Mobile runner game development

NOVASOLUTIONS.TECHNOLOGY is engaged in the development, support and maintenance of iOS, Android, PWA mobile applications. We have extensive experience and expertise in publishing mobile applications in popular markets like Google Play, App Store, Amazon, AppGallery and others.
Development and support of all types of mobile applications:
Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
E-commerce mobile applications
Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
Business process management mobile applications
CRM systems, ERP systems, project management, sales team tools, financial management, production management, logistics and delivery management, HR management, data monitoring systems
Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

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Mobile runner game development
Medium
~2-4 weeks
FAQ
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Mobile Runner Game Development

Runner is a genre where success defined by funnel width: DAU, sessions, session length, ads eCPM. Technically one of cleanest genres for mobile: simple gameplay, procedural generation, analytics first.

Procedural level generation

Endless runner built on chunk-based generation: pre-made level sections (with defined obstacle patterns) stitched at runtime. Algorithm: as player nears end of current chunk by N meters—spawn next, N meters behind player—delete old (return to pool).

Difficulty scaling: in ScriptableObject DifficultyConfig describe difficulty curve—speed, obstacle frequency, bonus rarity—as AnimationCurve from distance. Firebase Remote Config lets tune curve without update.

Pool management: ObjectPool<T> from UnityEngine.Pool (available Unity 2021+)—strictly typed, no boilerplate, auto IObjectPool callback invocation.

Monetization and metrics

Main income: interstitial and rewarded ads. Rule: interstitial only between sessions (after Game Over), not during gameplay. Rewarded for continue after death, 2x coins, starting booster. AppLovin MAX with waterfall gives best fill rate on CIS market.

Key metrics for optimization: session length (target 3–5 minutes), ads per session (2–4), D1 retention (target 35–40%). Without Firebase Analytics with custom events (distance_reached, obstacle_hit, ad_watched), impossible to understand what affects churn.

Timeline: basic runner with monetization and analytics—6–10 weeks. With custom characters, shop, daily missions—3–4 months.