Games and entertainment decision

MMA

A capable developer can build a narrower single-player MMA manager/sim, but reproducing the polished, content-rich App Store product with IAPs, QA, and userbase is multi-week work and better kept if you value polish and distribution.

View on the App Store
You pay

$12.99/mo

$156/yr

Read off the official pricing page.

You’d pay instead

$100one-off195 h to build

$0/mo3 h/mo upkeep

On cash alone, building overtakes the subscription at 1 seat.

No open-source build does this yet

Nothing published replaces this one, so a replacement starts from an empty file. Here is what it would have to cover.

What a replacement has to do

  • Single-player MMA manager / fighter career with round-by-round fight simulation, career progression, event booking, and local save + optional in-app purchase gating.

What it still won’t have

  • Polish, art, and animation quality of a commercial mobile release
  • Large QA and playtesting that balances combat and edge cases
  • App Store reputation, discoverability and existing user base
  • Licensed fighter names / official branding and associated legal clearances
  • Cross-device cloud save, multiplayer matchmaking, and server-backed features

What remains hard

  • Product polish and ongoing maintenance
Read the build prompt

First-year cost

Keep paying

Paying is—cheaper in year one.

On cash alone, building overtakes the subscription at 1 seat.

Paid seatsseats

Money you would actually spend

Keep paying
—

Subscription price × seats × 12

Build it
—

AI build —APIs + hosting —

Time you would spend

—

—

What you would spend

What we assumed

The verdict above measures whether you could build it. This one is only about money.

Runnable build prompt

Not run yet
Build a single-player mobile MMA manager and fighter-career app using Unity (C#) for iOS with local SQLite storage and optional App Store subscription gating. In scope: a round-by-round fight simulation engine (judging, KO/TKO/submission), persistent career and fighter records (SQLite), event scheduler and opponent generation, mobile UI for manager and fighter modes, save/load, and App Store IAP/subscription check flow. Out of scope: licensed fighters/brands, multiplayer matchmaking, cloud sync, and high-end art/animation. Include basic 2D/3D visualization for fights, crash logging (Sentry or similar), input validation, error handling, and automated unit tests for simulation logic and integration tests for save/load and IAP flows.
How we checked2 sources · 2/3 runs agreed · evidence score 56

How the score was reached

  • Partly verdict base52
  • 2 cited sources+1
  • Price verified on pricing page+3
  • Evidence score56

The base comes from the verdict. Everything under it is a check that either happened or did not, and each one is a fact frozen in this record rather than a judgement made at render time - so the same evidence always produces the same number.

How scoring works →

Cited sources · 2

Every page the run actually retrieved.

Integrity checks

What held up, and what did not.

✓ Price read off the page! 2 of 3 runs agreed; the verdict is the majority✓ Citations limited to fetched pages! 1 moat recorded