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.

A few things were clear from our conversations. This proposal is shaped by them.
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.
Everything ships instrumented, so you see real engagement — with numbers — from day one.
Full-screen, an icon on the home screen, a real name — without forcing anyone through the App Store to start.
Discounts, a game-day $500 gift card, free tees/stickers for a store visit. The game is the hook; the reward is the reason.
Plays, emails captured, codes redeemed, store visits, repeat play, difficulty drop-off — a dashboard, not a guess.
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 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.
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.
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.
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-on | What it does | Indicative |
|---|---|---|
| Leaderboards + game-day tournament | Season/day high-score boards; the $500 gift-card mechanic; keeps players competing. | from $750 |
| Promo-code engine + self-serve dashboard | Rotate your ~25 codes, set the rules yourself (boss-gated, leaderboard-gated, by date). | from $1,000 |
| Shopify content embed | Game 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 path | Icon, name, full-screen, guided home-screen install. ~90% of an app's feel, none of the App Store overhead. | from $500 |
| Native iOS / Android app | Real 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 app | A Shopify-powered storefront app with the game built in. A larger, separate product — quoted on its own. | separate proposal |
| Seasonal & rivalry themes | Swap art for Halloween, rivalry week, opponent colors, sales. Billed per swap, on request. | from $300 / swap |
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.
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.
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.
"Beat the boss, pick up a free tee/sticker in-store." A game reason to walk in — where the real conversion happens.
A free, competitive, on-brand game people talk about and share — organic reach you don't pay per-click for.
Real KPIs and a tuning cadence, so you scale what works and cut what doesn't.
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.
Live within weeks, themed for rivalry weeks, and reusable across schools if you want to license it.
One number, one time. You own everything it buys, and nothing renews.
| Item | Cost | Notes |
|---|---|---|
| Complete package | $3,300 one-time | Everything in the package above: game + campaign ($1,500) and full ownership, deployment & handoff ($1,800). 30-day bug-fix warranty included. |
| Ongoing fees | $0 | You 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-ons | one-time, from the menu | Independent; quoted before work. Big items (native app, shopping app) scoped after launch. |
| Later support | per request | Seasonal swaps, tweaks, and fixes past the warranty — quoted first, billed only when you ask. No retainer. |
$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.
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.
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.