bettadev

Case study · Studio app

Live on the App Store

Vokap: a word game we design, build and run ourselves.

Vokap is the studio's own product: a word game with a daily board, live duels and seasonal leagues, live on the App Store and in the browser. We did every part of it, from the first sketch to the store listing to the ads and purchases that pay for it. This is the account a client would want to read: what we decided, what each decision asked of the build, and what that means for your project.

Our role
Product, design, build, launch, operations
Platforms
iPhone · Web · Android soon
Languages
Play in 2 · Store page in 27
Model
Free with ads · optional in-app purchases
Main menu: the daily puzzle, single player, multiplayer, Blitz, Word Search, leaderboard and league
Every mode, one menu
Single player: a 5 by 5 letter board with the word STAND found
The shared board
A duel in progress: your turn, round 3 of 10, scores 9 to 7, with the last word played
A duel, turn by turn
Leaderboard with tabs for Single, Duel and Blitz
Leaderboards per mode

The brief we gave ourselves

A word game people come back to every day, played against other people rather than against a computer. It had to fit two minutes on a bus and an hour against a friend, work in English and in Turkish, and feel at home on a phone first.

Building it as a studio product had a second purpose. Everything a client app needs on the way to the store (multiplayer, purchases, ads, localisation, App Review) would be something we had done for ourselves first, with our own money and our own users.

Seven decisions, and what each one asked of the build

01

One board for everyone, once a day

The daily puzzle gives every player the same board and one try a day. Scores mean something when the board is shared: you compare your score, not your luck.

What it asked of the build: The day's board has to be identical on every phone and in the browser, in both game languages, and one try has to mean one try, on any device.

02

Several ways to play, built on the same board

Single player, 10-round duels, Blitz for 2 to 6 players and Word Search all use the same letter grid. Single player earns you time as you find words and plays offline.

What it asked of the build: A game core shared by every mode, and a single-player mode that keeps working with no connection at all.

03

Real opponents, taking turns against a clock

A duel is played against a real person: you can invite a friend or get matched. Players take turns on a shared board, each turn on a timer, with the round, both scores and the last word always on screen.

What it asked of the build: Real-time multiplayer on mobile networks: matching, invitations, turn timers that cannot be gamed, and a duel that survives a phone dropping its connection.

04

Leagues and seasons

Players climb their group and move up leagues, and every season is a fresh start. Leaderboards are kept separately for single player, duels and Blitz.

What it asked of the build: Seasonal state on the server, groups and promotion between leagues, and leaderboards for each mode.

05

Free to play, paid for by ads and an upgrade

Vokap is free with ads. Optional in-app purchases remove the ads and add extras. Rewarded ads give players something they choose to watch for.

What it asked of the build: In-app purchases on the App Store, rewarded ads verified on the server so a reward cannot be claimed without the ad, and the consent and App Privacy answers that go with ads.

06

Play in two languages, find it in twenty-seven

The game is played in English or Turkish. The App Store page is published in 27 languages.

What it asked of the build: Separate word lists and boards per game language, Turkish text handled correctly (dotted and dotless i are different letters), and a store listing localised far beyond the game itself.

07

The browser now, Android next

Vokap also runs in the browser at vokap.bettadev.com, so anyone can play from a link. Android users can join a Google Play waitlist and get one email on launch day; the address is deleted afterwards.

What it asked of the build: A web version of the game next to the iPhone app, and a waitlist that keeps an email address only until launch day.

Shipped and running

Done for our own app before we offered it to anyone else.

  • Real-time multiplayer duels
  • Daily puzzles and seasonal leagues
  • In-app purchases
  • Rewarded ads with server-side verification
  • Store listings in 27 languages
  • Over-the-air updates without a new build
  • App Review, rejections and expedited releases
  • GDPR consent and App Privacy forms

For your project

What this means if you hire us.

01

No research on your budget

Multiplayer, purchases, ads, localisation and store review are problems we have already solved in production. Your scope pays for your app, not for us learning.

PROVEN · IN PRODUCTION
02

The same process

Vokap is built the way client apps are: design first, then weekly builds you can install, then submission and review handled by us.

DESIGN · WEEKLY BUILDS · REVIEW
03

We know the after

We run Vokap day to day: updates, store listing, ads, purchases and player support. That is the work a retainer covers after your launch.

UPDATES · STORE · SUPPORT

How engagements are shaped and priced: Engagement.

Still in the lab

What we are building next for Vokap.

In the lab

Vokap for Apple Watch

A one-hand solo round on the wrist, built natively in SwiftUI.

In the lab

Vokap for classrooms

A school edition of Vokap for vocabulary practice.

Have an app in mind?

Send a brief hello@bettadev.com Every brief answered within 48 hours