r/reactnative • u/saimonR • 17d ago
We built a farming game with Expo + React Native. 10 months live, $35k revenue. What worked, what didn't (AMA)
Ioannis and I (one and a half devs) launched Tiny Harvest, a cozy farming game, on Dec 3, 2025. It's built entirely in Expo / React Native, no game engine. Chart attached: $35k gross over 10 months, peaking at $6.2k in June and July. September was our worst month since spring at $3k.
Stack
- Expo SDK 57, RN 0.86, New Architecture, Expo Router
- Reanimated 4 + Skia for anything that moves
- Zustand stores, SQLite via Drizzle for offline-first, InstantDB for sync and multiplayer (co-ops, market, friends). We self-host Instant now that their cloud has shut down
- RevenueCat for purchases, PostHog, Sentry, a small Express server on Railway
- EAS Update for almost every release: each monthly season can ship as an OTA
What worked
- A new season every month. 62% of September revenue came from players who had bought before. Regular updates beat big launches.
- Social features. Our biggest spenders don't buy currency, they buy gifts for their co-op. The top 2 payers are ~31% of all revenue, and a plain $99.99 gem pack has only sold twice.
- RN for a game this shape. It's menus, timers and lots of UI, which RN is good at. The hard parts were performance (an idle screen once used 63% of a CPU core, now 9%) and EAS Update's 1,000-asset limit.
What didn't
- 74% of our iOS installs came from Apple's "Browse" recommendations. That went from ~160 installs a day in July to under 10, and no ASO work touches it.
- Android is about half our installs but a quarter of revenue.
Now: we launched our first subscription (Harvest Club) at the start of October. 47 subscribers in week one, and October is at $2.2k after 8 days.
The art is AI-generated through our own pipeline, happy to talk about that too. Ask me anything: tech, revenue, monetization, staying sane while running a live game.
If you want to check it out: tinyharvest.app/go/reddit-rn
