Launch day and support

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The launch checklist

Launch day is not the finish line. It's the first day real players meet the game, and the first day the studio has to look after them. A calm launch is planned, not lucky.

Picking a launch date

A small game can vanish if it launches in the same week as a huge release, because players, streamers and news sites are all busy with the giant. Big holidays are risky too: store review can be slower, and the team may be away just when bugs show up.

Many studios pick a quiet week and launch early on a weekday, so everyone is around to watch the dashboards and fix problems.

Quick check

Which launch date gives Garden Defense the best chance?

  1. The same week as the year's biggest phone game release
  2. A quiet Tuesday morning when the whole team is around
  3. The day before a big holiday, when everyone leaves on a trip
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A quiet Tuesday morning when the whole team is around

In a quiet week the game isn't buried by a giant release, and on a weekday morning the team is ready to spot and fix problems.

Release a little at a time

If a new version has a nasty bug, it should hit a few players, not all of them.

Day one: watch everything

Crash report

Crashlytics alert, Garden Defense 1.0.1
New crash spike: 214 crashes in 1 hour. TypeError: cannot read "hp" of undefined, wave5.js line 42. Mostly older Android tablets. Staged rollout: 20%.

What should the team do first?

  1. Push the rollout to 100% to collect more crash data
  2. Pause the staged rollout, then Remy asks Claude to look at wave5.js line 42
  3. Reply to every store review before looking at the code
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Pause the staged rollout, then Remy asks Claude to look at wave5.js line 42

Pausing stops the bug reaching the other 80% of players. Then the report points straight at the cause: line 42 of wave5.js reads the health of a pest that doesn't exist.

The hotfix plan

A hotfix is a small, urgent update that fixes one serious bug. The plan is decided before launch: who fixes, who tests, who ships.

The fix gets a new bug-fix version number, like 1.0.2 (the Updates and player feedback lesson in Stage 9 explains the numbering). Kai makes it on a branch from main, so half-finished features stay out.

App stores review hotfixes too. For a serious bug, Apple lets developers request an expedited review, but it is a favour, not a right, so studios save it for real emergencies. Hyper Shards needs no review: a commit plus a new service worker cache name.

Support, FAQ and refunds

A refused, rude reply can turn into a 1-star review, or a chargeback: the player's bank takes the money back and charges us a fee.

Quick check

A player emails: "I bought the Sprig costume by mistake on my iPhone. Can I have my money back?" What is the best reply?

  1. "No refunds, sorry."
  2. A friendly reply explaining how to request a refund from Apple, with the link
  3. Ignore it, because Apple handles payments
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A friendly reply explaining how to request a refund from Apple, with the link

On the App Store, only Apple can issue the refund. A polite reply with the right link solves the problem and keeps the player's trust.

Celebrate, then learn

Both games are out. Celebrate it: thank the testers, screenshot the first 5-star review, and enjoy the moment as a team.

Then hold a short post-launch review: what went well, what broke, and what to do differently next time. Those notes make the next launch calmer.

Bolt says: Time for the boss quiz. Then Stage 8: helping players find our games, starting with market research (who the games are really for) and then a go-to-market plan that ties it all together.

Fact-checked 9 October 2026