Google Play Games revamped Level Up is a program to recognize and
reward great gaming experiences with program rate card benefits to drive
business growth for your game. Participation in this program is voluntary and
developers that choose not to participate will not have a change in benefits
they are entitled through other programs. Developers can enroll through
Play Console starting September 1, 2026. For more information, see
**[Enroll in the Level Up program](https://support.google.com/googleplay/android-developer/answer/18018581)**.

Our mission is to connect players with the best gaming experiences---ones that
[provide a consistent gamer experience](https://developer.android.com/games/guidelines#play-games-identity), [reach across all
screens](https://developer.android.com/games/guidelines#expand-reach), and [deliver stable and smoother gameplay sessions](https://developer.android.com/games/guidelines#deliver-stable-gameplay).

Player expectations and developer needs are always evolving, and the program is
designed to evolve with them. User experience guidelines and benefits may be
updated over time. To help you maintain your program status, we will provide
reasonable notice and detailed documentation before any program updates take
effect, ensuring you have sufficient time to implement required changes.

This page describes the user experience guidelines. To know more about the
Level Up program and benefits, visit the
[Google Play Games \| Level Up program page](https://google.play/business/levelup).

## User experience guidelines

To gain access to the Level Up program rate card benefits, your game
needs to adhere to all the *user experience guidelines* outlined on this page.
These guidelines may be updated from time to time as the program evolves.

The following sections outline the guidelines with three main themes:

- [Provide a consistent gamer experience](https://developer.android.com/games/guidelines#play-games-identity)
  - [Play Games Sidekick](https://developer.android.com/games/guidelines#play-games-sidekick)
  - [Achievements](https://developer.android.com/games/guidelines#achievements)
  - [Game Stats](https://developer.android.com/games/guidelines#game-stats)
  - [Rewards](https://developer.android.com/games/guidelines#rewards)
  - [Cloud save](https://developer.android.com/games/guidelines#cloud-save)
- [Expand your reach across all screens](https://developer.android.com/games/guidelines#expand-reach)
  - [Large screen optimization](https://developer.android.com/games/guidelines#large-screen-optimization)
  - [Google Play Games on PC](https://developer.android.com/games/guidelines#google-play-games-pc)
  - [Precision input controls](https://developer.android.com/games/guidelines#precision-input-controls)
  - [Form factor distribution](https://developer.android.com/games/guidelines#form-factor-distribution)
  - [Title availability](https://developer.android.com/games/guidelines#title-availability)
- [Deliver stable and smoother gameplay sessions](https://developer.android.com/games/guidelines#deliver-stable-gameplay)
  - [Stability](https://developer.android.com/games/guidelines#stability)
  - [Performance](https://developer.android.com/games/guidelines#performance)
  - [Memory](https://developer.android.com/games/guidelines#memory)
  - [Vulkan](https://developer.android.com/games/guidelines#vulkan)
- [Reference device list](https://developer.android.com/games/guidelines#referencedevice)

## Provide a consistent gamer experience

Our gaming platform introduces new mechanics and surfaces delivering an
elevated, delightful, and consistent gaming experience for players. To deliver
this, games should integrate the following user experience guidelines.

| ID | Guideline |
|---|---|
| `LU-PA-GAA` | [Platform authentication](https://developer.android.com/games/pgs/platform-authentication): Integrate the Google Play Games Services v2 SDK and ensure it initializes at startup. This integration powers achievements, game stats, and cross-device sync, for players who have opted into these platform features. For more information, see [Play Games Services](https://developer.android.com/games/pgs/overview). |

Using Play Games Platform authentication **does not require** using
Google's identity system, or that you even have an in-game identity system.
If you would like to use an identity system, you are free to use any
identity provider (such as Sign in with Google, third party providers, or a
custom backend) to manage proprietary in-game accounts. Games with in-game
accounts can use the Play Games Recall API to sync accounts between devices
to make sign-in easier.

#### Exemptions

| ID | Exemption |
|---|---|
| `LU-PA-EAA` | **[Games that primarily target players aged under 13](https://support.google.com/googleplay/android-developer/answer/9867159)** are not required to initialize Play Games Services or deploy other features in this section (Achievements, GSAPI, Sidekick, Rewards, or Cloud Save) to meet Level Up guidelines. |

### Play Games Sidekick

Play Games Sidekick is an overlay that helps players stay in their game by
delivering relevant content, functionality, and offers directly to them. Players
expect Sidekick to be available on games on the Play Games
platform.

| ID | Guideline |
|---|---|
| `LU-SK-GAA` | [Add Sidekick](https://developer.android.com/games/pgs/play-games-sidekick#add-sidekick-game) to your game. This can be done through enabling the feature in the Play Developer Console if your game is published in the App Bundle format. Alternatively, you can [compile the Sidekick SDK](https://developer.android.com/games/pgs/play-games-sidekick-sdk) directly into your game if you are using the legacy APK format for publishing, or you are using an incompatible DRM solution. |

#### Exemptions

While Sidekick benefits all players, it is not available for
every audience. We have the following exemptions for this guideline:

| ID | Exemptions |
|---|---|
| `LU-SK-EAA` | **[Games that primarily target players aged under 13.](https://support.google.com/googleplay/android-developer/answer/9867159)** Because Sidekick is disabled on children's accounts, games that are primarily designed for children under 13 are exempt. |
| `LU-SK-EAB` | If a game has encountered a blocking issue with Sidekick, and they have reported it and had it accepted by Google, then they may be granted an exemption for an appropriate period of time to find a work around or for the issue to be addressed. |

#### Additional resources

For more information, see [Sidekick](https://developer.android.com/games/pgs/play-games-sidekick).

### Achievements

[Achievements](https://developer.android.com/games/pgs/achievements) are a core gaming experience to recognize and reward players
for their accomplishment in their games.

| ID | Guideline |
|---|---|
| `LU-AC-GAA` | We require a **minimum of 10 achievements** spread across the lifetime of the game. Note that we **recommend** having 40+ achievements to provide robust, deep engagement with your players on the Google Play Games platform. |
| `LU-AC-GAB` | All achievements must have **a unique name and description**. These should make clear to players what they need to do to get the achievement. |
| `LU-AC-GAC` | **To be eligible for [Quests](https://support.google.com/googleplay/answer/11534416)**, a minimum of 4 achievements must be reasonably and reliably achievable within the first hour of gameplay by everyone who plays. |

![Good achievements with unique names, icons, and descriptions.](https://developer.android.com/static/images/games/pgs/Goodachievements.png) Good achievements with unique names, icons, and descriptions.

#### Exemptions

While achievements are available for all players, they may not make sense for
every audience. We have the following exemption for this guideline:

| ID | Exemption |
|---|---|
| `LU-AC-EAA` | **[Games that primarily target players aged under 13.](https://support.google.com/googleplay/android-developer/answer/9867159)** |
| `LU-AC-EAB` | **Games are exempt from providing achievements** if they lack sufficient clear events, progression, or player accomplishment within them. Note that progression mechanisms like lifetime high scores, levels, area unlocking or discovery, enemy or challenger defeats, story stages, XP, completion percentages, or item collection can be used to create achievements. |

> [!NOTE]
> **Note:** Achievements can also be serendipitous, fun, or surprising, as well as based on base-play such as "never beaten", or "top 10% player".

#### Additional resources

For information on how to integrate achievements into your game and
best practices, see [Achievements](https://developer.android.com/games/pgs/achievements).

### Game Stats

Unlock deeper player engagement and boost your game's visibility across the
Google Play Games platform with Game Stats. The Game Stats feature enables
users to view their stats in their gamer profile and is used to power additional
player engagement features across Play, such as Quests, Social Challenges, and
more in the future.

| ID | Guideline |
|---|---|
| `LU-GS-GAA` | Submit **at least 5** repetitive stats to power the Game Stats feature stored against the player's gamer profile. All repetitive stats need to represent regularly occurring actions by players in the game. - **At least 1 stat** needs to be usable for competitive player engagement features. |
| `LU-GS-GAB` | If you have a primary progression mechanic, submit **at least 1 additional player progression stat** to power the Game Stats feature stored against the player's gamer profile. - Progression level needs to be a metric that represents the player's progress in the game. |

Player data for Game Stats should be submitted using Game Stats API through
either client or server implementation. Each player progression or repetitive
stat needs to be configured in Play provided tools. Raw data schema needs to be
declared and mapped to a user facing Game Stats, including display string,
unique icon and any aggregation rules.

| ID | Guideline |
|---|---|
| `LU-GS-GAC` | Each stat must follow the requirements described in [Game Stats](https://developer.android.com/games/pgs/gamestats). |

Most games should be able to provide appropriate signals. Examples are available
to help you choose the correct data points that will enable the engagement
mechanics.

#### Exemptions

The following exemptions apply to this guideline:

| ID | Exemption |
|---|---|
| `LU-GS-EAA` | **[Games that primarily target players aged under 13](https://support.google.com/googleplay/android-developer/answer/9867159)** Game Stats is not enabled for players under 13 years of age. |
| `LU-GS-EAB` | **Games are exempt from providing player states only** if they lack clear progression mechanisms. If your game includes features such as lifetime high scores, levels, XP, completion percentages, or primary item collection, it does not qualify for this exemption as these can be used as a progression mechanism. |
| `LU-GS-EAC` | Titles on [Native PC Early Access Program (EAP)](https://developer.android.com/games/playgames/native-pc), given our SDK does not support this feature yet. (Note: This only applies to the Native PC version of your title). |

#### Additional resources

For more information, see [Game Stats](https://developer.android.com/games/pgs/gamestats).

### Rewards

Create [Play Games Reward offers](https://developer.android.com/games/rewards) that Play can distribute to
players for free as incentives and rewards including items already
in the game or new items to drive increased engagement:

| ID | Guideline |
|---|---|
| `LU-RE-GAA` | All items need to be available to every player at least once using Play. |
| `LU-RE-GAB` | All items must be meaningful or desirable for players to ensure they effectively drive engagement. |
| `LU-RE-GAC` | **September 30, 2026:** At least **2 single-use Play Games Reward offers**, such as specific characters, skins, or weapons. These Play Game rewards will be awarded to players after the successful completion of a Quest. |
| `LU-RE-GAD` | **March 1, 2027** : At least **1 repeatable Play Games Reward offer**, such as lives, temporary power-ups, daily reward items, in-game currency, or other consumables. These rewards will be awarded to players after successful completion of social challenges, with a maximum of 1 reward per week per player. |

#### Exemptions

The following exemptions apply to this guideline:

| ID | Exemption |
|---|---|
| `LU-RE-EAA` | **[Games that primarily target players aged under 13.](https://support.google.com/googleplay/android-developer/answer/9867159)** Reward items are used for features like quests and Social Challenges, which are generally unavailable to players under 13. If your game primarily targets this age group, you are exempt from providing reward items. |
| `LU-RE-EAB` | **Paid games.** Players expect to get the full game experience for paid games after their initial purchase. This applies to any game with a single purchase, whether upfront at install time or through a one-time in-game purchase. We won't reward additional in-game items for paid games. |

#### Additional resources

For more information, see [Play Games Rewards](https://developer.android.com/games/rewards).

### Cloud save

Players play on multiple devices and install their games on the same device
multiple times. As a result, they always need to start their game from their
last progress state. To achieve this, you must implement a cloud save solution
in your game.

| ID | Guideline |
|---|---|
| `LU-CS-GAA` | A game must **save the player's game state off-device** in the cloud and retrieve it when they start the game. |
| `LU-CS-GAB` | A **conflict resolution policy is required** when a player has multiple in-game accounts or if there is a conflict between saved game data on their device and in the cloud. Usually, the player decides how to resolve these conflicts. Your conflict resolution policy should address the following scenarios: - **Multiple accounts per user:** Handle instances where a single player interacts with the application using different accounts. - **State conflicts:** Resolve discrepancies that arise between the local game state and the cloud-saved game state. |

If you don't have an existing cloud save solution for your player progress, we
recommend the [Saved Games API](https://developer.android.com/games/pgs/savedgames#saved-games) as part of Play Games Services to provide
this functionality. **You are free to use any solution provider** to meet this
guideline.

We believe that every game should provide the ability for players to resume
their progress across installs of the game.

#### Exemptions

The following exemptions apply to this guideline:

| ID | Exemption |
|---|---|
| `LU-CS-EAA` | Cloud save is not required for games that don't provide in-game accounts and only provide guest accounts or do not provide any saved game state across gaming sessions. |
| `LU-CS-EAB` | Games where the save files exceed the size limits of the Saved Games API (3 MB) and implementing an automated third-party cloud solution would be cost-prohibitive are exempt from the cloud save guidelines. However, we recommend developers provide an alternative solution, such as allowing players to manually download and upload their files. |

#### Additional resources

For more information, see [Cloud save](https://developer.android.com/games/pgs/savedgames).

## Expand your reach across all screens

Players want to play their favourite titles seamlessly across all their devices,
and we are expanding Android's reach to new screens and spaces. To help
developers reap the benefits of growing audiences, developers need to publish
optimized versions of their games across form factors.

All games must follow these guidelines to deliver cross device
form factor game experience to join the Level Up program:

### Large screen optimization

Players expect to play their games on any device form factor that the Google
Play Games Platform supports. This includes large screen Android devices like
tablets or foldable phones. Your game needs to provide resizability
functionality to ensure players get the best experience on these form factors.
![Phone, foldable, tablet, and laptop form factors](https://developer.android.com/static/develop/ui/compose/images/layouts/adaptive/adaptive-many-screens.png) Phone, foldable, tablet, and laptop form factors.

| ID | Guideline |
|---|---|
| `LU-LS-GAA` | Use insets to prevent blocking game controls or UIs that overlap with [system bars](https://developer.android.com/develop/ui/views/layout/edge-to-edge#system-bars-insets) (status, navigation, gesture) or [display cutouts](https://developer.android.com/develop/ui/views/layout/edge-to-edge#cutout-insets) (notches, punch holes). |
| `LU-LS-GAB` | Support [configuration changes](https://developer.android.com/games/develop/multiplatform/support-large-screen-resizability#advanced_large_screen_resizability) (device rotation, fold/unfold, multi-window split, freeform window resizing) without crashes, ANRs, visual artifacts, or touch mapping offsets, while preserving active game state and progress. |
| `LU-LS-GAC` | Games displayed in landscape must render full screen without letterboxing or pillarboxing on Reference Devices and anchor ratios of 4:3, 16:10, and 21:9. Landscape-only games are not required to support a portrait layout, but must cleanly letterbox or pillarbox themselves on portrait displays. Out-of-anchor ratios may also be letterboxed or pillarboxed. |
| `LU-LS-GAD` | Games displayed in portrait must render full screen without letterboxing or pillarboxing on reference devices and anchor ratios of 3:4, 10:16, and 9:21. Portrait-only games are not required to support a landscape layout, but must cleanly letterbox/pillarbox themselves on landscape displays. Out-of-anchor ratios may also be letterboxed/pillarboxed. |

#### Additional resources

- Refer to the [Form factor distribution](https://developer.android.com/games/guidelines#form-factor-distribution) guideline for
  any form factor specific exemptions.

- For more information on handling large screen resizability, see
  [Support large screen resizability](https://developer.android.com/games/develop/multiplatform/support-large-screen-resizability).

### Google Play Games on PC

Google Play Games on PC brings the best of Google Play by enabling players to
experience an immersive and seamless cross-platform gameplay.

| ID | Guideline |
|---|---|
| `LU-PC-GAA` | Your game **must be distributed on [Google Play Games on PC](https://play.google.com/googleplaygames)**. There are two ways to meet this distribution requirement: - Your mobile game meets the **[playability requirements](https://developer.android.com/games/playgames/start#playability-requirements)** when played on the Android emulator [Google Play Games for PC](https://play.google.com/googleplaygames). Ensure all [unsupported Android features and permissions](https://developer.android.com/games/playgames/pc-compatibility#unsupported-android-features) are not marked as required to ensure proper distribution. - **OR,** Your game is published as a Native PC game on Google Play Games and integrates with the [PC SDK](https://developer.android.com/games/playgames/native-pc/setup#step-4)^\*^. |

^\*^If you publish as a Native PC Game, your title will not need to
support Sidekick, Cloud Save, Achievements, and Game Stats API for the PC
version until those features become available in the Google Play Games on PC SDK.

#### Exemptions

There are some games where distribution on PCs is challenging. The following
exemptions apply to this guideline:

| ID | Exemption |
|---|---|
| `LU-PC-EAA` | **Form factor constraints would meaningfully degrade a quality experience**. Titles that have critical gameplay technical requirements that are not available on the Google Play Games on PC form factor or where the Google Play Games on PC form factor will create a meaningfully degraded player experience, for example: - Augmented reality and location-based games rely fundamentally on the physical geographic displacement of the device. - Games utilizing local mobile hardware sensors (like breath input or sleep tracking) cannot be simulated and are critical to the core gameplay loop without workarounds. - Games with mechanics requiring the user to physically rotate their entire body in 360-degree real-world space to locate digital assets. |
| `LU-PC-EAB` | **Platform-specific title-level IP-licensing limitation.** Some developers have licensed their mobile game's title-level IP from a third party licensor. These agreements may restrict the developer's license, prohibiting the publishing of the title on PCs without first acquiring additional licensed rights. Such licensed-IP games for which the license grant excludes publishing such games to PCs may be eligible for the exemption. |
| `LU-PC-EAC` | (*Paid Games Only*) **Mobile to PC price differential.** Paid games distributed through the Play store prior to September 30, 2026 with a pre-existing PC-to-mobile price differential. |

#### Additional resources

For more information on distributing to PC with Google Play, see
[Google Play Games on PC](https://developer.android.com/games/playgames/overview).

### Precision input controls

Supporting multiple form factors means supporting the device's natural input,
and in general allowing the user to play the way they feel best. This means that
games must support controller and keyboard and mouse input for the best
cross-screen gaming experiences.
![Desktop computer with keyboard and mouse. Game is on screen, showing touchscreen inputs for direction control and mouse.](https://developer.android.com/static/images/games/multiplatform/game_with_touchscreen_input.png) Keyboard, mouse, and touchscreen inputs.

| ID | Guideline |
|---|---|
| `LU-IC-GAA` | The game **must be fully playable** with a controller, keyboard, and mouse (K\&M) across all devices the game supports through the Play Games platform where these modes of input are available. Fully playable means the game can be played entirely from the start, including all gameplay mechanics and settings menus, without the need to fall back to touch input. |

> [!NOTE]
> **Note:** Since a Keyboard and a Mouse are commonly used together, we consider the K\&M guideline to be met as long as the game is playable on either keyboard, mouse, or both.

#### Exemptions

Not all mobile mechanics translate seamlessly to precision input controls. The
following exemptions are driven by core gameplay mechanics and how we believe
different modes of input fundamentally affect the player experience.

| ID | Criteria | Controllers Required | K\&M Required |
|---|---|---|---|
| `LU-IC-EAA` | **GPS / Location-Based Spatial Mapping**: Augmented reality and location-based games rely fundamentally on the physical geographic displacement of the device. | ❌ (not required) | ❌ (not required) |
| `LU-IC-EAB` | **Ambient Sensors (Microphone/Sleep Tracking)**: Titles utilizing local mobile hardware sensors (like breath input or sleep tracking) cannot be simulated and are critical to the core gameplay loop without workarounds. | ❌ (not required) | ❌ (not required) |
| `LU-IC-EAC` | **Kinetic Camera / AR Panoramas**: Mechanics requiring the user to physically rotate their entire body in 360-degree real-world space to locate digital assets. | ❌ (not required) | ❌ (not required) |
| `LU-IC-EAD` | **Gyroscopic / Accelerometer Spatial Aiming:**Games that rely on a gyro or accelerometer being present on the device to play the game, and would otherwise require a significant reworking of the user experience in order to support precision inputs. | ❌ (not required) | ❌ (not required) |
| `LU-IC-EAE` | **Intense Rapid Swiping and Multi-Touch Rhythm:**Rhythm games (Music genre) demand simultaneous, synchronous actuation of multiple screen nodes, which a single mouse cursor cannot execute mathematically. Controllers lack the physical layout to map dynamic 6-to-8 lane rhythm charts intuitively. | ❌ (not required) | ❌ (not required) |
| `LU-IC-EAF` | **Gestural Drawing / Freehand Vectors**: Drawing specific geometric shapes or freehand paths is effectively impossible to replicate cleanly using the strict radial constraints of a controller thumbstick. | ❌ (not required) | ✅ (required) |
| `LU-IC-EAG` | **Drag-and-Drop / Absolute Point-and-Click**: Executing rapid drag-and-drop mechanics with a relative radial thumbstick is kinetically unviable and vastly slower than absolute touch. | ❌ (not required) | ✅ (required) |

#### Additional resources

For more information about supporting precision inputs within your game, see
[Enable natural input on all form factors](https://developer.android.com/games/develop/multiplatform/enable-natural-input-on-all-form-factors). When supporting controllers,
**make sure to [add this flag to your manifest](https://developer.android.com/games/sdk/game-controller/visibility#badging-gamepad)** so that users can find
your game when searching for controller-supported games in the store.

### Form factor distribution

The Google Play Games platform is available across many different
Android device form factors and players expect to play their games
across them all.

| ID | Guideline |
|---|---|
| `LU-FF-GAA` | Your game **must be distributed across the following Android form factors** with exemplary quality: - **September 30, 2026** : [Mobile](https://www.android.com/phones/), Foldables, and [Tablets](https://www.android.com/tablets/) - **September 30, 2027** : [Android XR](https://www.android.com/xr/), [Android TV](https://www.android.com/tv/), [Googlebook](https://googlebook.google/), and [Android Auto](https://www.android.com/auto/) |

> [!NOTE]
> **Note:** This does not require distribution on Play on these Android form factors.

> [!NOTE]
> **Note:** Guidelines and exemptions for XR, TV, and Auto will be published later in 2026. Google Play cannot review exemption requests for XR, TV, and Auto guidelines until details are published.

#### Exemptions

The following exemptions apply to this guideline:

| ID | Exemption |
|---|---|
| `LU-FF-EAA` | **Form factor constraints would meaningfully degrade a quality experience**. Titles that have critical gameplay technical requirements that are not available on the form factor or where the form factor will create a meaningfully degraded player experience. |

For example:

| Gameplay mechanic | Form Factors exempt from distribution |
|---|---|
| Augmented reality and location-based games rely fundamentally on the physical geographic displacement of the device | Google Play Games on PC, Tablets, Googlebook, Android TV |
| Games utilizing local mobile hardware sensors (like breath input or sleep tracking) cannot be simulated and are critical to the core gameplay loop without workarounds. | Google Play Games on PC, Tablets, Googlebook, Android TV, Android Auto |
| Games with mechanics requiring the user to physically rotate their entire body in 360-degree real-world space to locate digital assets. | Google Play Games on PC, Googlebook, Android TV, Android Auto |

| ID | Exemption |
|---|---|
| `LU-FF-EAB` | **Devices with technical specifications below the minimum Mobile hardware requirements.** Games are exempt from distribution on devices with hardware (RAM, CPU, storage, or GPU) or Android versions that fall below your minimum mobile phone requirements. |
| `LU-FF-EAC` | **Form factor availability.** Games are exempt from distribution on devices that are not available in any of the regions where the game is offered---meaning there is no overlap in regional availability between the device and the game. |

### Title availability

Players enjoy the flexibility of choosing their preferred devices while
maintaining seamless access to their entire library of gaming experiences.

| ID | Guideline |
|---|---|
| `LU-TA-GAA` | For titles to be eligible for the program rate card benefits those titles must be released on Android supported form factors at the same time they become available on any other comparable, non-Android form factors from September 30th 2026 and moving forward. |

Currently required Android supported form factors include:

- **Mobile and Large Screen** (Tablet, Googlebooks, PC)
- **Android XR** (with titles running in a 2D window on the XR device)
- **Android TV**
- **Android Auto**

Titles that do not meet this title availability guideline will become eligible
for the Level Up program rate card benefits following a **6-month
waiting period**, once all user experience guidelines are fully met.

**Examples**:

- If a title is applying to be in the Level Up program and such title is currently available on other comparable non-Android form factors, such title must be launched on all comparable Android form factors for at least 6 months prior to enrollment into Level Up otherwise they will not be eligible for the program benefits until 6 months after the launch of their title on the Android form factor. The 6 month waiting period does not apply if the title was launched on the non-Android form factor prior to September 30th, 2026.
- If a title currently enrolled in the program launches a comparable non-Android form factor and does not launch on the comparable Android form factor simultaneously, they will become ineligible for program benefits for 6 months.

#### Exemptions

The following exemptions apply to this guideline:

| ID | Exemption |
|---|---|
| `LU-TA-EAA` | **Differences between device platforms.** Not every game is technically or conceptually suited for every hardware configuration; therefore, the title will be exempt if the developer can demonstrate that a specific Android form factor's constraints would meaningfully degrade the user experience against the comparable non-Android platform or if there is no viable technical solution for that hardware. |
| `LU-TA-EAB` | **Launch grace period.** To account for unforeseen technical hurdles, store review delays, or "soft launches," we will implement the following: - **Standard grace period.** Developers are granted a 15-day window to achieve "live" status on the Google Play Store. - **Extended grace period.** In exceptional circumstances where a developer can demonstrate that the delay was caused by a Google-side technical issue or an unusually long app review process, the grace period may be extended to 30 days upon manual review. |
| `LU-TA-EAC` | **EEA.** This guideline does not apply in the EEA. However, when distributing to the EEA, Android users should be able to access all new experiences and capabilities within the Android title provided by the developer. Developers are therefore required to fully optimize their titles for Android. |

## Deliver stable and smoother gameplay sessions

To ensure games run beautifully across all form factors, we are introducing
quality benchmarks that guarantee both performance and stability for players.
All games must follow these user experience guidelines to provide a high quality
experience to join the Level Up program.

### Stability

Players expect their games to provide a stable experience on their device that
is free of crashes and Android Not Responding (ANRs). Games need to meet the
following quality thresholds. To reduce volatility, these thresholds will be
enforced based on the trailing 28 days of data considering only devices within
the approved set for which your app has at least 1,500 sessions in the last 28
days.

![Android performance indicators](https://developer.android.com/static/google/play/vitals/images/android-vitals.png)

|   | `LU-ST-GAA` | `LU-ST-GAB` |
| Android vitals | [Test devices](https://developer.android.com/games/guidelines#referencedevice) | 4GB+ RAM Android Devices |
|---|---|---|
| **[Crashes](https://developer.android.com/games/optimize/vitals/crash)** | \<1% average crash rate [Check metrics in Play Console](https://play.google.com/console/developers/app/vitals/metrics/details?days=28&metric=USER_PERCEIVED_CRASHES&device=google/tegu,google/tokay,google/komodo,google/caiman,google/stallion,google/comet,google/frankel,google/blazer,google/mustang,google/rango,Xiaomi/klimt,samsung/gts11wifi,samsung/gts11uwifi,samsung/gts11u,samsung/gts11,vivo/PD2415,vivo/PD2405,vivo/V2561,OPPO/OP5A3DL1,OPPO/OP5A41L1,Aocwei/X300,vivo/PD2502,OPPO/OP5E11L1,OPPO/OP5E17L1,OPPO/OP5E03L1,Xiaomi/yupei,OnePlus/OP6135L1,samsung/SC-52F,samsung/SC-51F,samsung/pa2q,samsung/SC-56F,samsung/psq,samsung/q7mq,OnePlus/OP5D0DL1,OnePlus/OP612BL1,OnePlus/OP6190L1,Xiaomi/dada,Xiaomi/xuanyuan,docomo/SO-51F,motorola/leap,iQOO/I2401,realme/RE605FL1,OPPO/OP5DC1L1,OnePlus/OP612DL1,motorola/vantage,samsung/m3q,samsung/m1q,samsung/m2q,OnePlus/OP60FFL1,Xiaomi/pudding,Xiaomi/nezha,Xiaomi/popsicle,realme/RE60C8L1,OPPO/OP61A9L1,samsung/SC-55F) info | \<2% average crash rate [Check metrics in Play Console](https://play.google.com/console/developers/app/vitals/metrics/details?days=28&metric=USER_PERCEIVED_CRASHES&ramBucket=8192,12288,6144,4096,16384,20480)) info |
| **[ANRs](https://developer.android.com/games/optimize/vitals/anr)** | \<2% average ANR rate [Check metrics in Play Console](https://play.google.com/console/developers/app/vitals/metrics/details?days=28&metric=USER_PERCEIVED_ANRS&device=google/tegu,google/tokay,google/komodo,google/caiman,google/stallion,google/comet,google/frankel,google/blazer,google/mustang,google/rango,Xiaomi/klimt,samsung/gts11wifi,samsung/gts11uwifi,samsung/gts11u,samsung/gts11,vivo/PD2415,vivo/PD2405,vivo/V2561,OPPO/OP5A3DL1,OPPO/OP5A41L1,Aocwei/X300,vivo/PD2502,OPPO/OP5E11L1,OPPO/OP5E17L1,OPPO/OP5E03L1,Xiaomi/yupei,OnePlus/OP6135L1,samsung/SC-52F,samsung/SC-51F,samsung/pa2q,samsung/SC-56F,samsung/psq,samsung/q7mq,OnePlus/OP5D0DL1,OnePlus/OP612BL1,OnePlus/OP6190L1,Xiaomi/dada,Xiaomi/xuanyuan,docomo/SO-51F,motorola/leap,iQOO/I2401,realme/RE605FL1,OPPO/OP5DC1L1,OnePlus/OP612DL1,motorola/vantage,samsung/m3q,samsung/m1q,samsung/m2q,OnePlus/OP60FFL1,Xiaomi/pudding,Xiaomi/nezha,Xiaomi/popsicle,realme/RE60C8L1,OPPO/OP61A9L1,samsung/SC-55F) info | \<3% average ANR rate [Check metrics in Play Console](https://play.google.com/console/developers/app/vitals/metrics/details?days=28&metric=USER_PERCEIVED_ANRS&ramBucket=8192,12288,6144,4096,16384,20480)) info |

> [!NOTE]
> **Note:** The [bad behavior thresholds](https://developer.android.com/google/play/vitals#what_are_the_bad_behavior_thresholds) that affect visibility within the Play Store are not the same as the Level Up program. The values documented above are used to determine eligibility of the Level Up program.

#### Exemptions

There are no exemptions for this guideline.

#### Additional resources

For more information diagnosing and fixing vital issues, see
[Android vitals](https://developer.android.com/google/play/vitals).

### Performance

A smooth and stable framerate is critical to delivering a high quality gaming
experience on Android devices.

| ID | Guideline |
|---|---|
| `LU-PR-GAA` | On [reference devices](https://developer.android.com/games/guidelines#referencedevice), active gameplay scenes must target and render at a minimum of 60 fps by default. This requirement specifically applies to real-time, active gameplay and excludes non-interactive or transitionary states such as loading/splash screens, content downloads, lobby interfaces, menus, and cinematic cutscenes: - Average FPS ≥ 55 FPS - Low 10% (P90) FPS ≥ 50 FPS - Low 1% (P99) FPS ≥ 30 FPS |

#### Exemptions

Mobile games have to make many difficult decisions about what high quality means
for their specific experience -- such as whether to favor graphical fidelity or
battery life during a play session. The following exemptions apply to this
guideline:

| ID | Exemption |
|---|---|
| `LU-PR-EAA` | Games that **do not support 60 FPS** on other non-Android mobile platforms. |
| `LU-PR-EAB` | Games that **use HWUI or Composer** rather than rendering directly. |
| `LU-PR-EAC` | Games that **only push new frames on player interaction**, rather than on a continuously regular basis. |
| `LU-PR-EAD` | Games are not required to meet this on Tablet and Foldable devices due to their challenges in thermal design and computations to support high-resolution screens. |

#### Additional resources

For additional details on calculating and measuring Level Up
performance, see [frame rate](https://developer.android.com/games/optimize/framerate). You can also explore
the [slow sessions documentation](https://developer.android.com/topic/performance/issues/slow-session) for optimization strategies regarding
frame smoothness.

### Memory

To deliver a premium experience, [Android 17](https://android-developers.googleblog.com/2026/06/Android-17.html) introduced optimized memory
handling and stricter platform requirements, which is accompanied by new,
actionable memory telemetry in the Play Console.

**Effective February 2027** , [Play requires](https://android-developers.googleblog.com/2026/08/app-quality-memory-optimization-secure-onboarding.html) games to meet established
[bad-behavior](https://support.google.com/googleplay/android-developer/answer/17492799) thresholds for dynamic memory usage (anonymous RSS + swap),
bitmap usage, and code optimization across all Android versions. Developers can
now monitor these memory metrics and bad behavior thresholds within
[Android vitals](https://play.google.com/console/developers/app/vitals/metrics/overview).

| ID | Guideline |
|---|---|
| `LU-MM-GAA` | Once enforcement for these memory thresholds are in effect, games must comply with all memory thresholds to qualify for or maintain Level Up eligibility. You can find the memory thresholds and enforcement timeline [here](https://support.google.com/googleplay/android-developer/answer/17492799). **Optimize your game** : Follow the [latest guidance for games](https://developer.android.com/games/optimize/memory-overview) to maximize memory savings across process states. |

#### Exemptions

There are no exemptions for this guideline.

### Vulkan

[Vulkan](https://developer.android.com/games/develop/vulkan/overview) is Android's modern graphics API that offers significant
improvements in performance and battery usage. It also offers new higher
fidelity graphical techniques that will improve the gameplay experience on
Android.

Older games might prefer to access Vulkan through
[ANGLE](https://github.com/google/angle) rather than converting their own code
to Vulkan. ANGLE is Google's conformant OpenGL ES translation layer for Windows,
Mac, Linux, iOS and Android. ANGLE uses Vulkan under the hood.

> [!NOTE]
> **Note:** This guideline only applies to devices that have updated graphics drivers that are passing our conformance test suite that has a version of 2024 or newer. Check if the version value of `FEATURE_VULKAN_DEQP_LEVEL` on the device is ≥ `20240301` to confirm if it's running on updated graphics drivers.

| ID | Guideline |
|---|---|
| `LU-VK-GAA` | On devices that have updated graphics drivers, where `DEQP`≥`20240301`: - If you are using **Unity version 2023 or newer** , or **Unreal Engine version 4.25 or newer**: - **Vulkan must be set as the primary graphics API**. Minor OpenGL ES usage (For example, for Adverts, webviews, etc) is acceptable as long as it is \<10% of frames. - Games using Unity's Built-in Render Pipeline may opt-in to using [ANGLE](https://github.com/google/angle) for Android 17+ devices. These games have until **September 30, 2027** to set Vulkan as the primary graphics API. Transitioning to Unity's Universal Render Pipeline is highly recommended to achieve this but is not the only permissible path. - If you are using an older version of Unity or Unreal, or any other game engine, then you are required to either use Vulkan or enable ANGLE rendering to meet this guideline. To opt-in to use ANGLE, modify your app's manifest file as follow: ``` <application android:appCategory="game"> <meta-data android:name="com.android.graphics.driver.prefer_angle" android:value="true" /> </application> ``` |

#### Exemptions

Our default stance is that **all games should adopt Vulkan** because it offers
considerable performance and battery benefits. The following exception
recognizes that some games might not have a choice on graphics API.

| ID | Exemption |
|---|---|
| `LU-VK-EAA` | Games that don't control their own rendering and render through **HWUI/SKIA** (similar to how apps render). These games have no control over their graphics pipeline, and will be moved to Vulkan automatically over the coming versions of Android. |
| `LU-VK-EAB` | If your game uses **WebGPU** as its rendering API. WebGPU is a new higher level language that uses Vulkan on newer devices and OpenGL ES on older devices. If for some reason WebGPU decides not to use Vulkan on a focus device, that is beyond the control of the developer. We're working on deploying the Vulkan backend on as many devices as possible as quickly as possible. |
| `LU-VK-EAC` | If a game has encountered a blocking issue with Vulkan, and they have reported it and had it accepted by the relevant code-maintainer (For example, a Game Engine, GPU-IP Vendor, or Google), then they may be granted an exemption for an appropriate period of time to find a work around or for the issue to be addressed. |
| `LU-VK-EAD` | A developer may be exempt from this requirement if they are able to reduce their CPU instruction count in a similar fashion to what Vulkan provides. Vulkan provides an approximate 30% reduction in CPU instruction count as compared to other solutions. If the developer can show a similar improvement with an alternative solution, then the use of Vulkan is not required. |

#### Additional resources

For more information on upgrading your game's graphics APIs, see [Vulkan](https://developer.android.com/games/develop/vulkan/overview).

## Reference device list

The following devices are used to test our guidelines. Because Android hardware
and features evolve, this list can be updated to ensure comprehensive coverage.

### Device list

| Year | System on a Chip vendor | System on a Chip model | Manufacturer | Marketing name | Form factor |
|---|---|---|---|---|---|
| 2026 | GOOGLE | TENSOR G5 | GOOGLE | PIXEL 10 PRO XL | PHONE |
| 2026 | GOOGLE | TENSOR G5 | GOOGLE | PIXEL 10 PRO FOLD | FOLDABLE |
| 2026 | MEDIATEK | MT6993 | VIVO | X300 | PHONE |
| 2026 | MEDIATEK | MT6993 | VIVO | X300 PRO | PHONE |
| 2026 | MEDIATEK | MT6993 | OPPO | FIND X9 PRO | PHONE |
| 2026 | MEDIATEK | MT6993 | OPPO | FIND X9 | PHONE |
| 2026 | QTI | SM8845 | ONEPLUS | ONEPLUS 15R | PHONE |
| 2026 | QTI | SM8845 | LENOVO | MOTOROLA SIGNATURE | PHONE |
| 2026 | QTI | SM8850 | SAMSUNG | GALAXY S26 ULTRA | PHONE |
| 2026 | QTI | SM8850 | SAMSUNG | GALAXY S26 | PHONE |
| 2026 | QTI | SM8850 | SAMSUNG | GALAXY S26+ | PHONE |
| 2026 | QTI | SM8850 | ONEPLUS | ONEPLUS 15 | PHONE |
| 2026 | QTI | SM8850 | OPPO | FIND N6 | FOLDABLE |
| 2026 | QTI | SM8850 | XIAOMI | XIAOMI 17 | PHONE |
| 2026 | QTI | SM8850 | XIAOMI | XIAOMI 17 ULTRA | PHONE |
| 2026 | QTI | SM8850 | XIAOMI | LEITZPHONE POWERED BY XIAOMI | PHONE |
| 2026 | QTI | SM8850 | XIAOMI | XIAOMI 17 PRO MAX | PHONE |
| 2026 | SAMSUNG | S5E9965 | SAMSUNG | GALAXY S26 | PHONE |
| 2026 | SAMSUNG | S5E9965 | SAMSUNG | GALAXY S26+ | PHONE |
| 2025 | GOOGLE | TENSOR G4 | GOOGLE | PIXEL 9 PRO XL | PHONE |
| 2025 | GOOGLE | TENSOR G4 | GOOGLE | PIXEL 9 PRO FOLD | FOLDABLE |
| 2025 | MEDIATEK | MT6991 | XIAOMI | XIAOMI 15T PRO | PHONE |
| 2025 | MEDIATEK | MT6991 | SAMSUNG | GALAXY TAB S11 | TABLET |
| 2025 | MEDIATEK | MT6991 | SAMSUNG | GALAXY TAB S11 ULTRA | TABLET |
| 2025 | MEDIATEK | MT6991 | SAMSUNG | GALAXY TAB S11 ULTRA 5G | TABLET |
| 2025 | MEDIATEK | MT6991 | SAMSUNG | GALAXY TAB S11 5G | TABLET |
| 2025 | MEDIATEK | MT6991 | VIVO | VIVO X200 | PHONE |
| 2025 | MEDIATEK | MT6991 | VIVO | X200 PRO | PHONE |
| 2025 | MEDIATEK | MT6991 | VIVO | X200T | PHONE |
| 2025 | MEDIATEK | MT6991 | OPPO | FIND X8 | PHONE |
| 2025 | MEDIATEK | MT6991 | OPPO | FIND X8 PRO | PHONE |
| 2025 | QTI | SM8735 | XIAOMI | XIAOMI PAD 8 | TABLET |
| 2025 | QTI | SM8750 | SAMSUNG | GALAXY S25 ULTRA | PHONE |
| 2025 | QTI | SM8750 | SAMSUNG | GALAXY S25 | PHONE |
| 2025 | QTI | SM8750 | SAMSUNG | GALAXY S25+ | PHONE |
| 2025 | QTI | SM8750 | SAMSUNG | GALAXY S25 EDGE | PHONE |
| 2025 | QTI | SM8750 | SAMSUNG | GALAXY Z FOLD7 | FOLDABLE |
| 2025 | QTI | SM8750 | ONEPLUS | ONEPLUS 13 | PHONE |
| 2025 | QTI | SM8750 | ONEPLUS | ONEPLUS 13S | PHONE |
| 2025 | QTI | SM8750 | ONEPLUS | PAD 3 | TABLET |
| 2025 | QTI | SM8750 | OPPO | FIND N5 | FOLDABLE |
| 2025 | QTI | SM8750 | XIAOMI | XIAOMI 15 | PHONE |
| 2025 | QTI | SM8750 | XIAOMI | XIAOMI 15 ULTRA | PHONE |
| 2025 | QTI | SM8750 | SONY | XPERIA 1 VII | PHONE |
| 2025 | QTI | SM8750 | VIVO | IQOO 13 | PHONE |

Comprehensive testing across every specific model may not be required because
several devices in the list use identical SoCs and exhibit comparable
performance. Developers are eligible to self-certify for the guidelines once
they have successfully verified requirements on at least one device from each
listed SoCs:

**Phones**

| Year | System on a Chip | Devices |
|---|---|---|
| **2026** | **Tensor G5** | **PIXEL 10 PRO XL** |
| **2025** | **Tensor G4** | **PIXEL 9 PRO XL** |
| **2026** | **MTK MT6993** | **X300, FIND X9** |
| **2025** | **MTK MT6991** | **XIAOMI 15T PRO, GALAXY TAB S11, VIVO X200, FIND X8** |
| **2026** | **QCOM SM8845/8850** | **ONEPLUS 15R, MOTOROLA SIGNATURE, GALAXY S26, ONEPLUS 15, XIAOMI 17** |
| **2025** | **QCOM SM8750** | **GALAXY S25, ONEPLUS 13, PAD 3, XIAOMI 15. XPERIA 1 VII, IQOO 13** |
| **2026** | **Exynos S5E9965** | **GALAXY S26** |

**Tablet**

| **Year** | **System on a Chip** | **Devices** |
|---|---|---|
| **2025** | **MTK MT6991** | **GALAXY TAB S11** |
| **2025** | **QCOM SM8735** | **XIAOMI PAD 8** |
| **2025** | **QCOM SM8750** | **OPPO PAD 3** |

### Controllers

For controllers, make sure to test your game with the following as it covers
the common styles of controllers supported on the platform today:

- Sony DualSense Wireless Controller
- XBox Wireless Controller
- Nintendo Switch Pro Controller (note: This is for the original Switch console)

We recommend using the [testing guidance](https://developer.android.com/games/sdk/game-controller/testing_controller)
here for more details.

## Change notes

### September 2026

- **Performance**

  - Guidelines updated: [`LU-PF-GAA`](https://developer.android.com/games/guidelines#LU-PF-GAA)
  - Previous text:

    Games that **do not support 60 FPS** on other platforms.
  - New text:

    Games that **do not support 60 FPS** on other non-Android mobile
    platforms.
- **Large screen optimization**

  - Guidelines updated:
    [`LU-LS-GAA`](https://developer.android.com/games/guidelines#LU-LS-GAA)
    ,

    [`LU-LS-GAB`](https://developer.android.com/games/guidelines#LU-LS-GAB)


    [`LU-LS-GAC`](https://developer.android.com/games/guidelines#LU-LS-GAC)
    ,
    [`LU-LS-GAD`](https://developer.android.com/games/guidelines#LU-LS-GAD)

  - Previous text:

    - Handle [system bars](https://developer.android.com/develop/ui/views/layout/edge-to-edge#system-bars-insets), [display
      cutouts](https://developer.android.com/develop/ui/views/layout/edge-to-edge#cutout-insets), and
      [configuration changes](https://developer.android.com/games/develop/multiplatform/support-large-screen-resizability#advanced_large_screen_resizability)---such
      as device rotation and window resizing---to prevent crashes and visual
      artifacts. Ensure all UI and gameplay elements remain visible and
      interactive, avoiding any obstructions that block player input,
      while correctly maintaining or restoring the game state.

    - Games in a landscape layout need to be full screen, without
      letterboxing or pillarboxing, at the aspect ratios for each
      [reference device](https://developer.android.com/games/guidelines#referencedevice) and also at the anchor aspect ratios of 4:3,
      16:10, and 21:9.

    - Games in a portrait layout similarly need to support the complement
      aspect ratios. For example, for the anchor ratios the equivalent is
      3:4, 10:16, and 9:21.

    - Games are able to letterbox or pillar box themselves under the
      following conditions:

      - On a device with an aspect ratio that is not found on a flagship device or outside one of the anchor aspect ratios defined previously.
      - If the only game layout orientation (portrait or landscape) is different from the device's physical orientation.
  - New text:

    - Use insets to prevent blocking game controls or UIs that overlap
      with
      [system bars](https://developer.android.com/develop/ui/views/layout/edge-to-edge#system-bars-insets)
      (status, navigation, gesture) or
      [display cutouts](https://developer.android.com/develop/ui/views/layout/edge-to-edge#cutout-insets)
      (notches, punch holes).

    - Support
      [configuration changes](https://developer.android.com/games/develop/multiplatform/support-large-screen-resizability#advanced_large_screen_resizability)
      (device rotation, fold/unfold, multi-window split, freeform window
      resizing) without crashes, ANRs, visual artifacts, or touch
      mapping offsets, while preserving active game state and progress.

    - Games displayed in landscape must render full screen without
      letterboxing or pillarboxing on Reference Devices and anchor ratios
      of 4:3, 16:10, and 21:9. Landscape-only games are not required to
      support a portrait layout, but must cleanly letterbox or
      pillarbox themselves on portrait displays. Out-of-anchor ratios
      may also be letterboxed or pillarboxed.

    - Games displayed in portrait must render full screen without
      letterboxing or pillarboxing on reference devices and anchor ratios
      of 3:4, 10:16, and 9:21.Portrait-only games are not required
      to support a landscape layout, but must cleanly
      letterbox or pillarbox themselves on landscape displays.
      Out-of-anchor ratios may also be letterboxed or pillarboxed.

- **Google Play Games on PC**

  - Guidelines updated: [`LU-GPGC-GAA`](https://developer.android.com/games/guidelines#LU-GPGC-GAA)
  - Previous text:

    Your game **must be distributed on [Google Play Games on
    PC](https://play.google.com/googleplaygames)** .
    There are two ways to meet this distribution requirement:
    Your mobile game meets the **[playability requirements](https://developer.android.com/games/playgames/start#playability-requirements)**
    when played on the Android emulator [Google Play Games for PC](https://play.google.com/googleplaygames).
    - Ensure all [unsupported Android features and
      permissions](https://developer.android.com/games/playgames/pc-compatibility#unsupported-android-features) are not marked as required to ensure proper distribution.
    - **OR,** Your game is part of the [Native PC Early Access Program
      (EAP)](https://developer.android.com/games/playgames/native-pc).
  - New text:

    Your game **must be distributed on [Google Play Games on PC](https://play.google.com/googleplaygames)** .
    There are two ways to meet this distribution requirement:
    Your mobile game meets the **[playability requirements](https://developer.android.com/games/playgames/start#playability-requirements)** when
    played on the Android emulator [Google Play Games for PC](https://play.google.com/googleplaygames).
    - Ensure all [unsupported Android features and
      permissions](https://developer.android.com/games/playgames/pc-compatibility#unsupported-android-features) are not marked as required to ensure proper distribution.
    - **OR,** Your game is published as a Native PC game on Google Play Games and integrates with the [PC SDK](https://developer.android.com/games/playgames/native-pc/setup#step-4)^\*^.

    ^\*^ *If you publish as a Native PC Game, your title won't need to support Sidekick, Cloud Save, Achievements, and Game Stats API for the PC version until those features become available in the Google Play Games on PC SDK.*
- **Precision input controls**

  - New text:

    > [!NOTE]
    > **Note:** Since a Keyboard and a Mouse are commonly used together, we consider the K\&M guideline to be met as long as the game is playable on either keyboard, mouse, or both.

- **Form factor distribution**

  - Guideline updated: [`LU-FF-GAA`](https://developer.android.com/games/guidelines#LU-FF-GAA)
  - Previous text:

    - **September 2026** : [Mobile](https://www.android.com/phones/), Foldables, and [Tablets](https://www.android.com/tablets/)
    - **March 1, 2027** : [Googlebook](https://googlebook.google/)
    - **September 2027** : [Android XR](https://www.android.com/xr/), [Android TV](https://www.android.com/tv/), and [Android Auto](https://www.android.com/auto/)
  - New text:

    - **September 2026** : [Mobile](https://www.android.com/phones/), Foldables, and [Tablets](https://www.android.com/tablets/)
    - **September 2027** : [Android XR](https://www.android.com/xr/), [Android TV](https://www.android.com/tv/), [Googlebook](https://googlebook.google/), and [Android Auto](https://www.android.com/auto/)

    > [!NOTE]
    > **Note:** This does not require distribution on Play on these Android form factors.

- **Vulkan**

  - Guideline updated: [`LU-VK-GAA`](https://developer.android.com/games/guidelines#LU-VK-GAA)
  - Previous text:
  - **Vulkan must be set as the primary graphics API** if you are using **Unity version 2021 or newer** , or **Unreal Engine version 4.25 or
    newer**. Minor OpenGL ES usage (For example, for Adverts, webviews, etc) is acceptable as long as it is \<10% of frames.
  - Instead of using Vulkan directly, games using Unity's Built-in Render Pipeline may opt-in to using [ANGLE](https://github.com/google/angle) for Android 17+ devices. These games have until **September 30, 2027** to set Vulkan as the primary graphics API. Transitioning to Unity's Universal Render Pipeline is highly recommended to achieve this but is not the only permissible path.
  - All other games can decide to either use Vulkan as the primary graphics
    API or opt-in to using ANGLE for Android 17+ devices. To opt in to use
    ANGLE modify the app's manifest file as follows:

        <application android:appCategory="game">
        <meta-data android:name="com.android.graphics.driver.prefer_angle" android:value="true" />
        </application>

  - New text:

  - If you are using **Unity version 2023 or newer** , or **Unreal Engine
    version 4.25 or newer**:

  - **Vulkan must be set as the primary graphics API**. Minor
    OpenGL ES usage (For example, for Adverts, webviews, etc) is
    acceptable as long as its \<10% of frames.

  - Games using Unity's Built-in Render Pipeline may opt-in to using
    [ANGLE](https://github.com/google/angle) for Android 17+
    devices. These games have until **September 30, 2027** to set Vulkan
    as the primary graphics API. Transitioning to Unity's Universal
    Render Pipeline is highly recommended to achieve this but is not the
    only permissible path.

  - If you are using an older version of Unity or Unreal, or any other game
    engine, then you are required to either use Vulkan or enable ANGLE
    rendering to meet this guideline. To opt-in to use ANGLE, modify your
    app's manifest file as follow:

        <application android:appCategory="game">
        <meta-data android:name="com.android.graphics.driver.prefer_angle" android:value="true" />
        </application>

- **Memory**

  - Guidelines updated: [`LU-MM-GAA`](https://developer.android.com/games/guidelines#LU-MM-GAA)
  - Previous text:

    To deliver a premium experience, [Android 17](https://android-developers.googleblog.com/2026/06/Android-17.html) is introducing
    optimized memory handling and stricter platform requirements later this
    year--accompanied by new, actionable memory telemetry in the Play
    Console. Because **meeting these standard memory limits will be required
    for Level Up,** we strongly encourage \[implementing these memory
    optimization strategies\]\[bbb\] early to ensure app stability and a great
    user experience. More detailed compliance criteria to maintain your
    program status will be shared in the coming months.
  - New text:

    To deliver a premium experience, [Android 17](https://android-developers.googleblog.com/2026/06/Android-17.html) introduced optimized
    memory handling and stricter platform requirements, which is
    accompanied by new, actionable memory telemetry in the Play Console.

    **Effective February 2027** , [Play requires](https://android-developers.googleblog.com/2026/08/app-quality-memory-optimization-secure-onboarding.html) games to meet
    established [bad-behavior](https://support.google.com/googleplay/android-developer/answer/17492799) thresholds for dynamic memory usage
    (anonymous RSS + swap), bitmap usage, and code optimization across all
    Android versions. Developers can now monitor these memory metrics and
    bad behavior thresholds within [Android vitals](https://play.google.com/console/developers/app/vitals/metrics/overview).

    Once enforcement for these memory thresholds are in effect, games must
    comply with all memory thresholds to qualify for or maintain Level Up
    eligibility.
    You can find the memory thresholds and enforcement timeline
    [here](https://support.google.com/googleplay/android-developer/answer/17492799).

    **Optimize your game** : Follow the [latest guidance for games](https://developer.android.com/games/optimize/memory-overview)
    to maximize memory savings across process states.

### July 2026

- **Game Stats**
  - Guidelines updated: [`LU-GS-GAA`](https://developer.android.com/games/guidelines#LU-GS-GAA)
  - Exemption updated: [`LU-GS-EAC`](https://developer.android.com/games/guidelines#LU-GS-EAC)
  - Previous text:
    - Submit **at least 5** repetitive stats to power the Game Stats feature stored against the player's gamer profile. All stats need to represent regularly occurring actions by players in the game.
    - At least 1 stat needs to be usable for competitive player engagement features.
    - Stats should *not* require a purchase (For example, buy gems).
    - Stats should *not* require watching advertisements.
    - Stats should *not* be generic use of the game (For example, open the game; use settings).
    - Stats should be available to all users (For example, not a team-specific action).
  - New text:
    - Submit **at least 5** repetitive stats to power the Game Stats feature stored against the player's gamer profile. All repetitive stats need to represent regularly occurring actions by players in the game.
      - **At least 1 stat** needs to be usable for competitive player engagement features.
    - Exemption: Titles on Native PC Early Access Program (EAP), given our SDK doesn't support this feature yet. (Note: This only applies to the Native PC version of your title).