Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Builderment LLC · iOS
Explore the ad evidence, study the storefront, and build your next acquisition hypothesis.
01 / Creative research
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Explore apps with direct store-link matches. Compare their hooks and formats without assuming the same approach works here.
Browse observed advertisers ↗Store rankings and revenue estimates describe market context. They do not establish ad spend, conversions or ROAS.
Review the market context ↗02 / Storefront & product
Study the product story and store experience behind the acquisition funnel.
03 / Market context
Keep revenue, downloads and store rankings separate from advertising performance.
I usually don’t write reviews for games but this one deserved it. It’s the perfect factory building game that incorporates using problems of efficiency and engineering to make your factory a better one. Another thing I enjoy which is a small detail but a nice one none the less, is that the building recipes actually make some sense. In a lot of these kinds of games it’s not really accurate but in this one it’s great because most of the time I know exactly what to get to make something even without looking at the recipe. Another thing I love about this game is there’s always alternative ways to do things that you would normally get in the future but their not as efficient or cost effective, and that’s your opportunity price. For example if you want storage but can’t research it you can just make an exceedingly long line of conveyor belts that costs you around 200 coins, double the price of a storage unit. Another thing is there’s no forced ad’s which is super awesome. Overall, for those of you reading the reviews section and thinking about getting the game, then get the game right now it is so fun and every task blends seamlessly into one another, and just remember to not be afraid to make super long conveyor belts. And to the devs who might be reading this, I really have no advice for you currently, you made the difficulty curve perfect, and it has a little something for everyone in there. In my opinion you made a great game that anyone can pick up and enjoy, and it isn’t one that is filled with patience (if you afk overnight), ad’s, or “special offer” pop-ups. Good job, you should pat yourself on the back for this one.
This game is incredible, I’ve been playing pretty non stop since I downloaded it about a week ago. You can very easily lose hours here trying to get everything working together. There are only three things I would improve on thus far: first, the underground tunnels need the ability to turn in a different direction for input and output to maximize space. It would also be great if the belt splitter could “think for itself” rather than being a pattern of one in three, or one in two all the time. I find myself monitoring certain areas or putting in belt splitter after belt splitter because I’ll get resources backed up in one area and production at a standstill in another area because only one out of three of the resource goes that way. The only way I’ve found to get around this at this time is to monitor the areas and switch out my belts so resources get diverted to where they need to go. Finally, I know this is going to be a problem down the road…more than one resource hub would be great. I’m already experiencing a traffic jam at my resource center because I’ve got potentially hundreds of lines going into 4.
This game is well made and with easy to learn basics it’s something you can truly get lost in. Your simple systems gradually shift towards a more complex one as you unlock more constructs that open up a world of possibilities. In my experience there are no major bugs that I’ve discovered. However there are a few tweaks that I think would make the game more enjoyable. Firstly, I would love to see a way to build multiple research centers at separate locations so you could have multiple base areas to route resources to. Even just the ability create a single slotted research base would help severely because the way I see it is that being limited to four research inputs deducts from how far you can expand. Secondly I would love to see some form of prestige. I know there was recently a restart feature added to the game and I love it however as my factory gets more complex I being to realize how my layouts from earlier begin to mess with my plans for expansion. Uprooting all of that work is the only plausible way to move forward and sometimes there’s so much in the way of progress that a prestige option would be a wonderful way out. The ability to prestige in games is something I’ve always been a fan of. As for the prestige rewards it could be anything to bonus gems to something as small as a few percentage points of bonus to crafting or belt speed would make it all the more enjoyable. Alas even without any major tweaks the game is madly enjoyable and I find myself sinking hours into it during my free time.
Builderment is a factory building game at heart. It’s all about crafting and automation. You start by harvesting resources and crafting items in facto...
| Name | Price | Type |
|---|---|---|
| Pile of Gems | $2.99 | One-time |
| Pile of Gems | $4.99 | One-time |
| Bunch of Gems | $6.99 | One-time |
| Bunch of Gems | $9.99 | One-time |
| Sack of Gems | $19.99 | One-time |
| Advanced World Settings | $19.99 | One-time |
| Sack of Gems | $19.99 | One-time |
| Chest of Gems | $29.99 | One-time |
| Chest of Gems | $39.99 | One-time |
| Vault of Gems | $79.99 | One-time |