This generally seems like a lot of work for me for little to no benefit. Nevertheless, I would only maintain a separate 32-bit .APK if both of the following are true: (a) Google ads still work on it and (b) a statistically significant number of Android devices are 32-bit.
I can’t know either of those things with certainty. I will release v.135 in 32-bit form later today and collect some data.
No, Google Ads require that the app is listed in Google Play (or some other select stores: Amazon, VIVO, OPPO, Xiaomi, Samsung)
No. CIU was flat-out rejected (during upload, no less) if it contained 32-bit code in the .APK.
It was a joke. Such a thing should not ever be done.
This just puts all other players (especially ones with an incompatible Android device) at a disadvantage, making CIU a pay-to-expand-platform-availability game.
How does it put non-chl players with compatible device at a disadvantage when they can just download google play version?
Also, we’re not talking about 32-bit only. I am talking about cases where the phone is clean of google services at all. You need stand-alone apps then.
Such a category doesn’t exist.
Also, the first idea of CHL was crossplay between devices. I don’t know why that was abandoned because right now CHL lacks features. Stand-alone .apk would be a good feature to include in it.
32-bit build is now available (this is only a temporary measure until I see if there’s any merit to maintaining it). Download it from here: ⬇ Download CIU
Steam has something called “recommended regional pricing”, which takes into account not only the currency exchange rates, but also wages and the cost of living in each country.
Google only uses currency exchange rates, which sucks. Theoretically, I could manually edit the prices for each region, but that’s 180 regions x 4 prices each, so… uh, no.