XR Game Publishing and Monetization
A hands-on program focused on building cross-platform AR/VR games — from engine fundamentals to shipping on multiple devices.
ENROL NOWProgram Outline
Program Content
Section 1 — Platform Requirements by Storefront
- Meta Quest Store
- Technical checklist, comfort ratings, age gating, and review timeline
- Steam / SteamVR
- Steamworks setup, VR compatibility badge, and review process
- Apple App Store (AR)
- ARKit entitlements, privacy disclosures, and App Store Connect configuration
- Google Play (ARCore)
- Device compatibility filters and AR required vs optional flags
Section 2 — Submission Process
- Build preparation and signing for each platform
- Store page assets: screenshots, trailers, and descriptions that pass review
- Common rejection reasons and how to address them before submission
Section 3 — Pricing and Revenue
- VR game pricing data by genre and platform
- Paid vs free-to-play models in headset contexts
- Regional pricing and currency considerations
Section 4 — Post-Launch
- Update submission workflows
- Review response strategy
- Analytics tools available per platform
Practical skills you can apply the moment the session ends.
Building a working XR game is one problem. Getting it onto the Meta Quest store, Steam, and the Apple App Store without each submission being rejected for a different technical or policy reason is a separate problem that developers frequently underestimate.
This program is for developers who have a game in progress or near completion and need structured guidance on the publishing process across platforms. It is not a game development course.
Topics covered include Meta Quest store submission criteria, SteamVR compatibility requirements, Apple App Store AR guidelines, and the practical differences in review timelines and rejection patterns across each platform.
The business portion addresses pricing for VR titles specifically, where market data differs substantially from mobile or desktop games. It also covers update cadence, community management for small XR titles, and when a paid-upfront model makes more sense than in-app purchases in a headset context.
Most XR game rejections are not about game quality. They are about missing metadata, incorrect build configurations, or misunderstood platform policies.
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