Every app,
tuned to every user.
Your product, rewritten for each user in their first minutes. An on-device agent learns who someone is and tunes difficulty, offers, notifications and what comes next — so the users you paid for actually stay.
Live in production · graded against holdouts
Launch anything.
Keep nothing alive.
AI is about to make launching trivial — and onboarding everyone's problem. Two problems follow every launch. The first is solved with money. The second is unsolved, and it's where SuperTuned works.
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1Distribution
A money function.
Whoever spends most on ads and creators gets the users. AI changes nothing here — budgets still buy installs. We don't touch it.
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2Onboarding
Unsolved.
Every app shows everyone the same tutorial, written as if/else by a designer who never meets the player. Most of the users you paid for leave before the second day.
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3The leak
70%
of the users you paid for are gone within 24 hours — the leakiest bucket in any app, game or not.
Onboarding is a routing problem.
Across 200 million players, the journeys that end in a retained, paying user form one narrow band. Nobody can hand-write the if/else that keeps every user on it. An agent can reroute each user back onto it in real time — the way Maps reroutes a driver.
A post-mortem. Shows the journey after it happened. The fix ships three weeks later.
The steering wheel. Reroutes each user in real time. The product grades every decision in hours.
An agent on the device
tunes the product to you.
It reads the signals a new user gives off in their first minutes — pace, hesitation, retries, time of day — and changes four things, per person, in real time.
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1Difficulty
Easier for the new.
Shorter tutorial for the pro.
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2Offers
One pack, one price.
Composed for that player, not a segment.
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3Notifications
Written for one person.
Sent at the hour they actually play.
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4What comes next
The thing that keeps them.
A level, a mode, a friend, a piece of content.
A new player can't control the default flap and dies in seconds. For them, the bird jumps less — and ramps back up as they improve. One decision out of millions the agent makes toward one goal: get new players to their third run.
Goals in. Actions out.
Graded.
Operators write the goal in one sentence. The agents choose the actions, one user at a time. The product grades every action against a holdout the agents can't touch.
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1Goals in
One sentence.
"Lift lapsed payers back into the webstore with a 30% coupon — holdout untouched."
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2Actions out
Per user, not per cohort.
Offer, creative, language, price and timing — composed for that player, from their journey.
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3Graded
Against a holdout.
Operators approve behaviors, not individual decisions. The game is the grader.
Measured,
not promised.
SuperGaming — a twelve-year studio with 200 million players — is SuperTuned's first customer. Every number below comes from its live titles, graded against a holdout the agents can't touch. It starts at onboarding and ends at revenue.
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1Onboarding+8.4%
D1 onboarding lift vs holdout
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2Engagement5×
Session time 1:40 → 6:40 in three weeks · Flappy Bird, zero UA
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3Backend0
Open bugs, down from 35 · fixes merged by agents
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4Support612/wk
Player reviews answered by agents, every week
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5Revenue14%↑
Web-store users who pay — and rising
60K signups20K transactionsSuperX web store
Measured on a customer's live products, not a demo.
Trained on twelve years.
Two hundred million players.
Analytics is a post-mortem.
This is the steering wheel.
The incumbents see a send or an event. We see the journey and own the loop.
Two founders. Twenty-four years.
100+ titles.
Eighteen years shipping games.
Owns product, goals, evals and customers.
LinkedIn →Built the stack this runs on.
The SDK, model gateway and Studio are his code.
LinkedIn →Keep what you launch alive.
Everyone is about to know how to make something.
We help you run it — with what we learned running games for two hundred million players.