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2025 Mobile · Public release Solo engineer

SPLIT - shipping a hyper-casual title to Google Play

SPLIT is a hyper-casual mobile title I shipped on Google Play (play.google.com). Different shape of work from Nova: solo launch instead of platform, ad-monetized instead of real-money wallet, public store instead of internal distribution. The interesting parts of a public release aren't the gameplay code - they're the SDK integrations, the build pipeline, and the bugs you only meet after the first installs.

SPLIT gameplay - a ball dodging a spinning sawblade with a score display and the tagline Dodging the Danger, Mastering the Void
SPLIT - dodging the danger, mastering the void
Platform
Android · Google Play
Engine
Unity URP · 2D
Ship date
Dec 15, 2025
Downloads
50+ installs

The stack

Hyper-casual lives or dies on time-to-ship and time-to-iterate, so the stack is opinionated:

The release pipeline

Public app stores aren't just "upload an APK." The pipeline that worked:

  1. Internal testing track first - signed AAB, ten-person tester list, real Play Store install path so the IAP and Play Games sign-in flow can be exercised against production endpoints.
  2. Closed testing for a wider invite list and the first staged-rollout shape - this is where ad mediation gets its first real fill data, and where the FB SDK starts attributing.
  3. Open testing when the crash-free session rate is acceptable and the Play Console pre-launch reports come back clean across the device matrix.
  4. Production with staged rollout (5% → 20% → 50% → 100%), watching crash and ANR rates between each step. Halt and roll back if anything moves.

The most useful tool in that loop wasn't anything Unity-specific - it was the Play Console's pre-launch reports, which run your AAB on a fleet of real devices and surface ANRs and crashes you'd otherwise only see post-launch.

The integrations that fight you

Each SDK is well-documented in isolation; they're documented as if they were the only SDK in your project. They aren't. The real integration work is reconciling them:

Live ops

Once it's public, the engineering job changes. Crash and ANR rates are watched daily for the first two weeks; the worst classes of bug are the ones that only happen on specific OEM device skins (Samsung One UI, Xiaomi MIUI) that the Play Console pre-launch fleet doesn't cover.

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