boot_sequence.sh
tty1 // --.--.----
// PROJECT: DIGITAL GROWTH PROTOCOL

Build games. Not monetization spreadsheets.

A managed user acquisition and ad monetization platform built for solo and indie developers who would rather ship their next game than tune ad placements. Save your bandwidth for designing your game. We handle the rest.

SCROLL // ▼

You started this to build games.
So why are you tuning ad placements?

All indie devs say the same thing: monetization management costs valuable time they could be using to make their game better. Instead, focus on what you're good at, and let us handle the dollars and cents.

issues_detected.log
INDIE_DEVS // BULLSEYE
[00:00:01]ERRORbandwidth_overflow at /dev/monetization. game_dev_time = depleted. [00:00:04]WARNad_relevance below threshold. player_trust degrading. [00:00:09]ERRORno meaningful insights returned. cannot optimize blind. [00:00:12]WARNmediation platform prioritizing yield over retention. [00:00:17]ERRORrevenue_production = LOW. cannot reinvest in roadmap. [00:00:21]WARNforced compromise: game_quality vs ad_placement.
>_ resolution: stop trial-and-error. delegate the parts that bleed time.

Three steps, one outcome,
more bandwidth back to you.

Each protocol takes a chunk of work off your plate. Run one or run all three. You only pay when revenue clears, so there is nothing to buy upfront.

// PROTOCOL_01

Ad placements that respect the player.

Current SDKs treat players like data points. We flip it. A relevance and timing layer sits between your game and the ad network, so rewarded placements feel earned, interstitials hit at natural breaks, and ad content is designed to integrate more naturally into your UI. Revenue goes up. Retention goes up too.

  • Game aware placement logic, not generic mediation rules
  • Timing tuned to natural session breaks, not arbitrary intervals
  • Relevance signals so the ad in front of the player makes sense
placement_audit.exec
SAMPLE
target_game: casual_puzzle_v1
audit_window: 14d
RELEVANCE
62
TIMING
78
YIELD
84
RETENTION
91
status: all signals green
// PROTOCOL_02

Guided setup. Managed forever.

You do not need to read another monetization blog post. We audit what you have, tell you what to keep, fix what is not working, and optimize as you grow. Built by operators who have run monetization at scale.

  • Initial audit and game value benchmark against the competitive set
  • Guided setup, no guesswork on what to plug in where
  • Ongoing optimization, not a one time project
  • A/B tests and experiments handled, you see the result
setup_wizard.run
04 STEPS
  1. CONNECT Link your game and current ad partners.
  2. AUDIT We benchmark your game value and current placements.
  3. DEPLOY Recommended setup goes live, no code work on your end.
  4. OPTIMIZE Continuous tuning. You get the report. We do the work.
// PROTOCOL_03

Players, on us.
We only earn when you do.

The hardest part of releasing an indie game is getting it in front of players. We run user acquisition on our budget, not yours. No upfront spend, no campaign management on your side, no minimum commit — we only earn when you do.

  • Performance based. You only pay when revenue clears
  • No campaign management on your side, no media plan to build
  • Quality users tuned to your game type, not vanity installs
  • Transparent reporting so you see what is working
revenue_curve.live
PROJECTED // SAMPLE
upfront_cost: $0.00
model: rev_share
minimum_commit: none
trajectory: up and to the right

Stand out from the crowd.

Millions of indie devs are shipping. Only a fraction reach players at scale. The math on what gets you above the noise is not a secret. It is a job. We do it.

0
Indie games
launched daily
0
Indie games
never break even
0
Mobile revenue
from ads
0
Upfront cost
to you

What solo and indie devs are saying.

We keep hearing the same thing from solo and small studios — monetization eats weeks they meant to spend on the game. They want help they can plug in and forget. Here's what they're telling us.

“User acquisition is definitely one of the hardest and most expensive parts of running games today.”
SMALL STUDIO // CASUAL
“I’d like something that is way more integrated and knowledgeable about my specifics.”
SOLO DEV // MOBILE
“For a new developer, monetization is probably the biggest pain point.”
SMALL INDIE // FREEMIUM
register_developer.sh
EARLY ACCESS // LIMITED
FIRST 100 DEVELOPERS

Get a free consultation.
Be the first to run the protocol.

We are taking the first 100 indie developers through a one on one consultation: an audit of your current setup, a benchmark on game value, and a custom recommendation. Free. Start with your email — we'll ask a few quick questions, then book your consult.

$_
// QUESTION 02 / 05

How many games have you launched?

// QUESTION 03 / 05

How many people are on your team?

// QUESTION 04 / 05

What's your highest concurrent daily player count?

// QUESTION 05 / 05

What's your current monetization strategy?

$_
> SUCCESS. consultation_queued.
> we will reach out within 48 hours to book your free consultation.
// no spam. no resale. you can unsubscribe in one click.
SLOTS
51/100
access_protocol.sh
Request Access
● LIVE SESSION: -- UPTIME: 00:00:00
v0.1.0_validation tty1