SAW 'EM OFF: AGGIELAND INVADERS · Pay once · own it · no monthly fees
AO Aggieland Outfitters ▶ Play the Demo
Revised per your feedback · One-time ownership

Pay once. Own it. Done.

Saw 'Em Off: Aggieland Invaders

You told us you'd rather not carry a monthly hosting-and-maintenance relationship — you want to pay one time and own the thing outright. Fair. This is that offer: the finished game, the campaign toolkit, deployed on accounts you own, handed over completely. One payment. Nothing recurring, ever.

Saw 'Em Off title screen
What We Heard

We built this plan around what you told us

A few things were clear from our conversations. This proposal is shaped by them.

Own it, don't rent it.

One payment, no hosting or maintenance fees. This version is restructured around exactly that: you pay once and the game is yours — code, hosting, and all.

It has to actually get played.

Everything ships instrumented, so you see real engagement — with numbers — from day one.

It should feel like an app.

Full-screen, an icon on the home screen, a real name — without forcing anyone through the App Store to start.

Prizes and incentives drive it.

Discounts, a game-day $500 gift card, free tees/stickers for a store visit. The game is the hook; the reward is the reason.

Measure everything, tune with data.

Plays, emails captured, codes redeemed, store visits, repeat play, difficulty drop-off — a dashboard, not a guess.

Make it count this season.

The window that matters runs through November. Greenlight now and the game is live for the heart of the season — with rivalry week as the marquee moment.

The Package · One Payment

Everything, built and handed over — one number

The game is already built and mobile-ready. The package polishes it, wires one real incentive campaign, captures emails, instruments everything — and then hands the whole thing over: deployed on hosting you own, source code in your hands, no ongoing relationship required.

The whole thing

Complete Package

$3,300 one-time · $1,500 build & campaign + $1,800 ownership & handoff · no monthly fees
  • Polished, branded game (built & mobile-ready — play it now)
  • "Add to Home Screen" so it feels like an app (no App Store needed)
  • One promo-code campaign — single-use codes, unlocked by beating a boss / hitting a score
  • Email capture at the moment they earn the reward
  • Analytics dashboard so you see exactly what's happening
  • Launch support for one push (a game-day, or a segment of your list)
  • Full ownership: source code delivered to your accounts, site on your domain
  • Deployed on hosting in your name — a game this size typically runs $0/mo on standard free tiers
  • Handoff docs + a walkthrough for your team, and a 30-day post-launch bug-fix warranty

What we need from you: the promo codes/discount to give away, one email segment or a game-day slot to launch into, sign-off on the art, and a hosting account in your name — we set it up with you, it takes minutes. We handle the build, deployment, instrumentation, launch, and the handoff.

What the dashboard shows you

  • How many actually play — and finish
  • Emails captured (a durable asset, win or lose)
  • Codes redeemed & store visits driven
  • Repeat plays & where players drop off
You own it — in the fullest sense. The code lives in your accounts, the site runs on your domain, the analytics land in your dashboard. If we never send another invoice, it keeps running. Anything you want later — seasonal swaps, new features, fixes past the warranty — is quoted first and billed per request. No retainer, no lock-in, nothing to cancel.

The break-even is a number, not a feeling

The package costs $3,300, once. Set what one opted-in Aggie email is worth to you over a season — even a few dollars — and it pays for itself inside the first thousand captured emails. Against ~224,000 visits a month, that's a low bar, and it clears before a single game-day code is redeemed. Everything after that is upside — with zero ongoing cost eating into it.

Add-Ons · As You Go

Bolt on more, only when the numbers earn it

Everything below is independent and one-time — quoted before work, built, and handed over the same way. Add what the season justifies, in the order that makes sense. No subscriptions anywhere.

Add-onWhat it doesIndicative
Leaderboards + game-day tournamentSeason/day high-score boards; the $500 gift-card mechanic; keeps players competing.from $750
Promo-code engine + self-serve dashboardRotate your ~25 codes, set the rules yourself (boss-gated, leaderboard-gated, by date).from $1,000
Shopify content embedGame lives on your site and pulls your catalog/promos straight from Shopify — you maintain it, nothing new to run.from $750
App-like PWA polish recommended app pathIcon, name, full-screen, guided home-screen install. ~90% of an app's feel, none of the App Store overhead.from $500
Native iOS / Android appReal App Store app with push notifications. A separate build with ongoing store maintenance; App Store review makes a mid-season launch unrealistic, so it can't be part of season one. Scoped and quoted only after this season's numbers are in.quoted after launch
Combined shopping + game appA Shopify-powered storefront app with the game built in. A larger, separate product — quoted on its own.separate proposal
Seasonal & rivalry themesSwap art for Halloween, rivalry week, opponent colors, sales. Billed per swap, on request.from $300 / swap

On the native app — our honest recommendation

Everyone's instinct is "it has to be an app." The App-Store app is real, but it costs and maintains like one, and App Store review makes a mid-season launch unrealistic. The home-screen (PWA) version gives players an icon and a full-screen, app-like experience today — and hits the season. So the native app is a season-two conversation: we scope and quote it only after this season's numbers are in. That keeps the deadline safe and keeps today's spend a single, known number.

Down the road: the same game can be re-skinned in gray + burnt orange and licensed to other schools' outfitters — a revenue line, not a cost. Worth exploring once Aggieland's is live.

Why It's Worth It

The honest version of the value

We're not going to hang this on one weekend's sales math — retail margins are too thin for that to be the story. Here's where the real return lives.

✉

A growing email list

Every play-for-a-discount captures a verified email. That list is yours to keep and market to — the most durable asset here, whether the game is a hit or not.

🏬

Feet in the store

"Beat the boss, pick up a free tee/sticker in-store." A game reason to walk in — where the real conversion happens.

📣

Campus buzz

A free, competitive, on-brand game people talk about and share — organic reach you don't pay per-click for.

🎯

Measured, not guessed

Real KPIs and a tuning cadence, so you scale what works and cut what doesn't.

%

The game already exists

Built the usual way, a branded arcade game runs into five figures. One payment here buys the finished thing outright — you're paying to own it, not to build it from scratch.

🏈

Built for your season

Live within weeks, themed for rivalry weeks, and reusable across schools if you want to license it.

Investment

What it costs — once

One number, one time. You own everything it buys, and nothing renews.

ItemCostNotes
Complete package$3,300 one-timeEverything in the package above: game + campaign ($1,500) and full ownership, deployment & handoff ($1,800). 30-day bug-fix warranty included.
Ongoing fees$0You own the code, the hosting, and the domain. Typical hosting for a game this size is $0/mo on standard free tiers. Nothing renews, nothing to cancel.
Add-onsone-time, from the menuIndependent; quoted before work. Big items (native app, shopping app) scoped after launch.
Later supportper requestSeasonal swaps, tweaks, and fixes past the warranty — quoted first, billed only when you ask. No retainer.

How we priced it

$3,300 is exactly what the old structure would have cost through one season — the $1,500 pilot plus twelve months of managed hosting. Same money, but this way it's yours outright: from month thirteen on, the old plan keeps billing and this one costs nothing, forever.

Timeline — built for this season

Greenlight now → live and instrumented on your accounts within ~2–3 weeks → launch into a mid-season game-day or email push → tuned for the stretch run. Rivalry week (late November) is the marquee target — a go-ahead by mid-September gives the game most of the season to build a following before the big week.

Next Step

Make it yours

One payment, and Saw 'Em Off is Aggieland Outfitters property — live this season, on your own accounts, with zero recurring fees. Play the demo and hand it to your student marketers — see if they'd play it.