Salespulse Lynxhub
Salespulse
Lynxhub
XR Game Publishing and Monetization
AR/VR Game Development

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.

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Program 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.

AR/VR
Engines
Cross-
Platform
Ship &
Deploy
Salespulse Lynxhub has been running hands-on AR/VR programs since 2021, reaching participants across Serbia and beyond. Each workshop is built around real project deliverables — not slides.

Where are you starting from?

Helps us understand what background participants bring — takes 10 seconds.