Has Anyone Tried Distributing Unreal Projects Through Third-Party App Stores?

I’ve been looking into different ways of distributing small Unreal projects outside of the usual official app stores. Some developers suggest using third-party app stores as an easier way to reach users without dealing with the heavier publishing requirements of Google Play or the App Store.

For those of you who’ve experimented with this, how was your experience? Did you face any compatibility or performance issues with Unreal builds on those platforms? And do you think it’s worth the trade-off in terms of visibility, updates, and trust compared to sticking with the official stores?

I haven’t personally tried it yet, but I’ve seen a few indie devs mention stores like Scarlet (for iOS) and some Android alternatives as a way to bypass the stricter publishing process. The big advantage seems to be faster updates and fewer restrictions, but the downside is definitely trust and visibility—most casual players don’t know or feel comfortable with third-party stores.

From what I’ve read, Unreal projects can run fine as long as the build matches the device requirements, but the real challenge is getting people to actually install from those platforms. I’d also be curious if anyone here has concrete experience with performance, crashes, or update rollouts on third-party stores.

Hey @evelyngrace1,

I’ve experimented a bit with third-party distribution for smaller Unreal builds — mostly through Android alternatives like APKPure and Aptoide — and it’s definitely a mixed bag. Uploading and approval are way faster than on Google Play, but the trade-offs start showing once your project is out there.

One thing I noticed is that device compatibility and performance reporting can be unpredictable. Some users had no issues at all, while others ran into texture glitches or crashes on mid-range devices that should’ve handled the build fine. These stores don’t have the same quality control or automated testing as the official ones, so your app might end up being used on devices it wasn’t really optimized for.

The trust factor is also huge. Players are generally cautious about downloading from non-official stores — and honestly, that’s understandable. A good example is the rise of apps like TikTok 18, which is a modified, unofficial version of TikTok distributed through third-party sites like tiktok18mod. It promises “extra features” and unrestricted content, but it also highlights how quickly trust and security concerns can arise when apps are distributed outside the main stores. People worry about data safety, malware, and fake clones — all issues that could affect indie devs using the same channels.

So, while it’s tempting to use third-party stores to bypass strict publishing rules or speed up updates, you really have to weigh it against the long-term risks — user trust, update delays, and potential association with less reputable platforms. If it’s a test build, prototype, or something experimental, it’s fine. But if you’re aiming for a wider or professional release, I’d stick with official stores or controlled distribution (like itch.io or TestFlight for iOS).