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Key HighlightsLive on both stores. Published on the App Store and Google Play and playable end to end — onboarding, campaign, PvP, raids, summons and progression all work today.135 playable heroes with individual 3D models, 270 named abilities, 196 skill-effect definitions and 114 action handlers.Server-authoritative by design. The client cannot write a single currency, level or stat value. Database triggers reject it. Battle results are re-simulated on the server before any reward is granted.One combat engine, three runtimes. The same engine runs on Hermes (device), Deno (server) and Node (CI) and produces bit-identical results from the same seed. CI proves it on every push.Substantial, documented codebase. ~202,000 lines. 46 Postgres tables, 256 database functions, 12 Edge Functions, 161 migrations, 58 RLS policies, 28 client screens. Every one of those database figures is verifiable with a single query against the live schema, and I will provide it.Six live modes: campaign (8 chapters × 3 difficulties), dungeons, asynchronous PvP arena with Elo, daily world boss raid, summon/fusion altar, and a full daily loop.Monetization is live infrastructure with the retail surface closed. The in-app purchase stack runs in production today — store connection, purchase validation and restore execute on every launch, backed server-side by Apple receipt checks, Google RTDN subscription webhooks and AdMob signature verification. What is hidden is only the point of sale: the crystal and package tabs where real money changes hands sit behind a single boolean, currently off. The in-game crystal economy itself is fully operational.Content ships without code. Characters, abilities and balance are driven by CSV files compiled into the engine. A designer can rebalance the game without touching TypeScript.Live-ops ready. OTA update channels with rollback, in-app announcements that require no new build, moderation and player reporting, automated daily and weekly ranking closes.Full transfer. Source code, 1.07 GB of assets, both store listings, the domain and complete documentation.The opportunity for a new owner: the product is finished; distribution has never been attempted. No user acquisition budget has ever been spent. A buyer with a UA budget and a live-ops team starts from a working, monetizable game instead of a twelve-month build. The clearest near-term additions — a gacha pity system, guilds and a battle pass — are documented and straightforward on top of the existing architecture.OperationsLethebound is a mobile collection RPG (gacha) with turn-based ATB combat and 3D battle scenes. Players collect heroes, build four-character teams, progress through campaign and dungeon content, compete in asynchronous PvP, and fight a shared daily world boss.How it makes money. Five crystal packs, a one-time starter pack, a subscription that grants daily crystals, rewarded video ads capped at three per day, and an in-game crystal store selling summon scrolls, charms, gold and energy refills. Every purchase path is validated server-side: Apple and Google receipt validation through a dedicated Edge Function, Apple JWS and Google Pub/Sub webhooks for subscriptions, and cryptographic signature verification for ad rewards with unique transaction IDs to prevent replay.The retail storefront is currently switched off. Two independent feature flags govern monetization. The first controls the purchase infrastructure — store connection, receipt validation and restore — and is active in the shipping builds. The second controls the real-money surfaces: the crystal tab, the packages tab, the featured section and the starter-pack promotion. That second flag is off. So a player downloading the game today can play the game fully and spend in-game crystals, but has no way to convert money into crystals.Rewarded advertising is closed by a different mechanism. The ad integration itself remains fully enabled — consent flow, ad serving and cryptographically signature-verified reward delivery are all active in the shipping build. What was removed is the navigation entry to the reward screen on the home screen, so players currently have no route to it. Restoring it is a UI change, not an integration.Reopening either is small work: a one-line flag change for the storefront, and a restored navigation entry for rewarded video. Both ship as an over-the-air update or a standard build. There is nothing to re-architect and nothing to re-integrate — the payment stack is already wired to both stores and validating server-side, and the ad stack is already integrated with AdMob.This is deliberate, and I am leaving the decision to the buyer. A new owner will want their own price points, their own ad partner and their own monetization curve rather than inheriting mine. What they inherit instead is the part that actually takes months: a payment and subscription stack that is integrated, server-verified and running in production.What it costs to run. Supabase (Postgres, Edge Functions, Storage), an Apple Developer account at $99/year, a one-time Google Play registration, and domain renewal. There are no employees, contractors or third-party services beyond these.What it takes to keep running. The game operates itself. Daily and weekly ranking closes, subscription grants and reward distribution are automated via scheduled jobs. Announcements and most content changes deploy over the air without a store submission. Realistic ongoing commitment is roughly 2–5 hours per week for moderation, player support and content updates — more only if the owner chooses to run active events and campaigns.Technical stack. React Native and Expo SDK 54 on the client, three.js for 3D rendering, Zustand for state, TypeScript throughout. Supabase (Postgres + Deno Edge Functions) on the backend. EAS Build and EAS Update for distribution. GitHub Actions for CI.CustomersThe customers are consumer mobile players, not businesses.The game ships fully localized in English and Turkish, switching automatically by device language. Both store listings are live and there are no region-locked systems — it is built for global release.Acquisition to date: none. The game launched in Türkiye and no paid user acquisition has ever been run. Installs have been organic and are minimal. This listing does not claim an audience, engagement history or retention curve, because a meaningful one does not yet exist. Any buyer treating install or DAU figures as material should ask for them directly and I will share the raw store console data.What does exist is the infrastructure to retain players once they arrive: a 30-day login calendar, eight rotating daily quests, 100 achievements across eight categories, a friends system, in-game chat with Legendary summon broadcasts, weekly arena rankings with tiered rewards, and a mailbox for event and subscription grants.FinancialsThis is a pre-revenue asset sale. I want that stated plainly at the top rather than buried.The game has generated no meaningful revenue, and the reason is mechanical rather than commercial: the real-money storefront is switched off. The purchase infrastructure runs in production, but the surfaces where a player would spend money are hidden behind a feature flag. Nobody has declined to pay — nobody has been offered the chance. This has not been tested against an audience and found wanting; it has not been tested at all.No user acquisition spend has ever occurred, so there is no CAC, LTV, ARPDAU or retention cohort data to present.The only P&L line is running cost: Supabase usage, the Apple Developer fee, and domain renewal.What is being sold is the asset, not a cash flow. The value proposition is build-versus-buy: the cost and calendar time of producing an equivalent product — a complete gacha RPG with 135 characters, a deterministic server-authoritative combat engine, verified payment infrastructure and live store presence.If you are valuing this on a revenue multiple, this listing is not for you, and I would rather say so now than waste your due diligence time.Additional NotesDevelopment timeline. Work began on 17 March 2026. The repository was migrated to GitHub later in the same year, so the visible commit history starts at migration and does not reflect the full development period. Store console creation dates, the Supabase project creation date, domain registration records and asset generation timestamps all corroborate the earlier start. I will provide these on request.Built solo. One developer, start to finish. There are no co-founders, no equity holders and no contractor claims on the codebase.Content production. AI-assisted tools were used for 3D model generation, artwork and audio, alongside commercially licensed third-party asset packs. All tool subscriptions were paid tiers granting commercial ownership, and purchase receipts for licensed packs will be provided. A buyer should review this pack as part of due diligence; I would rather disclose it up front than have it surface later.AdMob does not transfer. Ad network accounts cannot be moved between owners, so the buyer will need their own AdMob account and ad unit IDs. This lines up conveniently with enabling monetization: the same release that opens the storefront can carry the buyer's own AdMob configuration and price points. Everything else transfers.Known gaps, stated up front. No pity or guarantee system in the gacha. No guild system. No battle pass. No third-party crash or analytics SDK integrated (Sentry, Crashlytics, Amplitude). Three of 114 action handlers are unimplemented, with partial coverage on a small number of effect types. These are documented in the technical dossier and represent a roadmap rather than defects — the game is fully playable without them.Included in the sale: complete source code (client, backend, combat engine, ~51 pipeline scripts), 679 asset files totalling 1.07 GB, the Supabase project, both store listings with their install history and reviews, the domain, and full technical documentation.Available to serious buyers: a detailed technical dossier covering architecture, anti-cheat design, database schema, asset inventory and QA process, plus a recorded technical walkthrough. Available under NDA.
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