STATUS: BUILDING·Android apps engineered, grown & monetized
independent android studio

We ship Android apps, then make them grow and pay.

Computer & Data Supplies is an independent Android studio. We engineer apps and games, buy them real users, and tune the revenue stack until installs turn into durable income — the whole loop, run by one team.

Fulllifecycle_owned
Nativeandroid_first
≤ 1 dayreply_time
cds@studio: ~/metrics
install_velocity▲ strong
d30_retentiontuned
arpdauclimbing
ad_fill_rateoptimised
pipeline online · first release in progress
the loop

One studio, the whole product lifecycle.

Most shops own a single stage of an app's life. We run all four, so nothing leaks in the handoff between building it, launching it and earning from it.

01 / build

Engineer

Native Android apps and games, written to ship quickly, feel sharp, and stay stable as they scale on the Play Store. Clean releases, no shortcuts that bite later.

Kotlinlive-opsanalyticsASO
02 / grow

Acquire users

Performance marketing that buys users who stay — creative, channels and bids all tuned to lifetime value, not vanity installs.

03 / earn

Monetize

A balanced stack of ad mediation, subscriptions and in-app purchases — set up so revenue never gets in the way of the experience.

04 / scale

Acquire apps

We buy promising Android apps and portfolios, then hand them the distribution and monetization muscle to keep climbing.

what we do

Three crafts, kept under one roof.

The work divides into three disciplines. We keep them on the same team so the people who build a product are the ones who grow and monetize it too.

[01]

Android engineering

Product and platform work built to last — from a single screen to a full live-ops backend.

  • Native apps & casual games
  • Utility & tool apps
  • Play Store release & ASO
  • Live-ops, analytics & backend
[02]

Revenue & monetization

A money model designed next to the product, not bolted on after the launch party.

  • Ad mediation & waterfall tuning
  • Subscription design & paywalls
  • In-app purchase economies
  • Player-first ad placements
[03]

Growth & acquisition

Paid growth that treats every install as a number with a cost and a return attached to it.

  • Multi-channel paid acquisition
  • Creative testing at volume
  • Bid & budget optimisation
  • LTV & cohort measurement
our apps

Our own catalogue is compiling.

We're building our first titles right now. Everything we ship on Google Play is something we own — that's how our advice stays honest: every tactic here gets run on our own products first.

cds — deploy — first_release.sh
$ cds deploy --target play-store
compiling first Android titles
get on the list — we'll ping you the day they go live
how we work

Discover, build, scale.

A short, unglamorous way of working that keeps every decision close to the data and keeps momentum cheap to hold.

01

Discover

We start with the audience, the market and the maths — what the product is for, and whether the numbers can ever actually work.

02

Build

We ship a real, usable version fast, then sharpen it in tight loops with monetization and analytics wired in from the first commit.

03

Scale

Once retention and revenue-per-user hold up, we open the taps on paid growth and let the compounding do the heavy lifting.

acquisitions

Sitting on an Android app you'd rather sell?

We buy Android apps outright, and we structure earn-outs for builders who'd rather keep a slice of the upside. If you've made something good but lack the time or reach to grow and monetize it — let's talk.

  • Casual & hyper-casual games
  • Android utility apps & tools
  • Apps with real installs & retention
  • Under-monetized apps we can grow
Pitch us your app
deal_typesBuyout · Earn-out
we_look_forRetention & revenue
first_reply≤ 1 business day
confidentialAlways

Got a project — or an app to sell?

Building something, scaling something, or selling something — tell us about it. We read every message that lands.