Cost to discover
Few shots on goal. Prototypes are expensive, so the decision to kill one is made politically, months after the data allowed it.
Vlitz gives you production-grade backend systems out of the box — sessions, economy, inventory, progression, store, LiveOps — and supervised agents that build, deploy, and operate them beside your team.
Every title rebuilds the same plumbing before a line of unique gameplay is written. And upstream of that, the money goes into games that should never have been built at all. Three costs dominate.
Few shots on goal. Prototypes are expensive, so the decision to kill one is made politically, months after the data allowed it.
Months go into accounts, economy, inventory, progression and store tooling — none of it the thing that makes your game different.
After launch, a standing team is required just to keep the game healthy: flags, tests, content pushes, incidents, deployments.
Vlitz attacks all three. The funnel widens discovery, prefab modules collapse build time, and supervised agents collapse the cost of operating what survives.
The portfolio playbook that built the hypercasual giants, rebuilt for midcore depth. Most ideas die at the first stage, on a full market test. That is the design, not the failure.
Gates are cumulative. Every gate re-checks all prior ones, so a game that regresses is caught rather than carried. Cost is measured, not guessed: Acquisition attributes each install to a channel, campaign and creative, then derives CPI against potential CPI — the most a game can afford to pay at its target payback. The gap between them is the honest scale-or-stop signal.
No agent promotes, demotes, or kills a game, releases money, or publishes to a store. Every such act is human, and carries a recorded rationale.
Gates are configured before the cohort exists. A kill becomes a calculation instead of an argument.
A 200-install prototype is asked about D0 behaviour, never about D1 retention. Thin data returns InsufficientData, never a pass.
Production-grade modules on one fixed template — a Manager facade, a public interface, data models. Engineers and agents write against the same contract, and extend it in-repo with the Module SDK.
Sessions through seasons, hardened for concurrency and audited end to end. Assemble a feature from prefab modules in days, not weeks.
One service contract sits under the whole API. The gateway adapts it for each client, so light realtime — presence, chat, party sync — rides the same definitions.
Economy values, content and flags live in runtime config. LiveOps ships a change in minutes, and every environment promotes from the one before it.
Currencies and economies are treated like a bank — every grant, spend, and transfer is a recorded transaction, with a full audit trail.
One tenancy model for billing, members, roles and isolation. Each environment gets its own scoped database users, in managed cloud or in yours.
Every agent is approval-gated. It proposes code, a flag flip, a deploy or a rollback, and a human approves before anything lands. Autonomy widens later, behind policy, once the trust is earned.
Agents reach the platform over MCP tools — the same surface a human sees in the Portal. Bring your own LLM keys, and cap the model allow-list per studio.
Prototypes, development, LiveOps and DevOps in one place, scoped to Studio → Game → Environment. An uncaught exception opens its own incident — no ticket filing, no lost stack trace.
Illustration. Incidents deduplicate on exception type and location.
A small backend team, a small LiveOps team, and agents on a hardened foundation. That is the whole bet. Bring a brief and we will walk you through the funnel.