iOS and Android, side by side.
No more waiting on one platform before the other starts.
Unreal on mobile is hard. Shipping it shouldn't be. SpeedrunCI builds, signs and packages your game for iOS and Android in one run, then sends it to the App Store and Google Play.
Each one is small. Together they eat the week before every release.
The Mac mini that signs every iOS build, and the one person whose keychain has the certificates.
Signing runs on a registered Mac runner, in a temporary keychain wiped after every build.The Android build is over the store size limit again, and the asset packs need rebuilding by hand.
Switch on App Bundle output and every run produces a signed AAB with Play Asset Delivery packs.Two platforms, two cooks, one queue. Android waits while iOS signs.
iOS and Android build at the same time.CI went green. The build still won't install on a real device.
Success means a signed package you can install, not a passing step.QA asks an engineer for a build. The engineer is in the middle of something.
QA presses build themselves. They can't touch the pipeline.iOS builds route to a registered Mac runner. Certificates load into a temporary keychain that's wiped the moment the build finishes.
Out: signed .ipaSwitch on App Bundle output for a signed Android App Bundle with Play Asset Delivery packs, so size limits stop being a release-week problem.
Out: signed .aab + asset packsSigned builds go up to App Store Connect and Google Play. Nobody downloads a build just to upload it again.
Out: store uploads for both platformsQA triggers a build, downloads it and installs it on their test devices. Your build team keeps control of the pipeline.
Out: a ping in your team chat when it’s ready
Yesterday's change, signed and on the team's phones before the morning playtest.
No more waiting on one platform before the other starts.
Testers trigger and download builds. Only your build team can change a pipeline.
Register a Mac as a runner with the SpeedrunCI agent. It handles iOS signing from then on.
Build status lands in Slack, Discord or Microsoft Teams.
Trigger and download builds from the editor toolbar with the free plugin on Fab.
Your machines build first. Ours take the overflow in release week. Or run the whole platform inside your own AWS or Azure account.
“I see this as the tool that finally lets artists and designers test their own assets and builds, instead of waiting on an engineer every time.”
We set it up on your real project. You judge it on builds that install on real phones.
No commitment. Your current setup keeps running.
Devices, stores, release dates and how you sign today.
Hybrid or fully managed. Your existing pipeline keeps working.
Signed for iOS and Android. Then you decide.
No. iOS builds can run on Macs in our cloud, or on a Mac you already have, registered with the SpeedrunCI agent. Either way, certificates load into a temporary keychain that's wiped after every build.
Yes. Switch on App Bundle output and each Android run produces a signed App Bundle with Play Asset Delivery packs.
Yes. With hybrid, your machines build first and ours take the overflow. Nothing you have needs to change.
The pilot is free. After it, you get a number based on your team and how you deploy.
Start with one project and your next release.