Pre-Release and Publication Services for Games

Our video game development company runs independent projects, jointly creates games with the client and provides additional operational services. Expertise of our team allows us to cover all gaming platforms and develop an amazing product that matches the customer’s vision and players preferences.

From immersive apps to game worlds and 3D scenes

Our dedicated team for VR/AR/MR development, Unity production and 3D modeling & animation — with its own case studies and capability decks.

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Frequently Asked Questions

Our competencies

What are the stages of Game Development?

Latest works

  • image_games_mortal_motors_495_0.webp
    Game development for Mortal Motors
    1381
  • image_games_a_turnbased_strategy_game_set_in_a_fantasy_setting_with_fire_and_sword_603_0.webp
    A turn-based strategy game set in a fantasy setting, With Fire and Sword
    922
  • image_games_second_team_604_0.webp
    Game development for the company Second term
    541
  • image_games_phoenix_ii_606_0.webp
    3D animation - teaser for the game Phoenix 2.
    585

Manual pre-release preparation as a source of delays

We automate the entire pre-release pipeline for mobile and XR games. A studio is about to release a game — a week before the date, the manager remembers they need to build an AAB, sign it, and upload to Google Play. The build engineer manually starts the build, waits an hour, forgets to enable IL2CPP, the build crashes on Android 12. Rebuilding takes another hour. Simultaneously, the icon needs to be redesigned to meet new Google requirements. As a result, the release is delayed by three days. Experience shows: manual pre-release preparation is the primary source of delays and bugs that do not manifest on the developer's machine.

How to set up CI/CD for mobile game builds?

Pipeline tools

GameCI — open-source Docker images for Unity builds, running on GitHub Actions, GitLab CI, or any other CI provider. Key components: unity-builder (builds for the target platform), unity-test-runner (runs Unity Test Framework before build), unity-return-license (returns the license — critical for Pro). Unity Cloud Build is simpler but less flexible and expensive for frequent builds. Fastlane is the standard for final steps: signing, uploading to stores, metadata.

Typical pipeline

jobs:
  test:
    name: Run Unity Tests
    uses: game-ci/unity-test-runner@v4
    with:
      unityVersion: 2022.3.20f1
      testMode: playmode

  build-android:
    name: Build Android
    needs: test
    uses: game-ci/unity-builder@v4
    with:
      targetPlatform: Android
      androidKeystoreBase64: ${{ secrets.ANDROID_KEYSTORE_BASE64 }}
      androidKeystorePass: ${{ secrets.KEYSTORE_PASSWORD }}
      androidKeyaliasPass: ${{ secrets.KEY_PASSWORD }}

  upload-to-play:
    name: Upload to Google Play (Internal Track)
    needs: build-android
    uses: r0adkll/upload-google-play@v1
    with:
      serviceAccountJsonPlainText: ${{ secrets.SERVICE_ACCOUNT_JSON }}
      packageName: com.yourcompany.yourgame
      releaseFiles: build/Android/*.aab
      track: internal

Secrets, not variables — all keys in CI secrets. AAB instead of APK has been mandatory for several years. Tracks: internal → closed → open → production. Promotion — manual or Fastlane supply promote.

iOS specifics

Unity builds an Xcode project, then xcodebuild. Need Distribution Certificate and Provisioning Profile (App Store). Fastlane Match solves the problem of certificate synchronization within the team:

lane :build_ios do
  match(type: “appstore”, readonly: true)
  build_app(workspace: “Unity-iPhone.xcworkspace”,
            scheme: “Unity-iPhone”,
            export_method: “app-store”)
  upload_to_testflight
end

App Store Connect API Key replaces login/password, does not break with 2FA.

Step-by-step pipeline setup

  1. Audit Unity PlayerSettings (Graphics APIs, Scripting Backend, stripping).
  2. Create CI configuration with GameCI — define test, build, and deploy jobs.
  3. Integrate Fastlane for code signing and store uploads.
  4. Store all secrets (keystore, certificates, API keys) in encrypted CI variables.
  5. Run a test release on internal track, verify end‑to‑end.

Each step includes validation: build must pass on a clean runner, not just a local machine.

Why does App Store reject about a third of first submissions?

Apple rejects 30–40% of first submissions from new studios. Common reasons:

Category Typical problem
Metadata Screenshots with third‑party brands, description mentioning other platforms
Technical Crash on iPad, lack of IPv6 (Apple requirement still valid)
Policies Sign in with Apple not implemented when using third‑party providers; no link to Privacy Policy

Practice: before submission, go through the App Store Review Guidelines from start to finish — 2–3 hours, saving 2–3 weeks of resubmission loops.

Google Play is more lenient: typical reasons — outdated targetSdkVersion, excessive permissions, incorrect Data Safety Form.

Detailed breakdown of common rejections we solve
  • iPad crash: missing universal storyboard or 2x assets — we add device‑specific assets during build.
  • Missing IPv6: we verify network code works on IPv6‑only networks.
  • Third‑party screenshots: we generate store assets that only contain your IP.
  • Privacy Policy link not found: we ensure the link is active and matches the app bundle ID.

Deliverables of pre-release preparation

We deliver the following for your game release:

  • CI/CD pipeline configured (GameCI + Fastlane, Unity Cloud Build — turnkey)
  • Metadata and marketing assets (screenshots, icons, feature graphics)
  • Store submission guidance with documentation of all accesses and credentials
  • 72‑hour post‑release monitoring (Crashlytics, ANR rate, user reviews)
  • Pipeline documentation and team training session (hands‑on)
  • Age rating configuration (IARC, ESRB, PEGI, CERO) and localization of store metadata

Pipeline automation replaces the manual work of an entire department. For example, setting up Continuous Integration via GameCI and Fastlane reduces pre‑release preparation time threefold — from 8 working hours to 2.5.

Our pre-release workflow: from audit to store submission

Phase What we do
Audit Analyze current build process, check PlayerSettings, identify bottlenecks
Pipeline setup Implement CI with GameCI + Fastlane, integrate secrets, configure tracks
Metadata creation Generate store screenshots, icons, video previews according to platform specs
Store submission Submit to Apple / Google / Steam, accompany until approval
Monitoring Track crash rate and ANR for first 72 hours, hotfix if needed

Impact of pipeline automation on timelines and budget

Manual game release incurs significant engineering and testing costs. CI/CD automation pays for itself within the first two months, reducing release costs by 40–60%.

Stage Manual Automated (our approach)
Building AAB 1 hr (risk of error) 20 min (reproducible)
Testing on 20 devices 2–3 hr (manual run) 20 min (parallel tests)
Upload to Google Play + metadata 1–1.5 hr 5 min (Fastlane)
Total per release 4–5.5 hr 45 min

Result: we reduce the commit‑to‑publish cycle by 6–8 times. For projects with frequent hotfixes, this is the difference between a week‑long user wait and a one‑day fix. We guarantee the pipeline works reliably after setup. Our engineers hold Unity Certified Professional credentials.

Typical savings: $2,500–$5,000 per month on engineering time eliminated by automation — $30,000–$60,000 annually on a mid‑size project.

Post‑release: monitoring and updates

Crash rate < 1% (Firebase Crashlytics), ANR rate < 0.47% (Play Console) — otherwise visibility restrictions. Phased rollout is mandatory: first 10%, then 50%, then 100% of users.

Our track record: 30+ mobile game releases, 5+ years on the market. CI/CD automation pays for itself within the first two months, reducing release costs by 40–60%.

Timeline

Setup takes from 2 days (simple mobile game with existing Unity project) to 2 weeks (complex multi‑platform project with custom CI runners). We calculate exact hours during a free pipeline audit.

Contact our engineers for a free pipeline audit and a timeline estimate. Submit a request — we will analyze your pipeline and offer a solution within 2 days. Get a consultation from an engineer who has shipped 30+ titles.