Playstrict
Playstrict · Coding · Marketing
Playstrict is a mobile game growth platform for indie studios and publishers. It scores builds in Game Checker, plans soft launches, and runs user acquisition campaigns.

About Playstrict
What Is Playstrict
Playstrict is a web platform that helps mobile game teams work out when a game is ready for market, then pay to get players. It bundles three jobs that usually sit in separate tools: a readiness test, a launch calendar, and a campaign manager with an affiliate network behind it.
The core audience is small teams. A studio with a playable build and no marketing staff can upload the game, get a scored report, and buy installs without hiring an agency. Larger publishers use the same dashboard for the same reason: one place to plan spend across markets.
Limits exist. Campaigns run in 16 countries, so a launch plan built around markets outside that list needs a conversation with the team first. The platform also sells media, which means the scoring tool and the paid promotion come from the same company. Keep that in mind when you read a score.
Getting Started
- Create an account at gamedev.playstrict.com and add your studio details.
- Upload a build to your marketplace listing so there's something to test and promote.
- Run Game Checker, then read the score and the recommendations for retention and monetization.
- Pick a campaign type in Campaign Manager, set your budget and countries, and choose a settlement model.
- Launch the campaign and follow installs, retention, and revenue in the reports.
Product Information
A quick look at Playstrict's pricing, supported platforms, and performance.
Best for
The users, tasks, and scenarios where this tool fits best.
Users
- Indie studios with a single game in development
- Small publishers running a few titles at once
- Producers who own the launch plan
Tasks
- Checking whether a build is worth a soft launch
- Planning a game soft launch in stages
- Buying installs without an agency
- Building a pre-save audience before a global release
Scenarios
- A prototype that plays well in the office but hasn't met real players
- A game sitting at low day-one retention
- A global launch date eight weeks out
Key features
Game Checker
Game Checker is the entry point. You upload a build, answer a short set of questions, and get a readiness score with feedback on what to fix before release. It also compares your game against competitors in the same genre, which is the part most small teams can't do on their own. The score is a sales argument as much as a diagnostic, so read the notes, not only the number.
Marketing Recommendations and Live Ops Calendar
Once a game is in the system, the platform suggests growth tactics and builds a Live Ops calendar with milestones for the coming weeks. You get a dated plan for events, updates, and campaign pushes instead of a list of generic tips. Studios without a marketing hire use this as the skeleton of their launch schedule.
Campaign Manager
Campaign Manager is where mobile game user acquisition actually happens. You choose one of three campaign types, set the budget, pick countries, and select a settlement model. The three types map to different moments: Pre-Save before release, Soft Launch for the test phase, and Boost Game after launch. Everything runs from the same dashboard, so you can compare results across campaign types.
Marketplace and Self-Publishing
Playstrict runs a marketplace where developers publish their own games and pick up a second distribution channel. That matters for indie game publishing, where a store slot is often the hardest part of the plan. You keep control of the listing and the revenue share terms are shown in the plan you pick.
Affiliate Network
Behind the campaigns sits an advertising network that currently covers 16 countries. The network is the reason campaigns can start quickly: there's no need to source traffic partners yourself. If your target market isn't on the list, the team asks you to say so, and they work on adding coverage.
Reports and Revenue Share
The paid plans add reports on installs, retention, and revenue, plus a finances view for revenue share. That closes the loop between what you spent and what the game earned, which is the number a publisher will ask about first.
Pros and cons
Pros
- The readiness score gives you a clear go or no-go point before media spend starts.
- Three campaign types cover pre-release, soft launch, and post-launch, so you don't switch tools mid-plan.
- Budget and country selection stay in your hands, which makes a small first test possible.
- Self-publishing through the marketplace adds a distribution channel without signing a publisher deal.
- The free tier includes Game Checker and campaign setup, so the first market read costs nothing.
Cons
- Pricing for the paid plans isn't published, so budgeting starts with a sales call instead of a page.
- Campaigns stop at 16 countries, which leaves out studios targeting smaller or unusual markets.
- The same company sells the score and the media, so treat the recommendations as a sales input as well as a diagnostic.
- There's no documented public API, so install and revenue data has to be moved by hand if you want it inside your own tools.
Frequently asked questions
It's a mobile game marketing platform for studios that need to validate a build and then buy players. The work splits into a readiness check, a launch plan, and paid campaigns, all inside one dashboard.
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