~/talk

10 million players, weekly updates – A player-centric, fast and agile approach

links:none on file
slides:none on file

Company hits ~50 million downloads, ~9 million monthly active users and about $10M revenue last year while shipping roughly one-week sprints and ~40 live updates since launch. Development starts minimal — no IAP, no localization, no social — to validate core gameplay, measured by day-1 retention 70–75%. Releases roll out progressively on Android with Crashlytics monitoring then iOS, QA tests during development, and weekly aggregation of player reports. Monetization ends up roughly 50–55% ad revenue after iterating on player feedback.

AI-written summary · about

  1. 0:00Fluffy Furry Games intro
  2. 1:52Startup to 40 updates
  3. 2:54Lean dev and games as service
  4. 4:21Core gameplay priority
  5. 6:50Weekly update sprints
  6. 8:59Critical path acceleration
  7. 10:06Single piece workflow
  8. 11:33Player feedback & community
  9. 13:19Aggregating player feedback
  10. 14:08Development approach summary
  11. 15:14Q&A: ads vs IAP revenue
~/search
type to search 6,249 conferences, 138,987 speakers and 185,172 talks
~/help
cmdctrl k
search every conference, speaker and series
/
focus the filter search
h
home
c
conferences
s
speakers
e
series
t
light / dark — the status bar button does the same
?
this help
esc
close this, then clear every filter — or just the search, while you are typing in it

Ignored while you are typing. Pages without a filter rail have no search to focus.