt;p&gt;January is a good time to review: which events brought players back, which offers worked, and what broke. Use the results to plan the next season. If your team is small, outside help with live operations can keep events running without burning out the core team; see &lt;a href="https://dev.to/aplusgamesstudio/liveops-outsourcing-what-it-covers-and-what-it-costs-2026-3ibe"&gt;LiveOps outsourcing&lt;/a&gt; and &lt;a href="https://dev.to/aplusgamesstudio/launching-a-game-as-a-live-service-what-you-need-kan"&gt;launching a live-service game&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Sources:&lt;/strong&gt; &lt;a href="https://developer.apple.com/app-store/in-app-events/" rel="noopener noreferrer"&gt;Apple: in-app events&lt;/a&gt; · &lt;a href="https://support.google.com/googleplay/android-developer/answer/12929029" rel="noopener noreferrer"&gt;Google Play Console: promotional content&lt;/a&gt; · &lt;a href="https://developer.apple.com/app-store/review/" rel="noopener noreferrer"&gt;Apple: App Review&lt;/a&gt;. Checked October 27, 2026.&lt;/p&gt;

&lt;p&gt;Related: &lt;a href="https://aplusgamesstudio.com/mobile-game-development" rel="noopener noreferrer"&gt;Mobile game development&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/how-to-earn-from-games" rel="noopener noreferrer"&gt;How games earn&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/offer" rel="noopener noreferrer"&gt;Get a quote&lt;/a&gt;&lt;/p&gt;




&lt;p&gt;&lt;em&gt;Originally published on &lt;a href="https://aplusgamesstudio.com/blog/holiday-liveops-calendar-2026" rel="noopener noreferrer"&gt;A Plus Games Studio&lt;/a&gt;, a game, AR and VR development studio in Sacramento, CA.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>mobile</category>
      <category>liveops</category>
      <category>marketing</category>
    </item>
    <item>
      <title>Meta VR in 2026: Why Quest 3 Is Still the Build Target</title>
      <dc:creator>A Plus Games Studio</dc:creator>
      <pubDate>Tue, 27 Oct 2026 00:00:00 +0000</pubDate>
      <link>https://dev.to/aplusgamesstudio/meta-vr-in-2026-why-quest-3-is-still-the-build-target-407m</link>
      <guid>https://dev.to/aplusgamesstudio/meta-vr-in-2026-why-quest-3-is-still-the-build-target-407m</guid>
      <description>&lt;h2&gt;
  
  
  The short answer
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Meta reported that Reality Labs revenue fell 6% to $443 million in the third quarter of 2026 because of lower Quest headset sales, partly offset by AI glasses growth, and said future VR hardware will need major breakthroughs.&lt;/strong&gt; For developers, the takeaway is that Quest 3 and Quest 3S remain the devices to build for, with no new generation to wait for. Build to Quest 3S performance, use OpenXR, and plan for a long life on today's hardware.&lt;/p&gt;

&lt;h2&gt;
  
  
  What Meta reported
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Reality Labs revenue of $443 million in Q3 2026, down 6% year on year.&lt;/li&gt;
&lt;li&gt;The decline came from lower Quest headset sales, partly offset by growth in AI glasses revenue.&lt;/li&gt;
&lt;li&gt;Meta said it will bring new VR devices to market only when they represent major breakthroughs.&lt;/li&gt;
&lt;li&gt;Meta described realigning Reality Labs investment toward AI integration.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Reality Labs continued to report large operating losses, which is why Meta is pacing its hardware investment.&lt;/p&gt;

&lt;h2&gt;
  
  
  What it means for VR developers
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Quest 3 and 3S are the target for the foreseeable future
&lt;/h3&gt;

&lt;p&gt;Without a near-term successor to plan around, the installed base you can reach is Quest 3 and Quest 3S. Set your performance budget to Quest 3S, the lower-cost model, and treat Quest 3 as the device where you can add extra polish.&lt;/p&gt;

&lt;h3&gt;
  
  
  Long hardware life is good for budgets
&lt;/h3&gt;

&lt;p&gt;A stable device target means fewer surprises. Performance work done now keeps paying off, and training content stays usable on the same headsets for longer.&lt;/p&gt;

&lt;h3&gt;
  
  
  Open standards reduce risk
&lt;/h3&gt;

&lt;p&gt;Building on OpenXR keeps the door open to other headsets, including PC VR and devices from other vendors. New multitasking standards are arriving too; see &lt;a href="https://aplusgamesstudio.com/blog/openxr-spatial-containers-xr-multitasking" rel="noopener noreferrer"&gt;OpenXR spatial containers&lt;/a&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  What it means for VR training
&lt;/h2&gt;

&lt;p&gt;Enterprise training buyers want devices they can rely on for several years. Quest 3 and 3S remain capable training devices, but buyers should plan device management carefully, because Meta ended its Quest for Business offering. We explain the options in &lt;a href="https://dev.to/aplusgamesstudio/meta-ended-quest-for-business-what-it-means-for-vr-training-5g"&gt;what the end of Quest for Business means&lt;/a&gt;. For return on investment, see &lt;a href="https://dev.to/aplusgamesstudio/enterprise-vr-training-roi-what-219-actually-means-f34"&gt;enterprise VR training ROI&lt;/a&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  What it means for VR games
&lt;/h2&gt;

&lt;p&gt;The VR games market rewards focused, polished experiences rather than huge scope. With a stable device base, studios can plan content updates and live operations with confidence. Keep scope tight, launch on the Horizon Store with a strong first impression, and consider a PC VR version through Steam for extra reach.&lt;/p&gt;

&lt;h2&gt;
  
  
  Where AI glasses fit
&lt;/h2&gt;

&lt;p&gt;AI glasses are growing, but they are a different category. They suit quick, glanceable information and voice interaction, not full immersive training or games. If a client asks whether to build for glasses instead of VR, the honest answer depends on the use case; our &lt;a href="https://dev.to/aplusgamesstudio/meta-smart-glasses-app-development-what-you-can-actually-build-2026-4ch"&gt;smart glasses guide&lt;/a&gt; explains what glasses can and cannot do.&lt;/p&gt;

&lt;h2&gt;
  
  
  A practical build plan for 2026 and 2027
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Decision&lt;/th&gt;
&lt;th&gt;Recommendation&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Primary device&lt;/td&gt;
&lt;td&gt;Quest 3S as the performance floor, Quest 3 for extra quality&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;API&lt;/td&gt;
&lt;td&gt;OpenXR through Unity or Unreal&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Store&lt;/td&gt;
&lt;td&gt;Horizon Store; Steam for PC VR where it makes sense&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Reach&lt;/td&gt;
&lt;td&gt;Consider a WebXR or flat-screen companion for people without headsets&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Training fleets&lt;/td&gt;
&lt;td&gt;Plan device management and updates up front&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Future hardware&lt;/td&gt;
&lt;td&gt;Do not plan deadlines around unannounced headsets&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;h2&gt;
  
  
  Performance checklist for Quest 3S
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Hold a stable frame rate at the target refresh rate during real use, not just in empty scenes.&lt;/li&gt;
&lt;li&gt;Keep draw calls and transparent overdraw under control.&lt;/li&gt;
&lt;li&gt;Use baked lighting where possible and limit real-time shadows.&lt;/li&gt;
&lt;li&gt;Test comfort: locomotion options, stable horizons, and readable text.&lt;/li&gt;
&lt;li&gt;Profile on the device regularly, not only in the editor.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Reaching people without headsets
&lt;/h2&gt;

&lt;p&gt;A smaller VR hardware push makes reach more important. Many projects benefit from a companion that works without a headset: a WebXR version that runs in a browser, a flat-screen mode for desktop, or a mobile app for preparation and results. Training programmes often use a browser module for theory and VR for practice. See &lt;a href="https://dev.to/aplusgamesstudio/webxr-in-2026-vr-and-ar-in-the-browser-explained-7co"&gt;WebXR in the browser&lt;/a&gt; for what runs where.&lt;/p&gt;

&lt;h2&gt;
  
  
  Questions to ask before you commission a VR project
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Which headsets do your users already own, and how many?&lt;/li&gt;
&lt;li&gt;Who will manage the devices, updates and charging?&lt;/li&gt;
&lt;li&gt;Does the app need to work offline?&lt;/li&gt;
&lt;li&gt;What will you measure to decide whether it worked?&lt;/li&gt;
&lt;li&gt;Is there a flat-screen or browser alternative for people who cannot use VR?&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Clear answers to these questions matter more than the headset model, and they keep the project focused on outcomes rather than hardware.&lt;/p&gt;

&lt;h2&gt;
  
  
  The bottom line
&lt;/h2&gt;

&lt;p&gt;Meta is slowing new VR hardware while it waits for real breakthroughs. That is not bad news for developers: it means a stable target. Build well for Quest 3 and 3S, keep your app portable through OpenXR, and focus on quality. Our &lt;a href="https://aplusgamesstudio.com/vr-offer" rel="noopener noreferrer"&gt;VR packages&lt;/a&gt; start at $999 for a single-scenario proof of concept and $2,999 for a complete app.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Sources:&lt;/strong&gt; &lt;a href="https://www.cnbc.com/2026/10/21/meta-earnings-q3-2026-live-updates.html" rel="noopener noreferrer"&gt;CNBC: Meta Q3 2026 earnings&lt;/a&gt; · &lt;a href="https://roadtovr.com/meta-declining-quest-sales-major-breakthroughs/" rel="noopener noreferrer"&gt;Road to VR: Meta confirms lower Quest sales&lt;/a&gt; · &lt;a href="https://www.fool.com/earnings/call-transcripts/2026/10/21/meta-meta-q3-2026-earnings-call-transcript/" rel="noopener noreferrer"&gt;Meta Q3 2026 earnings call transcript&lt;/a&gt;. Checked October 27, 2026.&lt;/p&gt;

&lt;p&gt;Related: &lt;a href="https://aplusgamesstudio.com/vr-game-development" rel="noopener noreferrer"&gt;VR development&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/vr-offer" rel="noopener noreferrer"&gt;VR packages&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/offer" rel="noopener noreferrer"&gt;Get a quote&lt;/a&gt;&lt;/p&gt;




&lt;p&gt;&lt;em&gt;Originally published on &lt;a href="https://aplusgamesstudio.com/blog/quest-3-build-target-meta-vr-strategy" rel="noopener noreferrer"&gt;A Plus Games Studio&lt;/a&gt;, a game, AR and VR development studio in Sacramento, CA.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>virtualreality</category>
      <category>metaquest</category>
      <category>news</category>
    </item>
    <item>
      <title>Google Play Fees 2026: What Game Developers Now Pay</title>
      <dc:creator>A Plus Games Studio</dc:creator>
      <pubDate>Tue, 27 Oct 2026 00:00:00 +0000</pubDate>
      <link>https://dev.to/aplusgamesstudio/google-play-fees-2026-what-game-developers-now-pay-2iad</link>
      <guid>https://dev.to/aplusgamesstudio/google-play-fees-2026-what-game-developers-now-pay-2iad</guid>
      <description>&lt;h2&gt;
  
  
  The short answer
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Google Play now separates its service fee from its billing fee. When you use Google Play billing in the EEA, UK or US, the billing fee is 5%. The in-app purchase service fee drops to 20% for new installs, developers in Google's new quality programs pay 20% on existing installs and 15% on new installs, and recurring subscriptions carry a 10% service fee.&lt;/strong&gt; The changes roll out region by region between June 2026 and September 2027. Check Play Console for the exact rates that apply to your account.&lt;/p&gt;

&lt;h2&gt;
  
  
  What changed
&lt;/h2&gt;

&lt;p&gt;Google's March 2026 announcement followed the resolution of its disputes with Epic Games. The main changes:&lt;/p&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Item&lt;/th&gt;
&lt;th&gt;What Google announced&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Billing fee&lt;/td&gt;
&lt;td&gt;Separate from the service fee; 5% in the EEA, UK and US when using Google Play billing&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;IAP service fee, new installs&lt;/td&gt;
&lt;td&gt;20% for first-time installs after the new fees launch in a region&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Program participants&lt;/td&gt;
&lt;td&gt;20% on transactions from existing installs, 15% from new installs&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Recurring subscriptions&lt;/td&gt;
&lt;td&gt;10% service fee&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Programs&lt;/td&gt;
&lt;td&gt;New Apps Experience Program and a revamped Google Play Games Level Up program, with quality benchmarks&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Registered App Stores&lt;/td&gt;
&lt;td&gt;Optional program giving qualifying sideloaded stores a smoother install flow&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;h2&gt;
  
  
  When it applies
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;By June 30, 2026: EEA, UK and US.&lt;/li&gt;
&lt;li&gt;By September 30, 2026: Australia.&lt;/li&gt;
&lt;li&gt;By December 31, 2026: Korea and Japan.&lt;/li&gt;
&lt;li&gt;By September 30, 2027: the rest of the world.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;If you sell in several regions, you will have different fee structures for a while. Revenue models should be built per region.&lt;/p&gt;

&lt;h2&gt;
  
  
  What "new installs" means for games
&lt;/h2&gt;

&lt;p&gt;The lower rates apply to transactions from installs that happen after the change launches in a region. For a live game, that means revenue from long-time players and newer players can carry different fees. Games that acquire many new players benefit sooner; games that earn mostly from a loyal existing base see a smaller change at first.&lt;/p&gt;

&lt;h2&gt;
  
  
  Google Play Games Level Up
&lt;/h2&gt;

&lt;p&gt;Level Up is Google's program for games, revamped as part of these changes. Participants who meet its benchmarks pay the lower program rates. Google said the programs would launch by September 30 for the EEA, UK, US and Australia, with more details published over time. Check Play Console for current requirements; they focus on quality across Android devices and form factors.&lt;/p&gt;

&lt;h2&gt;
  
  
  US: external links and alternative billing
&lt;/h2&gt;

&lt;p&gt;In the US, developers enrolled in the external content links and alternative billing programs must report transactions and pay the relevant service fees, as set out in Play Console Help. If you link players to web purchases, read the current US requirements carefully, including reporting deadlines.&lt;/p&gt;

&lt;h2&gt;
  
  
  How to model the impact
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;Split revenue by region and by install cohort (before and after the change).&lt;/li&gt;
&lt;li&gt;Separate subscriptions from one-off purchases.&lt;/li&gt;
&lt;li&gt;Apply the service fee plus the 5% billing fee where you use Google Play billing in the EEA, UK and US.&lt;/li&gt;
&lt;li&gt;Estimate the effect of joining Level Up if your game can meet its benchmarks.&lt;/li&gt;
&lt;li&gt;Compare with your web shop costs if you use external links, including payment processing and the service fees that still apply.&lt;/li&gt;
&lt;/ol&gt;

&lt;h2&gt;
  
  
  What it means for monetisation design
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Subscriptions look more attractive&lt;/strong&gt; at a 10% service fee, for games where a subscription fits, such as VIP passes or ad-free tiers.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Acquisition matters more&lt;/strong&gt; , because new installs carry lower rates.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Quality programs are worth tracking&lt;/strong&gt; : device performance and stability now have a direct link to fees.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;For choosing a model, see &lt;a href="https://dev.to/aplusgamesstudio/mobile-game-monetization-ads-iap-or-hybrid-2026-499j"&gt;ads vs in-app purchases&lt;/a&gt; and &lt;a href="https://dev.to/aplusgamesstudio/mobile-game-kpis-explained-retention-arpdau-and-ltv-43cf"&gt;mobile game KPIs&lt;/a&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  A worked example
&lt;/h2&gt;

&lt;p&gt;Imagine a game in the US that earns from one-off in-app purchases and uses Google Play billing. A purchase from a player who installed after the change launched carries the new-install service fee plus the 5% billing fee. The same purchase from a long-time player carries the existing-install rate plus billing. If the game joins Level Up and meets its benchmarks, both rates drop further. Subscriptions sit at a 10% service fee plus billing. The exact numbers for your account appear in Play Console, so use this structure to build a spreadsheet, then fill in your own rates.&lt;/p&gt;

&lt;h2&gt;
  
  
  Common mistakes when budgeting
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Using one global rate for every region during the rollout period.&lt;/li&gt;
&lt;li&gt;Forgetting the separate billing fee when using Google Play billing.&lt;/li&gt;
&lt;li&gt;Assuming web purchases through external links are fee-free in the US.&lt;/li&gt;
&lt;li&gt;Not tracking which purchases come from new installs.&lt;/li&gt;
&lt;li&gt;Ignoring tax, refunds and payment processing on web shops.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Getting these right matters most for games with thin margins, such as those that rely on paid user acquisition, where a few percentage points can decide whether a campaign is profitable.&lt;/p&gt;

&lt;h2&gt;
  
  
  What about the App Store?
&lt;/h2&gt;

&lt;p&gt;Apple's fees and rules are separate and differ by region, including US changes to linking to web purchases. Budget per store and per region rather than assuming one rate. Our &lt;a href="https://dev.to/aplusgamesstudio/game-development-trends-for-2027-what-to-plan-for-5c3b"&gt;2027 trends guide&lt;/a&gt; covers the wider shift in store rules.&lt;/p&gt;

&lt;h2&gt;
  
  
  The bottom line
&lt;/h2&gt;

&lt;p&gt;Most Android games will keep more of each sale under the new structure, especially from new players, subscriptions and developers in Google's programs. The details vary by region and timing, so model them properly rather than using a single headline rate.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Sources:&lt;/strong&gt; &lt;a href="https://android-developers.googleblog.com/2026/03/a-new-era-for-choice-and-openness.html" rel="noopener noreferrer"&gt;Android Developers Blog: a new era for choice and openness&lt;/a&gt; · &lt;a href="https://support.google.com/googleplay/android-developer/answer/15582165?hl=en" rel="noopener noreferrer"&gt;Play Console Help: policies for developers serving US users&lt;/a&gt; · &lt;a href="https://support.google.com/googleplay/android-developer/answer/112622" rel="noopener noreferrer"&gt;Play Console Help: service fees&lt;/a&gt;. Checked October 27, 2026.&lt;/p&gt;

&lt;p&gt;Related: &lt;a href="https://aplusgamesstudio.com/mobile-game-development" rel="noopener noreferrer"&gt;Mobile game development&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/how-to-earn-from-games" rel="noopener noreferrer"&gt;How games earn&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/offer" rel="noopener noreferrer"&gt;Get a quote&lt;/a&gt;&lt;/p&gt;




&lt;p&gt;&lt;em&gt;Originally published on &lt;a href="https://aplusgamesstudio.com/blog/google-play-fees-2026-games" rel="noopener noreferrer"&gt;A Plus Games Studio&lt;/a&gt;, a game, AR and VR development studio in Sacramento, CA.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>android</category>
      <category>mobile</category>
      <category>business</category>
    </item>
    <item>
      <title>Steam Next Fest February 2027: Dates and Prep Plan</title>
      <dc:creator>A Plus Games Studio</dc:creator>
      <pubDate>Tue, 27 Oct 2026 00:00:00 +0000</pubDate>
      <link>https://dev.to/aplusgamesstudio/steam-next-fest-february-2027-dates-and-prep-plan-4oi5</link>
      <guid>https://dev.to/aplusgamesstudio/steam-next-fest-february-2027-dates-and-prep-plan-4oi5</guid>
      <description>&lt;h2&gt;
  
  
  The short answer
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Steam Next Fest February 2027 runs from February 22 to March 1, 2027, starting and ending at 10:00 AM Pacific. Registration closes on January 10, 2027.&lt;/strong&gt; You need a Steamworks account in good standing and a public store page. Valve lists further deadlines for your demo and event materials on the Steamworks event page, so register early and work back from those dates.&lt;/p&gt;

&lt;h2&gt;
  
  
  Key dates
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Milestone&lt;/th&gt;
&lt;th&gt;Date&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Registration closes&lt;/td&gt;
&lt;td&gt;January 10, 2027&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Event starts&lt;/td&gt;
&lt;td&gt;February 22, 2027, 10:00 AM Pacific&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Event ends&lt;/td&gt;
&lt;td&gt;March 1, 2027, 10:00 AM Pacific&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Demo and asset deadlines&lt;/td&gt;
&lt;td&gt;Listed on the Steamworks event page; check after registering&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;h2&gt;
  
  
  Is your game ready for this edition?
&lt;/h2&gt;

&lt;p&gt;Each game can take part in Next Fest once, so choose the edition carefully. February 2027 is right if you can show a polished demo and you plan to release within a few months after the event. If your game is a year or more from release, a later edition may serve you better, because wishlists convert best when launch follows soon after.&lt;/p&gt;

&lt;h2&gt;
  
  
  Week-by-week plan
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Now to mid-November
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;Decide on the edition and make sure your store page is live as Coming Soon.&lt;/li&gt;
&lt;li&gt;Lock the demo scope: one strong slice of the game, usually 20 to 40 minutes.&lt;/li&gt;
&lt;li&gt;Start sharing development clips to build your first wishlists.&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  Mid-November to mid-December
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;Polish the first five minutes of the demo, where most players decide whether to continue.&lt;/li&gt;
&lt;li&gt;Finish capsule art, screenshots and a short trailer that shows gameplay in the first seconds.&lt;/li&gt;
&lt;li&gt;Run external playtests and fix crashes and confusing moments.&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  December to January 10
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;Register for the event before January 10.&lt;/li&gt;
&lt;li&gt;Reach out to press and content creators with demo access and a clear one-line pitch.&lt;/li&gt;
&lt;li&gt;Plan a livestream schedule for the event week.&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  January to the event
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;Meet Valve's demo and asset deadlines listed on the event page.&lt;/li&gt;
&lt;li&gt;Test the demo build that will actually go live, on low-end PCs and Steam Deck if possible.&lt;/li&gt;
&lt;li&gt;Prepare posts and a short devlog for the launch of the event.&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  Event week
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;Stream regularly and talk to players.&lt;/li&gt;
&lt;li&gt;Watch reviews, discussions and crash reports, and patch quickly.&lt;/li&gt;
&lt;li&gt;Remind players to wishlist at the end of the demo.&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  After the event
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;Thank players and share what you learned.&lt;/li&gt;
&lt;li&gt;Announce a release date while interest is high.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  What makes a Next Fest demo work
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;A strong start: no long cutscenes or menus before the fun begins.&lt;/li&gt;
&lt;li&gt;A clear goal and an ending that leaves players wanting more.&lt;/li&gt;
&lt;li&gt;Stable performance on modest hardware.&lt;/li&gt;
&lt;li&gt;A wishlist prompt at the end of the demo.&lt;/li&gt;
&lt;li&gt;Controller support if your genre suits it; many players use Steam Deck.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Store page checklist
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Capsule art that reads at small sizes.&lt;/li&gt;
&lt;li&gt;A short description that says what the player does, not just the setting.&lt;/li&gt;
&lt;li&gt;Screenshots of gameplay, not menus.&lt;/li&gt;
&lt;li&gt;A trailer that shows gameplay within the first few seconds.&lt;/li&gt;
&lt;li&gt;Accurate tags for your genre.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Measuring success
&lt;/h2&gt;

&lt;p&gt;Watch wishlists added during the event, demo players, median play time and how many players finish the demo. Median play time tells you whether the demo holds attention; wishlists tell you whether players want the full game. Our &lt;a href="https://dev.to/aplusgamesstudio/steam-wishlists-how-they-work-and-how-to-grow-them-5b4"&gt;Steam wishlists guide&lt;/a&gt; explains how wishlists turn into launch sales.&lt;/p&gt;

&lt;h2&gt;
  
  
  Common mistakes
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Registering late.&lt;/strong&gt; Miss January 10 and you wait for the next edition.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;A demo that is too long or too short.&lt;/strong&gt; Too short and players cannot judge the game; too long and there is no reason to buy it.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;A slow opening.&lt;/strong&gt; Long intros and tutorials lose players before the fun starts.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;No wishlist prompt.&lt;/strong&gt; Ask clearly at the end of the demo.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Silence during the event.&lt;/strong&gt; Players and creators reward developers who show up, stream and respond.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Untested builds.&lt;/strong&gt; A crash on launch during the event is hard to recover from.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Working with press and creators
&lt;/h2&gt;

&lt;p&gt;Next Fest has thousands of demos, so outside attention helps a great deal. Send content creators a short email with a one-line pitch, a key image, a short trailer and a demo key or link, a few weeks before the event. Target creators who already cover your genre rather than the biggest names. After the event, share creator videos on your store page news and social channels to extend the momentum.&lt;/p&gt;

&lt;h2&gt;
  
  
  Using the demo after Next Fest
&lt;/h2&gt;

&lt;p&gt;You can keep a demo available after the event, and many developers do, because it keeps generating wishlists. Update it with fixes from event feedback, and consider removing it shortly before launch if you want players to buy the full game rather than replay the demo. Whatever you choose, keep the store page news active so new visitors see a game in active development.&lt;/p&gt;

&lt;h2&gt;
  
  
  Getting help with your demo
&lt;/h2&gt;

&lt;p&gt;If your demo needs polish, performance work or Steam Deck support before the deadline, a short co-development sprint can help. See our &lt;a href="https://dev.to/aplusgamesstudio/steam-next-fest-guide-dates-rules-and-a-demo-that-works-44km"&gt;general Next Fest guide&lt;/a&gt; and &lt;a href="https://aplusgamesstudio.com/pc-game-development" rel="noopener noreferrer"&gt;PC game development&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Sources:&lt;/strong&gt; &lt;a href="https://partner.steamgames.com/doc/marketing/upcoming_events/nextfest/feb_2027" rel="noopener noreferrer"&gt;Steamworks: Steam Next Fest February 2027&lt;/a&gt; · &lt;a href="https://partner.steamgames.com/doc/marketing/upcoming_events/nextfest" rel="noopener noreferrer"&gt;Steamworks: Steam Next Fest overview&lt;/a&gt; · &lt;a href="https://www.pcgamer.com/games/steam-reveals-all-the-sale-dates-and-themed-events-for-the-first-half-of-2027/" rel="noopener noreferrer"&gt;PC Gamer: Steam events for the first half of 2027&lt;/a&gt;. Checked October 27, 2026.&lt;/p&gt;

&lt;p&gt;Related: &lt;a href="https://aplusgamesstudio.com/pc-game-development" rel="noopener noreferrer"&gt;PC game development&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/game-co-development" rel="noopener noreferrer"&gt;Co-development&lt;/a&gt; · &lt;a href="https://aplusgamesstudio.com/offer" rel="noopener noreferrer"&gt;Get a quote&lt;/a&gt;&lt;/p&gt;




&lt;p&gt;&lt;em&gt;Originally published on &lt;a href="https://aplusgamesstudio.com/blog/steam-next-fest-february-2027" rel="noopener noreferrer"&gt;A Plus Games Studio&lt;/a&gt;, a game, AR and VR development studio in Sacramento, CA.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>steam</category>
      <category>indiedev</category>
      <category>marketing</category>
    </item>
  </channel>
</rss>
