Retention drops when players hit a progress wall in the second week. The culprit is a flawed progression curve: numbers grow unbounded, generators become useless. We fix this with math at the design stage. We build idle/clicker games from scratch—from prototype to app store publishing. With over 5 years of experience and more than 8 successful launches, we know that properly tuned progression and offline mechanics deliver retention above 40% on day 30. Smart idle game monetization boosts LTV by 25%, balancing ads and IAP. Average ARPU for idle games is $0.8–$1.5, and ad ROI can reach 400%. Our NPS score of 72 reflects client satisfaction. We guarantee high-quality code and store approval.
Problems We Solve
The main technical challenges in idle games: infinite numbers, offline progress, and user retention. Let's break them down.
Big Numbers in Idle Games
Idle games use numbers that don't fit into double. After 10 hours of play, a player might have 1.23e+150 coins. double provides only 15–17 significant digits, so adding small amounts is ignored—players stop seeing gains from weak generators. The solution: a custom BigDecimal or the BreakInfinity.cs library (built specifically for idle games, runs in Unity, 10x faster than standard BigInteger). Number formatting: 1.23e+12 becomes "1.23T" or "1.23 trillion"—we write a custom formatter with a suffix dictionary. In idle game development, understanding asymptotic growth and logarithmic progression is key to balancing late-game content.
| Approach | Precision | Speed | Applicability |
|---|---|---|---|
double |
15–17 digits | High | Not suitable for idle |
BigInteger |
Arbitrary | Low (10x slower) | Only for whole numbers |
| BreakInfinity | ~300 digits | High | Ideal for idle |
For server-side storage, we use strings to avoid precision loss during serialization. Time-based velocity multipliers further smooth out exponential decay curves.
Implementing Offline Progress
The standard approach: calculate offline earnings when the player returns. Key nuance: cap the offline period (e.g., 8 hours max), otherwise a player could accumulate 30 days and instantly finish all content. A premium offer to "increase offline limit to 16 hours" is a popular IAP in the genre.
Save data: current resources + last close timestamp + balance version. On load: offlineSeconds = min(now - lastClose, maxOfflineSeconds), then earned = productionPerSecond * offlineSeconds. Production per second is cached and recalculated only on upgrade purchase, not every tick.
Implementation steps:
- Record timestamp and resources on close.
- On load, compute absence time.
- Cap the maximum (e.g., 8 hours).
- Award resources and add a return bonus.
For prototypes we use PlayerPrefs; for production—JSON with integrity check (CRC32). This approach is essential for any offline progress game.
Why Push Notifications Boost Retention?
FCM scheduled notifications: "Your generators are full—collect your resources!" On Android—AlarmManager via Unity plugin for precise timers. On iOS—UNNotificationRequest. Don't send a notification earlier than 2 hours after closing—it becomes annoying.
We set up personalized scenarios: if the player hasn't visited for 6 hours, send a reminder with a bonus. If 24 hours—offer a welcome-back gift. This lifts DAU by 15–20%. Push notifications idle games benefit significantly from such strategies.
Choosing Between Ads and IAP
Balance depends on the audience. For casual games, rewarded video works—players watch ads for bonuses. For hardcore games, IAP for progression speed. We test both and pick the best by conversion.
Deliverables
- API documentation and data schemas
- Source code with comments
- Access to services (Firebase, App Store Connect)
- Client team training (2 hours)
- 30 days post-release support
- Code review and unit tests
Budget savings: our development approach saves up to 30% on revisions. Development of a basic idle game starts at $5,000, while a full-featured project with prestige and seasonal events ranges from $15,000 to $30,000. This pricing reflects our deep expertise in idle progression balance.
Stages of Idle/Clicker Game Development
- Architecture: balance design, progression curve calculation, stack selection (Unity, Firebase/Supabase).
- Prototype: MVP with 3–5 upgrades, basic offline calculation, and test ads.
- Final build: full feature set (tech tree, prestige system, achievements), IAP integration via StoreKit 2 and Google Play Billing 6, analytics (Firebase Analytics, Amplitude).
- Publishing: metadata preparation, screenshots, passing App Store and Google Play reviews.
- Support: 30 days post-release—bug fixes, server monitoring.
How We Ensure Quality?
Each stage includes code review and unit tests. We use Continuous Integration (GitHub Actions) for automated builds and regression checks. Before publishing, we run load tests on the server side (up to 10k concurrent users). Our games pass store moderation on the first attempt 95% of the time.
| Method | Retention (D30) | DAU |
|---|---|---|
| Basic offline mechanics | 30% | 5k |
| + Push notifications | 40% | 7.5k |
| + Prestige | 45% | 9k |
Timelines: basic idle/clicker—6–10 weeks. With extended content—3–4 months. Cost is calculated individually. Order a turnkey idle/clicker game—get a consultation and prototype demo. Contact us to discuss your project.
Our Unity idle development team ensures each project is optimized for performance and monetization.







