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Practical insights on hypercasual game development, source code monetization, and building a successful mobile game publishing business.
"50 levels included" means nothing if level 51 is your problem. Here is what a real level editor inside Unity looks like, what a fake one looks like, and a five-minute test you can run on any template before you buy.
Envato cut every CodeCanyon author to 50% in July 2026 and SellMyApp closed. Here is where Unity game templates and editor tools can be sold now, and what each marketplace actually pays.
Generative AI inside the Unity editor is now a normal part of prototyping. Here is what text-to-3D, text-to-animation, text-to-skybox and text-to-sound tools actually produce, what they are good for, and what to check before you buy one.
Multi-game bundles, engines with level editors, and single templates all get sold as "hypercasual game packs". They are built for different plans. Here is how to tell which one you need before you pay.
Most bad template purchases are avoidable with fifteen minutes of checking. Here is what to verify before you buy, in the order that saves the most wasted time.
Which networks matter, why mediation is the decision that actually counts, and how to place rewarded and interstitial ads without destroying retention.
Reskinning is more than swapping sprites. A practical order of operations, from first clean build through to store submission, and the mistakes that get apps rejected.
Buying source code does not usually mean buying the copyright. Here is what changes hands, how licence tiers differ, and the third-party asset problem that catches both sides.
Templates look cheap and building looks expensive, but the real comparison is time-to-test. Here is where each option genuinely wins, and the costs both sides tend to hide.
Sitting on finished Unity games that never launched? Here is how to judge whether a project is sellable, what you must remove before you list it, and how to package it so buyers can actually build it.
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