Game Support & Live Ops Services

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.
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    Game development for Mortal Motors
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    A turn-based strategy game set in a fantasy setting, With Fire and Sword
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    Game development for the company Second term
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    3D animation - teaser for the game Phoenix 2.
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Post-Release Game Support and Development

Launch is not the finish line. For most projects, this is where the real work begins: live players discover bugs that QA never reproduced, retention metrics reveal drop-offs on specific screens, and the audience expects new content. Without a structured support system, projects start degrading within weeks of release.

What Post-Release Support Includes

  • Bug fixes and patches — rapid resolution of critical defects, building and publishing hotfixes to App Store / Google Play / Steam
  • Content updates — new levels, characters, events, balance adjustments
  • Technical updates — migrations to new Unity/Unreal versions, SDK updates (Firebase, Adjust, AppsFlyer), compliance with platform requirements
  • Onboarding improvements — refining tutorials based on analytics data
  • Retention mechanics — daily rewards, push notifications, seasonal events

Live Ops Pipeline and Remote Config

The most interesting aspect of post-release support is not patches—it's live ops: the ability to change game behavior without redeploying. A properly architected pipeline lets you adjust balance, activate an event, or test a new monetization mechanic in 15 minutes, without touching the build.

Remote Config Architecture

The typical flow looks like this:

Dashboard / CMS
      ↓
Remote Config Provider (Firebase / PlayFab)
      ↓
Game Client (fetch on session start + periodic polling)
      ↓
Local Cache (fallback when offline)

Firebase Remote Config — the most common solution for mobile games. Keys are stored in the console; the client fetches them at session start via RemoteConfig.FetchAndActivateAsync(). Important: Firebase caches values for 12 hours by default. In production, you must explicitly configure minimumFetchInterval—otherwise config changes won't reach users on time. For live events, use minimumFetchInterval = 0 with client-side throttling.

PlayFab offers more game-specific capabilities: Title Data, Player Data, CloudScript. It's ideal for server-side purchase validation, player progression storage, and A/B testing. If your game has server components (PvP, leaderboards, inventory), PlayFab often has better cost-benefit than Firebase across all features.

Typical Remote Config Key Structure

Key Type Example Value
event_halloween_active bool true
event_halloween_end_ts long 1730332800
iap_sale_multiplier float 2.0
tutorial_skip_enabled bool false
daily_reward_sequence JSON [10, 20, 50, 100, 200]
ads_interstitial_cooldown_sec int 120

Store in Remote Config only values that genuinely change. Gameplay constants that haven't been touched in a year shouldn't be in Remote Config—they just clutter the schema.

A/B Testing via Remote Config

Firebase supports A/B testing natively through Firebase A/B Testing. You set up an experiment with different key values across groups; the platform distributes users and collects stats on target metrics (retention D1/D7, revenue, custom events).

Important: each user must always be in the same group. Firebase guarantees this through Installation ID binding. If the test involves monetization, additionally verify through Unity Analytics or Amplitude that purchase distribution between groups is random, not an artifact of segmentation.

Crash Reporting and Stability Monitoring

Without crash reporting, you learn about critical bugs from user reviews instead of a dashboard.

Firebase Crashlytics — the standard for mobile games. Integrated via Firebase SDK, it automatically captures unhandled C# exceptions and native crashes (including IL2CPP). Key metrics to monitor daily:

  • Crash-free users rate — should be above 99.5% for a stable project
  • ANR rate (Android Not Responding) — common when heavy operations run on the main thread
  • Top crashes by affected users — not by event count

Backtrace — for projects with native code or complex C++ components (Unreal, custom native plugins). Backtrace decodes native crash symbols better and is more convenient for teams with multiple native programmers.

For Unity projects, we also set up Unity Cloud Diagnostics — provides additional context for engine errors.

Analytics and Content Iteration

Unity Analytics (formerly Unity Gaming Services Analytics) tracks funnels and in-game events. For more complex scenarios, use a custom event pipeline to BigQuery or ClickHouse.

Minimum event set every supported game should have:

  • session_start / session_end (session duration)
  • level_start / level_complete / level_fail
  • tutorial_step_N
  • iap_purchase / ad_watched
  • feature_unlocked

This data shows where players drop off, which content isn't working, and where to invest in the next update.

Operational Process

For projects in active support, we follow a structured rhythm: weekly metric reports, two-week sprints for content updates, on-call engineer for critical bugs with 24-hour SLA. All changes go through a staging environment before production deployment—this applies to both Remote Config and code changes.