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Native apps

Native apps per brand, from one codebase.

iOS and Android shells on Capacitor wrap the same React front end players use on the web, then add what a browser cannot: Face ID and fingerprint, push, device fingerprinting, GPS, install attribution and store prompts. Each brand ships as its own app with its own icon, splash and bundle ID.

CapacitorFace ID / Touch IDFCM pushDeep linksAppsFlyer OneLinkDevice fingerprint
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Verified in the shells
Capacitor
native shell for iOS and Android
48
player routes shared with the web
Deep links
direct, deferred and universal, with Android App Links autoVerify
Multi-theme
UI themes and skins, dark and light
Swift + Kotlin
native plugins for biometrics, push, deep links and device signals
What the shells add

Device features where they matter, one front end everywhere else.

The shell is thin on purpose. Lobby, store, rewards, VIP, chat and account come from the shared web front end. Native plugins step in only where the operating system holds something the browser does not.

Native device features

  • Face ID and Touch ID on iOS, fingerprint on Android, through a native biometric plugin
  • Firebase Cloud Messaging push on both platforms, the same channel CRM journeys use for iOS and Android push
  • In-app review prompt and in-app update prompt
  • Native welcome screen with a configurable bonus title, amount, subtitle and feature list per brand
  • Brand accent color drives the welcome screen and button colors on both platforms

Deep links and attribution

  • Direct, deferred and universal deep links, with App Links on Android
  • AppsFlyer install attribution and OneLink deferred deep links, so a first-time installer lands where the ad pointed
  • AppsFlyer in-app events alongside the pixel platforms and Everflow postbacks
  • Tracker and click-ID attribution fields on the player profile

Risk and geo on the device

  • Device fingerprinting for fraud scoring through native Swift and Kotlin plugins at registration and login, with block-on-decline
  • Device geolocation, with the player's permission, feeds in-house fraud detection
  • GPS re-check for state-level geo rules, next to the MaxMind second opinion
  • Restricted-region page when a player is outside the allowed countries or states

Per-brand builds

  • A build script stamps bundle IDs, icons and splash screens per brand
  • Each brand ships as its own app with its own store listing
  • The same web codebase inside every shell: 48 routes, multiple UI themes and skins, dark and light
  • Accent color and welcome copy come from the brand config, not from a fork
Inside the shell

The full player experience, with native hooks where they count.

The shell wraps the same front end players see on the web: lobby with curated and rule-based categories, search, favourites, demo play, the multi-wallet header, store, rewards, VIP page, chat and account. Nothing is built twice.

  • Realtime balance sync and a live winners feed in real time
  • VIP host chat in real time, with push fallback
  • Intercom support widget and the notifications center
  • Multiple UI themes and skins, from iOS Glass to Arcade Royale, in dark and light

One React front end. The shell adds the device, not a second product.

How a brand app ships

Configure, build, submit, attribute.

  1. Step 1
    Configure the brand

    Bundle ID, app name, icons, splash, accent color and welcome copy go into the brand configuration.

  2. Step 2
    Run the build script

    The script generates the assets and stamps the iOS and Android projects, so a new brand does not mean a new fork.

  3. Step 3
    Submit per brand

    Each brand is its own listing on the App Store and Google Play under its own bundle ID.

  4. Step 4
    Attribute installs

    AppsFlyer records the install, OneLink resolves the deferred deep link and in-app events join the same funnel your pixels report.

Who uses it

Marketing, compliance and product each get a native lever.

Installs you can attribute and journeys you can deep-link.

  • AppsFlyer installs, OneLink deferred deep links and events
  • Push as a CRM channel on iOS and Android
  • Welcome screen bonus copy per brand
  • In-app review prompts at the right moment
Evaluator questions

What mobile teams ask before committing.

Is this a PWA?
No. The iOS and Android apps are Capacitor shells around the React front end, with native Swift and Kotlin plugins for biometrics, push, device fingerprinting, geolocation, attribution and store prompts. They are submitted to the stores as native apps.
Do all brands share one app?
No. The build script stamps a bundle ID, icons, splash screens, accent color and welcome copy per brand, so each brand is its own app with its own store listing on the same codebase.
Which push service is used?
Firebase Cloud Messaging on both platforms. iOS push and Android push are CRM channels in their own right, and VIP host chat falls back to FCM. Web Push is marked coming soon and is not available yet.
Can a link in an ad open a specific game after install?
Yes. AppsFlyer OneLink handles deferred deep links: the player installs, opens the app and lands on the destination the link named. Direct and universal links cover players who already have the app.
Who handles App Store and Google Play distribution?
Distribution is per brand. Each app ships under its own bundle ID and store listing, so submissions, reviews and updates are handled brand by brand rather than through one shared app.
What does the app do for state-level geo?
Device GPS provides a re-check where state-level rules apply, MaxMind gives a second opinion on IP, and a player outside the allowed countries or states sees the restricted-region page instead of the lobby.
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