A Comprehensive Guide on Video Conferencing App Development - Cost and Features Caption - Video conferencing apps are the new normal now. May it be educational institutions or big business organizations everyone is opting for this platform to scale up. If you are also interested in the same.
Read our blog to everything you know about video conferencing app development.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
ā Live Streamingā Interactive Chatā Private Showsā HD Qualityā Free Actions
Free to watch ⢠No registration required ⢠HD streaming
Fastidious Technologies is a Best mobile app and Web Development Company offers android, SEO & web application Development services. View and follow Fastidioustec Team's photos and videos on Photobucket.
hi darth! I hope youāre doing well! I have a tiny question: are we ever gonna get a mobile version of TFC? I donāt have a computer and I have to play it on my phone and it crashes sometimes and I was really curious about the possibility of it being available in the App Store or something!
Hello!! :D
I am not involved in the nitty-gritty of the game production, but I do know that a lot of people have asked about having a mobile/IOS version of the game. There currently IS an android version that you can download (though Iām not familiar with that process, I unfortunately have an iPhone) but if youāre referring to an IOS release, I am not aware of one that is planned at this time!
That said, the community and fandom for The Freak Circus is growing more every day, and Neko is striving to take care of the tasks he needs so that he and the came can be recognized more officiallyā it blew up in popularity really fast!
Iāve never personally done these sorts of things myself, but I am tangentially familiar in how important it is to get the right forms submitted and verified for copyright protection, business recognition, setting up social media accounts and emails and contacts and⦠believe me, thereās a lot that goes on behind the scenes! Itās exciting, but also very exhausting sometimesā so things may change in the future as Neko develops his brand and presence with the game!
On a slightly more personal anecdote, I do know that IOS apps can be difficult to code (though Renāpy i think has a way to publish that file format), but more difficult to release. I assisted with publishing a news-based app in the past on the IOS storefront and I remember how much of a headache that was with their very strict application system and requirements and fees and legal documentsā¦. @w@ and that was just for a news app, not a visual novel with darker elements!
Google is going to restrict what mobile apps you are allowed to install on your Android devices starting September 2026.
Date of this post: March 12, 2026. Announcement was August 2025, and still stands.
Only verified apps from developers that provide all their personal details and government ID will be allowed, even from outside the Play Store.
They say this is for our safety, but this is taking away our digital rights. It's about control.
Sources, elaboration, and solutions under the cut.
Get started building your Android apps.
"Starting in September 2026, Android will require all apps to be registered by verified developers in order to be installed on certified Android devices.
You will need to provide and verify your personal details, like your legal name, address, email address, and phone number.
If you're registering as an organization, you'll also need to provide a D-U-N-S number and verify your organization's website.
You may also need to upload official government ID.
You'll need to prove you own your apps by providing your app package name and app signing keys."
Why is this bad?
Quoting keepandroidopen.org:
"You, the consumer, purchased your Android device believing in Googleās promise that it was an open computing platform and that you could run whatever software you choose on it. Instead, as of September 2026, they will be non-consensually pushing an update to your operating system that irrevocably blocks this right and leaves you at the mercy of their judgement over what software you are permitted to trust.
You, the creator, can no longer develop an app and share it directly with your friends, family, and community without first seeking Googleās approval. The promise of Android ā and a marketing advantage it has used to distinguish itself against the iPhone ā has always been that it is āopenā. But Google clearly feels that they have enough of a lock on the Android ecosystem, along with sufficient regulatory capture, that they can now jettison this principle with prejudice and impunity.
You, the state, are ceding the rights of your citizens and your own digital sovereignty to a company with a track record of complying with the extrajudicial demands of authoritarian regimes to remove perfectly legal apps that they happen to dislike. The software that is critical to the running of your businesses and governments will be at the mercy of the opaque whims of a distant and unaccountable corporation."
Quoting woheller69 on github:
"Requiring developers to submit personal identity details to Google in order for their apps to run on certified Android devices represents a serious attack on fundamental digital rights:
Developer privacy ā Individual developers and small teams should not be forced to hand over government IDs or sensitive documents to a multinational corporation. Many developers value their privacy for legitimate personal, political, or security reasons.
The right to use my own device ā As a user, I should be free to run the software of my choice on my phone. Blocking applications that do not meet Googleās new requirements is a restriction on device ownership and digital freedom.
Free and open-source software ecosystems ā Many FOSS projects are developed by volunteers who will not (and often cannot) provide identity documents. This policy risks removing an enormous amount of valuable free software from certified Android devices.
Developer safety ā In some countries, linking real-world identities to developers of privacy tools, political apps, or security software can put them in danger. This requirement could actively harm people.
Adaptation and forking of open-source programs ā One of the most important freedoms of open-source software is the ability to fork and adapt programs to personal or local needs. Today, I can simply fork an app, add a translation, build it, and install it on my device. Under the new rules, any fork would require a new package ID ā which in turn would force the developer to register with Google and provide personal identity details. This creates a bureaucratic and privacy-invasive barrier to the most basic use of open-source: improving, localizing, and customizing software."
Bypass Options:
Contribute to woheller69/FreeDroidWarn development by creating an account on GitHub.
"Use a free, uncensored Android system like /e/os, LineageOS, or GrapheneOS that does not preinstall Google Play Services.
"Degoogle" by removing Google Play Services. Depending on the manufacturer of your phone this may require rooting your device.
Install apps via ADB. Google has already confirmed that ADB will continue to work in the future. You can either use ADB from a PC as described below or use a wireless ADB based installer like anyapk."
Please Complain! Details are listed here for many countries:
Advocating for Android as a free, open platform for everyone to build apps on.
[To clarify - the focus of this post is based on happenings in the Love and Deepspace fandom. Obey Me is not being boycotted!!!]
I've been tracking the revenue stats for the various Obey Me games for a long time now, and alongside those numbers I have also tracked several key competitors, in order to contextualise how well or otherwise OM has performed.
Most of the gacha games targeted specifically towards fans of otome, joseimuke, BL, and husbando games are smaller successes - earning from below $100k a month up to a few million.
One game alone in this category is up there with the gacha big hitters - Love and Deepspace, which often sits higher than Genshin Impact and Honkai Star Rail.
However, while it is easy to find the monthly numbers for these games thanks to sites like SensorTower and AppMagic, as well as week to week or even day to day numbers elsewhere, these metrics are often then presented on social media without any of the original context.
The tl;dr is this - all measurements not given directly by the game company are estimates with a large margin of error. They are not accurate absolute numbers, rather they show the overall trend on a month to month basis, and the comparative trends against competitors.
They are better at estimating ābetter or worseā than they are at estimating actual revenue, daily active users (DAU), player demographics, or even number of downloads.
~
Obey Me
For my purposes - measuring how well the OM games have done compared to each other and their competitors - these estimates are very useful, as they clearly show the trends of success (sadly a downwards one almost always), as well as highlighting the games in the same category that have trended upwards over the same period of time (eg Tears of Themis).
OM games have also always been on the lower end of gacha games by revenue - they are smaller games, this is not a diss! But that also means the estimates aren't as prone to errors as the highest earners. The revenue of every OM game has never spiked particularly high one month over another. (There are other factors that cause this, eg the VIP system on the original game being fairly accessible to many and thus contributing a base steady income stream.)
Solmare have also released figures themselves that corroborated estimated metrics - whether that's download numbers or annual revenue via their parent company.
But for other games, particularly those developed by Chinese companies, these numbers should always be seen as very rough estimates.
~
Love and Deepspace
LaDS isn't the only game this applies to, but it is the one currently under most scrutiny when it comes to revenue, player demographics, and DAU, with a lot of misinformation flying around as a result.
There are various sites and subreddits that provide the monthly data, and all differ based on their own source and/or algorithms. Broadly, they usually agree on how the numbers stack comparatively - ie which game is earning more, and whether a game has improved or fallen off since the previous month.
However, there are a number of factors to bear in mind when looking at these figures.
⢠Location - a game with a sizeable market in China does not have information available due to Google Play not being the platform in that country. Instead the android version is available via other platforms, splitting the estimates. Most revenue and DAU calculators use a multiplier to best estimate this figure instead. Different sites use different multipliers, hence different estimates.
<more below cut ā>
⢠iPhone vs Android - Apple has the majority of the market of mobile phones in the US, but this is not the case in most of the rest of the world, and especially not in China where Android has the vast majority of the market. Which means that on top of the above point, said data becomes even more unstable.
[Not applicable to LaDS, but this is also relevant to games avaliable via EroLabs - revenue from those versions is also not taken into account.]
⢠Banners/events - smaller games have a more steady stream of revenue and DAU, but ones that are more banner driven at higher success have major spikes and major dips. This kind of game can double or half its revenue month on month, and this is extremely difficult for statistical modelling to take into account. Basically, the revenue and DAU is not predictable by user trends, and that makes for a very very wide margin of error.
⢠Out of app sales - games that are available on PC or console have whole other revenue streams that app metric trackers are not measuring. Games that have top-up or item shop websites are another revenue stream that is not counted. Often times these methods give more value for money and are favoured, thus the app tracker numbers may be VASTLY lower than the reality.
⢠Corporate vs player - yes corporate accounts with SensorTower and others gain access to further metrics. No, that doesn't change any of the errors of margin.
⢠DAU vs revenue - while revenue can be estimated (albeit with the errors mentioned above) based on sampling and statistical modelling, there is absolutely zero way to accurately predict or record daily active user numbers. It can be estimated when total download numbers and/or revenue are announced by the game company, but otherwise it is a complete shot in the dark.
⢠Month vs week vs day - again, these are comparative metrics, which are better at identifying an overall trend than actual solid figures. A month worth of data compares better to a month worth of data for this purpose. Day to day is largely meaningless, as is week to week. There is no accurate tracker for a single day of revenue, unless the game company puts that information out themselves.
~
How It Works
So why do these external data trackers exist? The answer lies in the fact that the player is not their customer!
These are platforms utilised by corporations to observe and track competitors, and in such cases it is the trends that are important, not the figures themselves.
Additionally, if the corporation utilising the platform can see what, for example, SensorTower has for their own app's metrics, they can then use their actual figures to reverse engineer the margins of error that particular platform has.
Meaning they can then similarly work out more accurate estimated figures of their competitors į( į )į
That's why this information is valuable, and why a corporate account costs a fuckton of money. It gives them the ability to benchmark their app versus the competition and identify opportunities for maximising app store strategy.
Put simply, if you do not have access to a company's actual daily data, such platforms are not very useful or accurate for you.
App data is all privately held by the company owning the app, and that includes data via Google Play and App Store.
This isn't unique to mobile apps either, most financial data of any property is held privately because duh, who wants their competitors to see how well or poorly they are doing in the minutiae?
TV viewership, ebook sales, video games - it's all estimated via a mix of actual reported sales and statistical modelling, eg a small sample scaled up.
Are APIs involved? Sure, if a company has signed up to do so, but many don't, and that info is again held privately. APIs do not give revenue numbers.
Does the info from the app stores take into account the percentage cut that Google and Apple take? Nope.
Does it take into account in-game ad revenue? Nope.
How inaccurate can it be? For actual numbers it is estimated that the margin of error can be anywhere from -100% to +100% ą² _ą² ;;
So, you see what I mean about it being more useful for trends than hard figures, right?
~
Important Factors
So what does have an impact on mobile game revenue and DAU, and do boycotts have an impact?
There are various methods for trying to predict consumer spending when it comes to gacha games, and almost all of them are faulty.
This is mostly because there is a giant gap between what people say will impact their spending decisions in game, and what they actually do.
And that, in turn, is why these metrics are seen as so important, because the best way to understand player spending is to work backwards from what they have paid for compared to what hasn't opened wallets.
Gacha games are money makers for one primary reason - gambling. They exist as a game to generate money, to encourage people to keep spending to get what they want, to keep things at a chance rather than a guarantee, and to prey upon the spontaneous and impulse spenders - with an added aspect of engineering an addictive quality to keep the player returning to spend more.
While players will say they want fair mechanics, that they'll protest if profit is prioritised over content and player experience, and even that they'll leave if such changes are not made⦠this rarely happens.
And when it does, it can be offset by attracting enough new players to fill the gap and drive expansion.
Gacha games are not intended to have a long shelf life, rather to maximise profit before collapse when the playerbase and all potential players have been exhausted.
In more recent years we are seeing gacha games live a little longer, perhaps because of the insane revenue they have generated since the pandemic. Mihoyo has specialised in this, still pumping out new story content and characters, being multi-platform, and generating lots of positive attention.
Their games still aren't reaching the heights they once did, but they are defying the odds nonetheless, and have certainly not left their games to stagnate.
As a very obvious counter example, Obey Me came before many of the current frontrunners, cultivating a small but loyal fanbase and earning an explosively successful start⦠only to flounder and give up on the game when it was still a constant earner. They've since failed to repeat their success, and now look to have moved away from gacha mechanics entirely (which may well suit the fanbase better).
And with LaDS we have an even bigger success story, with a very new kind of otome gacha that has eclipsed all others... but one that has come with increasing player unhappiness due to perceived lack of story and lore vs gimmicks and greed.
This isn't just talk either, with the game consistently earning less every year, and never quite reaching the heights it hit with the Sylus release since (though projections do suggest that Valko could have achieved a close second place).
Gambling though, is a hard addiction to break, not least when paired with an encouraged parasocial dependency. It is no coincidence that a sizeable number of gacha players are people who are neurodiverse - people with ADHD are more likely to fall prey to impulse spending and gambling mechanics.
It is always important to bear in mind the fact that this is gambling. That is not to say the games cannot be played, or even that you should not spend money on them - we all spend money on entertainment! But it is good to be mindful of not getting carried away and spending more than you would wish to.
~
Boycott
Boycotts can and do work, but they require a seismic shift in the usual playerbase ecosystem. If a game makes an error or move so egregious that it gives a focal point for player resentment and frustration, then revenue can and will fall.
These things are difficult to predict and measure for all the same reasons as above.
Day to day and week to week are not reliable.
Absolute figures are not reliable.
Even the month to month comparative numbers have a large margin of error - the statistic models cannot cope with large shifts, and can take another month to readjust accordingly.
So why do boycotts work?
Because the game company sees the actual revenue, the actual DAU, the actual demographics, and has accurate figures on how those numbers change on a daily, weekly, and monthly basis. By country.
Papergames has all of that information.
Estimated numbers and predictions and approximate graphs really don't matter, only the actual actions of players do.
Panicking and focusing on these numbers and graphs is really not going to do any good - it's actually very pointless. The daily numbers might as well be made up.
What makes a successful boycott will vary from game to game, but there are two factors that are important across any game boycott:
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
ā Live Streamingā Interactive Chatā Private Showsā HD Qualityā Free Actions
Free to watch ⢠No registration required ⢠HD streaming
Why IsĀ Nivida Software Considered One of the Best Software Development Companies in India?
Nivida Software is a global software development house based in Vadodara, Gujarat. Since our inception, our mission has been simple: to empower businesses with digital technology that delivers measurable growth. From local startups to international enterprises, we provide tailored solutions that streamline processes, enhance user experiences, and unlock new opportunities.
In todayās mobile-first world, having a powerful and user-friendly mobile application is no longer optional ā itās essential. Businesses that want to stay competitive need reliable technology partners who can turn ideas into high-performing mobile apps. Nivida Software has earned its place among the Best iOS Development Companies in India and the Best Android App Development Company in India by delivering innovative, scalable, and business-focused mobile solutions.
Driving Mobile Innovation for Modern Businesses
At Nivida Software, we understand that every business has unique goals. Whether you are a startup launching your first app or an enterprise upgrading your digital ecosystem, our mobile app development team builds solutions that align perfectly with your vision.
With 11+ years of experience, we combine strategy, design, and technology to create mobile applications that are secure, fast, and easy to use.
India's Top Android App Development Firm
Android is a vital platform for business expansion since it powers millions of devices globally.Ā As the top Android app development company in India, Nivida Software creates top-notch Android apps for a variety of markets.
Ā Among the services we offer for developing Android apps are:
Development of custom Android apps
Business Android solutions
Testing and performance optimization
Continued assistance and improvements
Our goal is to create dependable, responsive apps that work with a variety of Android devices.Apple users expect premium performance and seamless design ā and we deliver exactly that. As one of the Best iOS Development Companies in India, Nivida Software specializes in building custom iOS applications that offer exceptional user experiences.
Our iOS development services include:
Custom iPhone and iPad app development
UI/UX design following Apple guidelines
Secure and scalable iOS solutions
App Store deployment and maintenance
We use the latest iOS technologies to ensure your app is future-ready and performs flawlessly across Apple devices.
Why Develop Mobile Apps with Nivida Software?
Our dedication to quality and outcomes is what distinguishes Nivida Software from other Indian mobile app development firms.
Skilled iOS and Android developers; customized solutions based on business requirements; user-centric design and seamless performance; open communication and prompt delivery; end-to-end support from concept to launch
Our objective is to produce digital goods that increase revenue, efficiency, and engagement rather than just apps.
Growing Companies in India and Other Countries
Nivida Software, which has its headquarters in Vadodara, Gujarat, provides services to customers in India and other countries. Businesses from a variety of industries have benefited from our proficiency in mobile app development by expanding their online presence and audience.
Together, let's create your next mobile application.
Nivida Software can assist you if you're searching for a reliable partner among the top iOS or Android app development companies in India. Get in connect with us right now, and together we can turn your mobile app concept into an effective digital solution.
I spent 34 years at Memorial Sloan Kettering Cancer Center working in the Information Systems Department. Over that time, I worked on many challenging and rewarding computer system applications. Some were complex. Some were high-stakes. Some were quietly critical to keeping the place running.
But nothingānothingāwas more rewarding than my involvement in building MSKās homegrown patient portal: MyMSK.
It was 2004 when our director gathered us together and said something that, at the time, felt both obvious and radical:
āWe really need to think about giving patients access to their information.ā
People were just starting to use the phrase patient portal back then. We did what any responsible IT organization would doāwe looked at what was already out there. We evaluated portals from leading vendors like Allscripts and Epic, along with several third-party developers.
And to be blunt: they were all pretty awful.
They were clunky. Unfriendly. Built more for systems than for people. And they completely missed the emotional reality of what MSK patients were dealing with.
So we made a decision that would shape the next two decades of my career:
We would plan our own destiny and build our own patient portal.
With a small team of just 3 developers, we went live with MyMSK in 2006.
Over the years, we expanded and refined it relentlesslyāadding functionality, improving usability, responding to real patient needs, and listening carefully to feedback.
By 2018, MyMSK had grown to more than 100,000 active users.
Patients relied on it.
Families depended on it.
Clinicians trusted it.
It became part of how care happened at MSK.
We didnāt stop at a web portal.
We built full mobile versions for iPhone and Android, because patients donāt live their lives at desktop computers.
We also created a separate but tightly integrated application called Portal Secure Messaging, which allowed patients to securely message their care teams. Behind the scenes, we built a robust backend system that enabled nurses and physicians to log in, triage messages, and respond efficiently. It wasnāt just a featureāit fundamentally changed how communication happened between patients and providers.
Building on that foundation, we developed an onboarding application that sat on top of the portal called MSK First.
MSK First was designed to meet patients at one of the most stressful moments of their livesātheir very first appointment. It guided them through scheduling, preparation, and everything they needed to know before walking through the door. From there, patients seamlessly transitioned into MyMSK for ongoing care, follow-ups, and communication.
That application went on to win MSKās Quality Assurance Award the year it was introducedārecognition that meant a great deal to the entire team.
No system like this is built by one person.
I was fortunate to have a manager who was just as deeply committed to the success of MyMSK as the team itself. We also consistently had the full support of our leadership and the many hospital departments we partnered with along the way. That collaborationāespecially with Nursing, Medical Staff, Public Affairs, and the Innovation Teamāwas essential to making MyMSK successful.
I had the privilege of leading a dedicated team of 14 people who consistently put the integrity of the project first. They cared deeply about the patients who depended on these systems and never treated this as ājust another application.ā
They worked long hours.
They worked nights and weekends.
They worked whenever it took to get something doneāand to get it done right.
That level of dedication canāt be mandated. It comes from pride, ownership, and belief in the mission. I will always be grateful to them.
I retired two years ago.
MSK eventually made the decision to transition to Epic and use the Epic portal. Thatās how healthcare works nowāstandardization, consolidation, enterprise platforms.
And then last night, I heard from a former colleague:
They pulled the plug on MyMSK.
My baby.
I wonāt pretend it didnāt sting.
But I also know this: all things change, and all things eventually go away.
We went live in 2006.
They shut it down in 2026.
Twenty years.
In healthcare IT, thatās not just a good run.
Thatās something to be proud of.
MyMSK wasnāt just software.
It was a statementāthat patients deserve access, clarity, and respect.
It was proof that thoughtful, in-house systems could outperform big vendors.
And it was, without question, the most meaningful work I ever did.