Guide for Submitting
Contents
Purpose of This Guide
This guide is designed to simplify the preparation of materials for submitting your game for funding consideration. It outlines the required elements for your pitch deck, the basic financial model, and additional information about the project and team.
Follow these recommendations to make your application clear, structured, and easy for the investor and producer teams to review quickly.
1. Suitable Game Genres
Requirements: Deep and layered meta-progression, visual clarity, long-term growth systems, strong D1/D7 retention, and hybrid monetization (IAP + ads).
Sub-genres:
- Idle Tycoon Sims (e.g., factory/lumber/goblin-based economies)
- Idle RPGs (automated combat, character/gear upgrades, offline rewards)
- Incremental Clickers / Merge-Idles (tap-based core or light merge fused with growth systems)
Requirements: Base construction, survival theme, resource management, visual progression, long-term goals, and IAP monetization.
Sub-genres:
- Apocalyptic idle-style sims (apocalypse setting, idle-like loops)
- Idle survival builders (auto-resource generation, upgrade paths)
- Disaster/base managers (light military or monster defense with meta)
Requirements: Persistent progression (castle/base upgrades, hero systems), wave defense, PvE/PvP modes.
Sub-genres:
- Castle Defense (e.g., daytime building / night-defense loops)
- Idle Tower Defense + RPG Layers (campaigns, upgradable units, hero systems)
- Hero-Based TD with PvP/Gacha Meta (a competitive twist on classic TD with monetization)
Requirements: Simple core gameplay + deep meta, scalable content, ad + IAP monetization, low production cost, and good retention.
Sub-genres:
- Casual core + builder/upgrades (e.g., Idle Outpost-like)
- Puzzle + RPG/meta systems
- Mash-ups with clear meta loop (e.g., solitaire + builder)
Requirements: Light RPG combat systems, character collection, progression loops, auto-battle or simplified input, casual UX.
Sub-genres:
- Idle RPGs (AFK progression, gear, offline rewards)
- Hero Collectors (simplified turn-based or auto-battlers with scalable monetization)
- Hybrid RPGs (RPG loop inside casual gameplay like roguelikes or dungeon crawlers)
Requirements: Fresh mechanics or genre mash-ups, meaningful meta (progression, collection), and monetization through IAP systems.
Sub-genres:
- Puzzle + RPG (combat resolved via puzzle mechanics)
- Solitaire + Puzzle / Puzzle Mash-ups (hybrid of logic games with a collectible or upgrade loop)
- Physics / 3D Object Matching with Meta (when tied to unlockables, builder mechanics, or resource economies)
Requirements: Well-planned hybrid monetization, long-term LiveOps support, strong retention loops, and either a fresh meta layer or an innovative core mechanic.
Sub-genres:
- Farm / City-Sim with a Twist (fresh mechanics or new perspective on classic sim formats)
- Hybrid Simulation Concepts (e.g., sim + idle, sim + survival)
Requirements: Innovative genre mashups that simplify midcore mechanics (strategy, conquest, RPG, time-management) into casual frameworks with high monetization potential.
Sub-genres:
- Idle 4X / Light Conquest (simplified world map, base-building, PvE or non-aggressive PvP)
- Hybrid RPGs with PvE/PvP Meta (light guild mechanics, events, asynchronous competition)
- Time-Management with Innovation (non-cooking themes, dynamic progression, or layered mechanics like puzzles, building, or team upgrades)
What AppQuantum Tends to Avoid
Match-3 Puzzle Games — Oversaturated and dominated by large publishers; only considered if deeply innovative.
Pure Hyper-Casual — Short lifespan, low LTV, misaligned with hybrid monetization goals.
Merge-2/3 (Standard) — Market fatigue; only valuable if paired with fresh gameplay or high-performing meta.
Classic Sim Games — Straightforward city/farm/building sims without monetization depth or unique mechanics.
Zombie Themes (as a core theme) — High CPI, poor UA results; acceptable only if integrated creatively into another genre.
Hardcore Midcore Projects — Deep PvP/MMO systems, complex controls, or long-session designs not fitting casual-first strategy.
2. High-Level GDD
This section helps assess your project’s concept, scope, and potential. The information should be clearly structured and highlight the key aspects of the game.
- Game title and genre
- Brief description (1–3 sentences)
- Development stage (concept, prototype, alpha, soft launch)
- Target audience (age, geography, interests)
- Will it be ported to PC? (Mobile-first or multi-platform?)
- Core gameplay loop
- Key mechanics and features
- Progression (rewards, player growth, meta)
- Memorable gameplay moments (emotions, wow factors)
- Social features (PvP, co-op, chat, etc.)
- Monetization model: IAP, IAA, subscriptions, hybrid
- Forecasted IAP vs. IAA share
- Brief on the in-game economy (balance, no P2W)
- Links to builds (Google Play, App Store, APK)
- Gameplay video or presentation
- Visual style and references
- Game engine
- Multiplayer/network tech (if applicable)
- Initial market analysis and list of key competitors
- Key Unique Selling Points (USPs)
3. Financial Model
This section is required to assess the project’s financial stability, payback period, and expense transparency. It is critical for investment decision-making.
Three years of PnL data would be ideal, but shorter periods are perfectly fine if that’s what’s available.
- Use USD ($)
- If something is missing, leave it blank or as 0 (don’t delete rows)
- Feel free to add formulas or comments
- Ensure all totals add up correctly
- iOS purchases / Android purchases — IAP revenue by platform
→ Estimate: installs × ARPU - iOS ads / Android ads — ad revenue (rewarded/interstitial)
→ Estimate: eCPM × impressions or revenue per active user - Game Licensing / Development Contract / Tax Credits — additional income (if any)
- App Store / Google Play — platform fees (typically 30%)
- Other — payment gateways, etc. (if applicable)
Gross Revenue – Store Fees
- Team salaries (dev, art, production, etc.)
- Marketing (UA, creatives, ASO)
- Contractors/freelancers/outsourcing
- Infrastructure (servers, licenses, SDK)
- Other expenses (legal, accounting, support)
- Expected payback period
- Forecasted profit/loss in year 1
- Monthly net profit/loss (EBITDA or Net Result)
- Cumulative result to track breakeven
4. Team & Roadmap
- Brief overview of the current team status
- The team’s previous projects
Key team members:
- Role
- Experience
- Notable projects
- Location
- LinkedIn profile
Other team members:
- Role
- Experience
- Location
External contractors & partners:
- Outsourcing partners / third-party collaborators (if applicable)
Legal structure and equity distribution:
- Company registered address
- Current ownership structure:
- [Founder 1] — …%
- [Founder 2] — …%
- [Key employees / ESOP] — …%
- [Partner companies / Investors] — …%
- Equity Sale (if applicable):
- Equity stake that may be offered to investors — …%
- Possible terms (e.g., minority stake, controlling stake, option)
- Development stages from now to release
- Milestones and deadlines (alpha, soft launch, global)
- LiveOps and update plans
- Feedback tools
- Required investment per stage
Preparation Tips
Be concise and clear. Focus on the areas most important for your project. The clearer your application, the faster we can assess it.
This document is meant to standardize and speed up mobile game funding selection. If you have questions, feel free to contact our team.