Ship Checklist: From Vertical Slice to Store Submission
Snapshot
~75 sec
A vertical slice proves the game is fun; a submittable build proves it is technically ready. The gap between them is a short, checkable list: real-device testing, save integrity, build settings for the target store, and crash-free startup - not more content.
You will learn
- List the technical gates a vertical slice must clear before store submission.
- Separate a content-readiness question from a technical-readiness question.
- Explain why this checklist is the technical counterpart to a scope-and-design ship guide.
Target outcome
You can run one invented build through a short technical checklist instead of guessing whether it is ready.
Visual walkthrough
Visual walkthrough
~6 min
Four gates before submission
Real-device pass
The build has been tested on at least one real target device, not only the Editor.
Save integrity
Persistent state (currency, progression) survives a force-quit and a fresh install correctly.
Cold-start check
The app launches cleanly from a completely closed state, not just resumed from background.
Store build settings
Bundle identifier, version, icons, and permissions match what the target store expects.
Content-ready compared with technically ready
Approach Question it answers Usually owned by What failing looks like Content-ready (vertical slice)Does the loop feel like a finished game for one honest playthrough? "Is this fun and complete enough to judge?" Game design and content scope decisions. A confusing or unfinished-feeling loop, even on a stable build. Technically ready (this checklist)Does the build run correctly on a real device and satisfy the store? "Will this build install, run, save, and get approved?" Build settings, save systems, and platform configuration. A crash on cold start, a corrupted save, or a rejected submission - independent of how fun the loop is. Sort the blocking issue
A vertical slice plays well in the Editor, but on a real device it crashes on cold start about one time in five. Is this a content problem or a technical-readiness problem, and does more content fix it?
Expected reasoning
It is a technical-readiness problem - a cold-start crash is exactly what the real-device and cold-start gates exist to catch. Adding more content will not fix an intermittent startup crash; the build needs to pass the cold-start check reliably before content polish is worth prioritizing.
Go deeper
- Unity Manual: Publishing buildsReference for preparing and submitting a build to a store.