Collectible Card Battle Game
Mobile app
Collectible card game with PvP battles, ranked progression, card crafting, exploration, events and asynchronous multiplayer
Published on
September 20, 2026


$2,500
Asking Price
Main Metrics
$150
ARR
5
Customers
2026
Launched
$2,500
Asking Price
Already Sold
Main Metrics
$150
ARR
5
Customers
2026
Launched
Overview
<p><b>Startup description</b></p><p>My app is a mobile collectible card game for iOS and Android, launched in June 2026. Players collect cards, build decks and compete in asynchronous PvP battles or play offline against AI.</p><p>The game includes a ranked progression system, card crafting through the Forge, a Laboratory system, an exploration map where loot periodically spawns, themed encounters, a daily Altar event, cosmetic skins, random card packs, full-deck packs and purchasable in-game items.</p><p>The multiplayer architecture is built around Firebase. Players select their cards before matchmaking, enter a Firebase matchmaking queue, and both players receive and reproduce the same battle progression asynchronously. This removes the need for dedicated real-time game servers and keeps infrastructure requirements relatively low.</p><p>Since launch, the game has reached approximately 658 combined installs/units across Android and iOS. Google Play currently shows 521 total installs, while App Store Connect reports 137 units.</p><p><b>Key highlights:<b></b></b></p><ul>
<li>Launched: June 2026</li>
</ul>
<ul>
<li>Platforms: Android and iOS</li>
</ul>
<ul>
<li>Languages: English, Italian and Japanese</li>
</ul>
<ul>
<li>Approximate combined installs/units: 658</li>
</ul>
<ul>
<li>Google Play installs: 521</li>
</ul>
<ul>
<li>App Store units: 137</li>
</ul>
<ul>
<li>Google Play gross revenue recorded from July 1 to September 6: €41.93</li>
</ul>
<ul>
<li>App Store sales: $86</li>
</ul>
<ul>
<li>App Store proceeds: approximately $49</li>
</ul>
<ul>
<li>Android 28-day average DAU observed: approximately 9.75</li>
</ul>
<ul>
<li>Android active devices observed: approximately 108 average / 113 on the latest reported day</li>
</ul>
<ul>
<li>Monetization: in-app purchases</li>
</ul>
<ul>
<li>Backend: Firebase</li>
</ul>
<ul>
<li>Dedicated real-time game server: not required</li>
</ul>
<p>Because the game has only been live for a few months, long-term metrics such as annual revenue, LTV, CAC and churn are not yet statistically meaningful enough to present as mature business metrics.</p><p><b>Team</b></p><p>The app has been developed and managed as an independent project.</p><p>The work includes game design, implementation, balancing, UI, progression systems, monetization, Firebase integration, matchmaking logic, store publishing and live operations.</p><p><b>Tech Stack</b></p><ul>
<li>Unity for core game development</li>
</ul>
<ul>
<li>C# for gameplay systems and application logic</li>
</ul>
<ul>
<li>Firebase for player data, cloud saves, matchmaking queues, ranked data and asynchronous multiplayer synchronization</li>
</ul>
<ul>
<li>Google Play Console for Android distribution and monetization</li>
</ul>
<ul>
<li>App Store Connect for iOS distribution and monetization</li>
</ul>
<ul>
<li>In-app purchase systems for virtual currency and digital items</li>
</ul>
<p>The architecture does not rely on a dedicated authoritative multiplayer server, making the project relatively lightweight to operate and maintain.</p><p><b>Marketing and growth</b></p><p>The app has grown through mobile store exposure and paid user acquisition.</p><p>The project reached more than 650 combined installs/units across Android and iOS shortly after launch.</p><p>Marketing activity has been limited compared with the development effort, leaving room for a buyer with stronger user acquisition, community building and retention expertise to improve the commercial performance of the game.</p><p>The game has already demonstrated real monetization through in-app purchases across different price points.</p><p><b>Revenue and profit</b></p><p>The app monetizes through in-app purchases of virtual currency and digital game content.</p><p>Verified results currently include:</p><ul>
<li>Google Play: €41.93 gross revenue recorded between July 1 and September 6</li>
</ul>
<ul>
<li>App Store: $86 in sales and approximately $49 in proceeds</li>
</ul>
<ul>
<li>Multiple verified purchases across different price tiers, including purchases around €1.99, €3.99, €8.99 and €18.99</li>
</ul>
<p>The project is still very early in its commercial lifecycle, so ARR, churn, CAC and LTV should not yet be treated as mature or reliable long-term metrics.</p><p>Current revenue should therefore be considered early monetization validation rather than an established recurring revenue business.</p><p><b>Return on investment</b></p><p>The acquisition opportunity is based primarily on the value of obtaining a complete, published mobile game with all major systems already developed.</p><p>A buyer receives an existing product with card collection, deck building, asynchronous PvP, offline gameplay, ranked progression, crafting, exploration, recurring events, monetization and Firebase infrastructure already implemented.</p><p>Potential ROI can come from improving user retention, paid acquisition efficiency, store optimization, live events, monetization, community growth and future content releases.</p><p>Because the core product is already built, a buyer can focus mainly on growth, optimization and new content rather than starting development from zero.</p><p><b>Startup assets<b></b></b></p><ul>
<li>Complete Unity project and source code</li>
</ul>
<ul>
<li>Game systems and gameplay logic</li>
</ul>
<ul>
<li>Firebase backend configuration and database structure</li>
</ul>
<ul>
<li>Asynchronous PvP matchmaking system</li>
</ul>
<ul>
<li>Card collection and deck-building systems</li>
</ul>
<ul>
<li>Exploration map with loot spawning</li>
</ul>
<ul>
<li>Themed encounters</li>
</ul>
<ul>
<li>Daily Altar event</li>
</ul>
<ul>
<li>In-app shop and monetization systems</li>
</ul>
<ul>
<li>Random card packs</li>
</ul>
<ul>
<li>Full-deck packs</li>
</ul>
<ul>
<li>Existing player data and database, where transferable in compliance with applicable platform and privacy requirements</li>
</ul>
<p><b>Risks</b></p><p>The primary risk is low long-term retention. Despite reaching more than 650 installs/units, the game has not yet maintained a large and consistent daily player base.</p><p>This can be mitigated through improved onboarding, stronger early-game progression, recurring live content, retention-focused events, community building and more targeted user acquisition.</p><p>A second risk is the short revenue history, since the game was launched only recently.</p><p>On the positive side, the game has already demonstrated real player acquisition and real in-app purchases, while its Firebase-based architecture reduces the need for costly dedicated server infrastructure.</p><p><b>Summary</b></p><p>My app is a complete mobile collectible card game rather than an unfinished prototype.</p><p>The game is already published on Android and iOS, supports English, Italian and Japanese, has real users, verified purchases and a broad set of finished systems including asynchronous PvP, offline gameplay, ranked progression, crafting, exploration, themed encounters, daily events, cosmetics and monetization.</p><p>The main opportunity for a buyer is to acquire an already-developed product and focus resources on retention, marketing, community growth and future content instead of spending months building the underlying game systems and infrastructure from scratch.</p><p>✅ $150 TTM revenue</p><p>✅ 5 customers</p><p>✅ Business model: IAP</p><p>✅ Built with Unity3D, Firebase, C#</p>
$150
Annual Revenue
5
Number of Customers
Expenses
Approximately $700 in total historical development and marketing expenses: ~$55 for 3D asset generation, ~$290 for AI development assistance, ~$160 for graphic design tools, and at least ~$165 in paid advertising. Current operating costs are very low, with Firebase currently requiring no significant server expenditure.
Business Model
Free-to-play mobile game monetized through in-app purchases. Players can purchase Credits, which are used for cosmetic skins, random card packs, full-deck packs and other in-game items. Current purchase tiers range from approximately €1.99 to €18
Target Audience
Mobile gamers interested in collectible card games, deck building, PvP competition, progression systems, crafting and fantasy-themed games. The game targets both casual players through offline gameplay and more competitive players through ranked PvP.
Asking Price Reasoning
The asking price reflects the value of acquiring a complete, published mobile game rather than starting development from scratch.
Reason for Selling
This is a complete and published game, but I am currently focusing my time and resources on other projects. The game has already proven that it can attract users and generate in-app purchase revenue, but it would benefit from a new owner with stronger marketing skills.
Growth Opportunity
The main growth opportunity is improving retention and scaling user acquisition. The game already has a complete gameplay and monetization foundation, allowing a buyer to focus on onboarding improvements, recurring live events, new card releases.
30 days free support from seller
Competitors
Hearthstone, Pokémon TCG Pocket, MARVEL SNAP and other mobile collectible card games. My game differentiates itself through its combination of card battles, crafting, exploration with spawning loot, themed encounters, and daily events.
Tech Stack
Unity3D, Firebase, C#.
Traffic Metrics
Revenue Metrics
How it works
$2,500
Asking Price
Already Sold
Main Metrics
$150
ARR
5
Customers
2026
Launched

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