GROW is Being Shut Down


[EDIT: On July 22nd, SOOMLA launched it’s new product TRACEBACK]

[check out to learn more]

We have a difficult announcement to make. Beginning today we’re winding down the GROW service.

Over the past 2 years we had a huge vision to create a community of all the game developers in the world and allow them to share analytics and insights. We envisioned a shared database that will allow the community members access to the same data tools as the “big guys”.

The GROW network has been growing quickly and we achieved every growth milestone we have set for ourselves. However, we came to realize that the product just doesn’t solve a big-enough problem for its customers. As a company that always strives to generate value for its customers, we’ve decided to shut down GROW to make room for new products that solve bigger problems.

GROW will be shut down on May 31st 2016.

This includes Whales Report, God Mode Analytics, Basic Analytics, The Sync Service, Highway and the Receipt Validation Service (Fraud Protection). [CORRECTION: Fraud Protection / Receipt Validation will keep running until July 31st 2016 – at which point it will be included as part of the new product]

As we are doing the transition it is very important for us to make sure we are giving you enough notice to find other solutions and to make sure the negative impact is minimal.

You can find answers to most of your questions below. If you have additional questions, feel free to email us to


Q: What about SOOMLA Store and Profile?
A: The open source projects will still be available on Github for the community to continue to use and maintain them. In addition, the paid packages in the Unity Asset Store will stay there for the benefit of the community [EDIT: we will remove the Unity Asset Store Packages on Nov 30th 2016 and will no longer provide support after Dec 31st 2016]. There are a few power users in the community that agreed to stay as moderators and take over the support for the projects.

Q: What do I need to do to minimize impact on my game users?
A: We recommend removing the Highway SDK from your game before May 31st. SOOMLA will not be responsible for any production issues in games that have the Highway SDK after May 31st.

Q: I use GROW Ultimate. how can I switch to SOOMLA Store?
A: If you’re using one of the GROW bundles you will notice in your game project that they are made from separate packages. Removing the Highway SDK will allow SOOMLA Store and Profile to work with no issues. 

Q: What about the Receipt Verification / Fraud Protection Service?
A: The receipt verification service will stop functioning as a stand alone service on May 31st. [CORRECTION: Fraud Protection / Receipt Validation will keep running until July 31st 2016]

Q: Is SOOMLA Shutting Down?
A: Not at all. We have a strong team and investors who believe in the new vision of the company. We are still planning to change the world but in a different way this time.

Q: What is the new product about?
A: The new product is going to be called SOOMLA Traceback. We can’t tell you what it is but we will announce it very soon. If your game monetizes mainly with ads stay tuned for more details.

If your game uses ads for monetization and you wish to be data driven about it – Check out SOOMLA TRACEBACK.

Learn More

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New Ad Network Integrations and a Cool New Comparison Feature

(1200x600) New Ad Network Integrations

New Ad Networks

As promised we have now added even more Ad Network integrations! We’re talking about the much anticipated Unity Ads as well as AdMob and Vungle. You can find them all in the integrations page or in the Ad Networks section if you haven’t already integrated any Ad Network.

Screen Shot 2016-02-28 at 11.43.11

This means that you can get super fast analytics on your selected Ad Networks and actually analyze your metrics and your Ad performance (interstitials, videos, banners…) – all within the GROW dashboard.

The coolest thing about all this is that the integration is easy and fast! All integrations are a simple import to Unity, adding your Game and Environment keys and a prefab – that’s it!

Once you click on one of the Ad Network integrations you reach the specific integration page where you can download the relevant Unity package and see the simple integration steps.

GROW Comparison

If you tend to compare your data across several date ranges, countries and devices then this feature is for you – no more clicking between multiple browser tabs!

In order to compare your data all you have to do is tick the new Compare checkbox at the top of the screen and a second set of filters will be displayed:

Screen Shot 2016-02-28 at 15.11.55

Screen Shot 2016-02-28 at 15.16.05

Once you choose the desired filters for comparison all the data and graphs below will show you the compared data, each filter in a different color.

Screen Shot 2016-02-28 at 15.03.09

The comparison is available in all of the dashboard sections, including the Ad Networks so you can compare your Ad Networks and see which one’s better for your game in one simple screen.

Go check out these new toys and drop us a line if you have any comments or special requests.

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New Ad Network Integration: Chartboost Meets GROW

(1200x600) Chartboost Integration

You can now see your ad network data in the GROW Dashboard. You’ll find impressions, clicks, CTR, clicks per user and more!

We started with adding the Chartboost integration for Unity and in the following weeks we’ll be adding more ad integrations such as Unity Ads, AdMob and RevMob.

The integration is so easy it’s magical

You can find the new Chartboost Integration in the new Ad Network section or in the Integrations page in the GROW Dashboard:



To integrate Chartboost download and import the Unity package from the Chartboost Integration page. Import the package into Unity, go to Window > GROW Settings in the menu bar, then add your game and environment keys into the fields in the GROW Panel. Click theChartboost_GROWPanel “Integrate GROW into current scene” button – and that’s it!!

Why is this so important for developers?

We believe that integrating ad network data into the GROW dashboard will provide lots of value for game developers.

  1. Compare ad revenue vs. IAP revenue: lots of F2P games have multiple revenue sources, but the tools aren’t geared for showing all of them in one place comparatively. With GROW ad network integration you’ll soon be able to do this.
  2. Ad Network Audit: having another set of eyes on your clicks and impressions is always good. Use our metrics to compare and validate what you see in ad network’ dashboards.
  3. Unified dashboard: our long term vision is to provide developers with one dashboard to rule them all.  No need to switch between tabs, export CSVs from multiple sources, and fumble with different metrics from different platforms.  We’re building a one-stop-shop for all analytics purposes with developer happiness in mind.

What will you see in the dashboard?

  • Impressions
  • Clicks
  • Accidental Clicks
  • CTR – Click Through Rate (Conversion)
  • Avg. Clicks Per User
  • Avg. Impressions Per User
  • Avg. Video View Length


You can also break down the data by device for impressions and clicks, and a statistical breakdown by Ad types.

This is all just for one ad network. Once more integrations are added you’ll be able to compare and see which ad network performs best – you can hold your breath because the next integration will already be out by next week!

Start now and go to the GROW Dashboard.

If you have any comments, requests or anything else, just drop us a line.

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Announcement, Unity

What’s New: God Mode Analytics + Two New Integrations

(1200x600) GROWAnalytics

With 2016 come new SOOMLA dashboard features. We’re excited to release our God Mode Analytics plus two new integrations with Facebook and UnityIAP.

God Mode Analytics

Our newest feature in the dashboard lets you discover analytics of other games in the GROW network! You can search for games that are similar to yours and actually see their metrics and overlapping user behavior.God Mode

You can see other game’s analytics in ranges, however, the game itself remains anonymous.  Finding games is easy using our tag-based search.  Just start typing in the search bar and select the tags you’d like to search for.  You can see the full list of tags in our tags dictionary.

God Mode Tags

Mutual Discovery

An important part of God Mode Analytics is keeping games anonymous.  If, however, you find a game that you are particularly interested in, you can send that game a “Reveal” request.  The developer of that game can then approve your request.  Once the connection is made, fellow developers can see each others’ studio name, game name and game icon, as well as precise numbers instead of ranges in each others’ analytics.  Mutual discovery is time limited, allowing you to explore your friend’s game (given their approval) for one week, one month or a full year.

God Mode #Analytics allows you to see data from #games similar to yours and compare performance Click To Tweet

God Mode Analytics coupled with Mutual Discovery opens a whole new opportunity for data-driven game design.  With knowledge of what’s working for others, and what your users particularly do in other games, you can enhance and optimize your current game, or build the next one with new insights.

You can also find games that are super successful and decide that your new game will be similar, it’s always good to develop something you know people will like.

God Mode - Reveal Game


GROW for Facebook

If you’re already working with the Facebook SDK for Unity in your game and want to add GROW to start collecting analytics about social events, all you have to do is import the GROW Facebook integration from the Integrations page.Integrations

You’ll be directed to a page with the integration steps:
1. Download the package.

2. Import it to your Unity project.Import GROW FB
3. Open the GROW settings.FB GrowSettingsMenu

4. Now copy & paste the Game and Environment Keys from the integration page to your project.Integration_Facebook_step25. Add the prefabs simply by clicking the button in the panel.

And you’re done, just build and run your app to start working with GROW Analytics!

GROW for UnityIAP

If you want to add GROW to your project and you’re already working with UnityIAP the integration is super simple – just like the Facebook integration. Go to the dashboard integrations page and import the UnityIAP for GROW package. From here the steps are exactly like the Facebook integration – fast and simple, enjoy!

As always, if you have any comments, ideas or questions we’d love to hear about them, just drop us a line 🙂

Wanna see it before you try it? Check out our demo video to learn more about GROW and God Mode Analytics.

Watch Video

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Announcement, Open Source

We’re Open Source and We’ve Been Listening to You

Open Source

One of the perks of being an open source company is having a community of developers who not only use your product, but also contribute new and exciting features, ideas and bug fixes to it. Your product is constantly being reviewed, integrated and tested in various use cases, which leads to loads of (hopefully) great and positive feedback, but also (inevitably) reports of bugs and other issues the developers come across.

One of the duties of these open source companies is to take that feedback from the developers and make the best use of it. This both improves the quality of the product and keeps the developers happy.

SOOMLA & Open Source

SOOMLA is one such open-source company, and as such we try to do the most for our developers by implementing desired functionality and adding requested features.

Keeping Your Unity3D libs Updated

One frequently requested feature was to simplify the update process of Unity3D SOOMLA modules. Since importing a .unitypackage into Unity3D doesn’t override existing files, developers who wanted to update SOOMLA were required to manually find all of SOOMLA’s libs and files (which were scattered everywhere), remove them, and only then import the new updated SOOMLA libs. SOOMLA solved this problem with 3 new long-awaited features:

  1. Move all of SOOMLA’s libs into a Soomla folder – each supported platform (Android, iOS and WP8) in the `Plugins` folder now has a `Soomla` folder in it, containing all of SOOMLA’s libraries.
  2. Create a `Remove SOOMLA` script allowing a developer to remove SOOMLA entirely.
  3. easy as pieCreate a `Remove` script for each module – allowing the removal (and update) of a single module.

These features were made to ensure that updating SOOMLA is as easy as pie.

Integration Without Prefabs

One more feature to make SOOMLA’s Unity3D developers’ life a little better was removing the prefabs. Every integration required that the SOOMLA prefabs were dragged & dropped into the main scene, thus adding another integration step. As SOOMLA strives to make its integration as simple as possible, removing them was an important step towards an easier integration. The new release incorporates a new mechanism of instantiating the necessary game objects for event handling at runtime, allowing the removal of these prefabs, resulting in an simpler integration process.

spartonix_header_logoThis new update to streamlined integration was made possible with the help of Omer Leshem, founder of gaming studio Spartonix and a member of our developer community. This proves once again that developers can do more together!

Speak Up!

As always, SOOMLA is open to new ideas, so if you have anything you’d like to share, feel free to do so on our forum.

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Announcement, Unity

Bye Bye Unity Prefabs and a Few More New Additions

Unity Prefabs

Unity PrefabsRemember those SOOMLA Prefabs you were required to drag & drop into your main scene in order to receive and handle events? Well, they’re gone!

You now have a new way of initializing event listeners without those prefabs – by dynamically creating the game objects in runtime.

The new event system is available from the following versions:

  • Core v1.2.0+
  • Store v1.9.0+
  • Profile v2.2.0+
  • LevelUp v1.1.0+

Ever had problems updating SOOMLA?

That’s why we released a new version and we now have a script to easily remove SOOMLA from Unity, in order to add an updated version straight away. This change makes the whole process of updating SOOMLA much simpler and saves you time – you even have an option to remove and update only a specific module.

Are all your SOOMLA packages up to date?

There’s a new script that makes sure that all your packages are up to date, if they’re not you’re notified and all you have to do is click the link displayed, in the Unity Editor, and you’ll be downloading the latest version in no time!

A Few More Improvements

SYNC – Our Sync process has been fixed and improved and now the user’s balance is always synced between different devices.

HIGHWAY –  energy consumption has been improved to prolong battery life.

God Mode Analytics – see analytics of other games similar to yours and compare overlapping user behavior.

We’re constantly working on improving our products, drop us a line if you have any comments or special requests.

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Announcement, Game Design

Remote Virtual Economy Management For Mobile Games

With virtual economy being the most popular choice for mobile freemium games business model, you probably will want to have one of those in your game. Luckily SOOMLA provides you with both the Store bundle for an easy IAP integration and now with an easy way to customize your economy.

Update your virtual economy on the fly

Introducing the Virtual Economy Manager, a new GROW dashboard section you can access in order to review, manage and deploy your virtual economy. The Virtual economy screen allows you to update your virtual economy without releasing an update to the market (App Store or Google Play).

First of all you will need to have a hard coded economy configured in your game. checkout the knowledge base to see how it’s done. Then as soon as your device syncs with the Grow network, refresh the economy screen to see your economy. From there on any change you make to the economy from the dashboard will be synced to your game. Now you can create and delete your economy’s categories and currencies as well as create new virtual items and currency packs.

Managing virtual item inventory

add-virtual-goodVirtual items divide into 5 categories: Single Use, Single Use Pack, Lifetime, Equippable and Upgrade. You can create them all using the add virtual good button:

  • Single Use The most basic and common kind of virtual good, can be purchased by your users multiple times. No limits! Examples: bullets, hoverboards, “save me”, 30-second speed boost
  • Single Use PackSometimes, you’ll want to to sell packs of Single Use goods. To support these cases, we’ve created the Single Use Pack. Examples: ammo packs, 3 “save me”s.
  • LifetimeA Lifetime virtual good can only be bought once and then it is kept forever. Examples: “Remove Ads”, double speed, new car.
  • EquippableAn Equippable virtual good is a special type of Lifetime virtual good. In addition to the fact that it can be purchased once, it can also be equipped by your users. Equipping means that the user decides to currently use a specific Equippable virtual good.  Examples: characters, weapons, outfits.  This type of good is commonly used in first person shooters where the player switches back and forth between different weapons.
  • UpgradeAn Upgrade virtual good is a virtual good in an upgrade sequence belonging to another virtual good. The associated virtual good can be of any type (Single Use, Equippable, etc..).  Examples are anything that can be upgraded on a dimensional scale: speed, power, energy.  You’ll see this a lot in racing games where the game progression depends a lot with upgrading your car’s tires, engine, gear etc.

Items can be purchased with either a virtual currency defined in your economy or with one of the market places (App Store, Google play, etc.). Once you made all your changes, don’t forget to deploy your new economy by clicking on the deploy economy button that will be displayed as soon as you have pending changes.


If you want to discard your changes after you already deployed your new economy click on the Delete Economy button. The economy will be synced right back with the hard coded economy the next time someone will load your game on his mobile device.

Developers using GROW already have the virtual economy management available, as always for free, in their dashboard.  We encourage you to try it and send your feedback our way.

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Announcement, Open Source

New Grow Bundles are here – get them while they’re hot!

SOOMLA’s newest release brings you not only a completely redesigned dashboard, but also its revamped, brand new, specifically tailored for your needs Grow Bundles.

Unity Grow Bundles

Grow is SOOMLA’s flagship community-driven data network. Designed to fulfil the requirements of both leading game studios and indie game developers, all Grow products can be utilized to increase user retention and monetization. Using the new analytics dashboard you can analyze user behavior, track user retention and compare your game’s performance to other games. Grow also features the Whales Report – the only mobile game report focusing on paying users. It provides a unique view into your game’s performance by analyzing paying users’ behavior in your game. Another part of Grow is Grow Insights – a unique solution which allows you to receive valuable insights about the user currently playing your game – in real time.

Analytics Dashboard

The analytics dashboard, Whales Report and Grow Insights are all included in the Grow Bundles specified below. A lot of thought was put into creating the perfect blend of features for each bundle, so whether your focus is on social leaderboards, remote economy management or going viral, you’ll find the perfect bundle to suit your needs.

Grow SpendGrow Spend

Satisfies all your virtual economy needs and fraud-less IAP desires.

Key Features:

  • SOOMLA’s open-source module – Store
  • Remote Economy Management
  • Game Balance Sync
  • IAP Fraud Protection

Why choose Grow Spend?

Grow Spend is the perfect virtual economy solution for your game. If you want fraud protection, cross-device balance sync and remote economy configuration then this bundle is for you.

Download: Unity3D | Cocos2d-x

Grow ViralGrow Viral

Provides tools for gift sharing and other social actions.

Key Features:

  • SOOMLA’s open-source modules – Store and Profile
  • Gifting

Why choose Grow Viral?

Grow Viral is the perfect social engagement solution for your game. If you want your users to gift their friends in order to increase virality then this bundle is for you.

Download: Unity3D | Cocos2d-x

Grow CompeteGrow Compete

The best way to create some healthy competition amongst your players.

Key Features:

  • All of SOOMLA’s open-source modules – Store, Profile and LevelUp
  • Game Progress Sync
  • Social Leaderboards

Why choose Grow Compete?

Grow Compete is the perfect competition stimulation solution for your game. If you want your users to compete with their friends in order to increase engagement then this bundle is for you.

Download: Unity3D | Cocos2d-x

Grow Ultimate

The most fully featured of all Grow Bundles.

Key Features:

  • All of SOOMLA’s open-source modules – Store, Profile and LevelUpGrow Ultimate
  • Remote Economy Management
  • Game Progress & State Sync
  • Gifting
  • IAP Fraud Protection
  • Social Leaderboards
  • Grow Insights
  • Analytics Dashboard
  • Whales Reports

Why choose Grow Ultimate?

Grow Ultimate is the perfect All In One solution for your game. If you want your users to have the perfect experience in your game then this bundle is for you.

Download: Unity3D | Cocos2d-x

Grow Insights

Connects your already integrated SOOMLA modules to the Grow network.

Key Features:

  • Grow Insights
  • Analytics Dashboard
  • Whales Reports

Grow Insights

Why choose Grow Insights?

Grow Insights is the perfect solution for your game if you have already integrated any of the SOOMLA open-source modules in it. If you just want to get analytics such as the Whales Reports and Grow Insights then this bundle is for you.

Download: Unity3D | Cocos2d-x

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Announcement, Tech Resources

Introducing Simplified Retention for Game Developers and Marketers

SOOMLA Retention Reports

SOOMLA introduces retention reports – the best way to explain the behavior of your users in terms of how many stayed in your game and how many left it. There are many services out there that present the ability to investigate user retention, SOOMLA’s retention reports come with 3 kinds of retention types, each of them shows you your users behavior from a different angle and gives you information so you can react accordingly to prevent users’ churn.

Investigating your new users

The first type of report is the Regular Retention, here you can see how many first time (new) users visited your game.


The two leftmost columns represent how many users started playing your game and the specific day they came in. Any other column “i” represents how many users visited your game in the i-th day after the starting day.

Rolling retention of first time users

The next retention report is Rolling Retention which was first introduced by Flurry. Rolling Retention shows you how many users are still “in your game.” For example, a user started playing on day 0, and came back only on day 3. Rolling Retention will count this user also on day 1 and 2 as if the user played throughout all these days.  While this is a more “optimistic” analysis of user behavior, it treats users as equals even if they didn’t come back each and every day.  Rolling Retention is particularly interesting to look at when coupled with other marketing activities used by your studio.  For example, a push notification campaign is likely to get users back and to boost this metric.  This metric has been much debated, which is why we offer multiple retention types for developers looking to optimize their retention.

Rolling Retention

Like in the regular retention, in Rolling the two leftmost columns show the number of users who start to play on those days. Every other column “i,” represents the number of users who visited your game after “i” days or more according to the date range you’re looking at.

Take a deeper look into returning users

The last type of retention you can find on the Grow dashboard, is the Return Retention. This kind of retention is different from the others because it doesn’t consider each date as a new “day-0” cohort.  Instead, it accounts for all active users on that certain date and shows you their return rate from that day on.  In that sense, Return Retention captures a snapshot of users from multiple cohorts and observes their future retention.  It also lets you identify weak and strong days of gameplay over time.


The leftmost column represents the total number of users which visited your game on the exact day, while the other columns tell you how many of them came after the i-th day.

Retention is the cornerstone metric every studio should be tracking.  The importance of this metric can be emphasized by two observations:

  1. Retention is the foundation for calculating user lifetime value, which lends its hand to revenue projection and ROI calculations of a game.  It’s also necessary to know LTV in order to conduct ROI-positive user acquisition
  2. Retention expresses your users’ delight from your product.  It’s the ultimate metric for understanding if your game is truly entertaining to the extent of keeping users coming back for more.

We encourage studios to explore retention metrics in the Grow dashboard and to understand their users’ behavior.

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Whales Report – The Only Mobile Game Report Focusing on Paying Users

SOOMLA’s Whales Report introduces a unique way to understand how your game is performing when looking specifically at your paying users. It is a known fact that in the mobile gaming industry the majority of revenue comes from whales, which constitutes a tiny margin of games players. These whales will easily be dissolved in the big numbers of your game’s analytics. We, at SOOMLA, think you should concentrate your efforts on whales when targeting your users. Studios with published games that are part of the Grow network are sent weekly reports.  The Whales Report helps identify inefficiencies in your game’s player-to-payer conversion funnel, improve your user retention performance and ultimately increase revenue.

Why is the Whales Report Unique?

The Whales Report harnesses knowledge about user behavior from other games and provides developers with crowdsourced intelligence about paying users that would otherwise be hard to come across.  A self-published studio might be able to see 100,000 users across two to three titles, but when that data is combined and analyzed from thousands of games, you suddenly have a much more accurate understanding of your users.  Traditional analytics and mobile marketing platforms can only show you data that you the developer measured in your game.  The Whales Report, as part of the Grow network, redefines this limitation by collecting and analyzing payer insights across many games from different vendors.  With user level insights about who will pay and who won’t, your retention and monetization practices can become truly data driven instead of guesswork driven.

Whales Report – Explained

Let’s go over the different parts of the Whales Report with an example:

The Whales Report showing new paying users and a growing graph.

  1. New paying users: players who are new to your game this week and have paid in the game. You can see how well you are doing at getting more players to pay your game week-over-week.
  2. New paying users graph: this graph shows your historical count of new paying users going 12 weeks back. You can see how well you are doing acquiring payers over time.More of the Whales Report showing total new users and looking at the various growth methods.
  3. New users: players that played your game for the first time during this week. Out of these new users:
  4. Seen in GROW: players that were seen (have played) in the the Grow network before they played your game. Use SOOMLA Insights to know these players better as soon as they enter your game.
  5. Paid in GROW: players that paid before in other games in the Grow network. These are the whales that have entered your game. You should focus your efforts on converting these players to paying users in your game.
  6. Paid in your game: players that have paid exclusively in your game and didn’t pay in other games in the Grow network. If you can raise this metric, then it means you’re doing something right compared to the rest of Grow.
  7. Missed potential sales: this section shows you how well you are doing at converting known whales (those that paid before on Grow) to pay in your game. It shows how many of the whales from Grow that played in your game didn’t pay this week in your game. If a large number of whales came into your game and did not pay, it suggests that you might consider doing something differently to get them to pay in your game as well. Every whale that pays elsewhere and not in your game is practically money that you’ve left on the table. The missed potential sales figure comes from multiplying number of whales not paying in your game with the Weekly ARPPU (= Weekly Average Revenue Per Paying User = Weekly Revenue divided by Weekly Paying Users Count).The Whales Report showing weekly payers retention and the weekly break down.
  8. Retention: this section shows your payer retention performance over the report’s week days using a cohort analysis chart. The left axis shows the date in which each cohort entered your game and the top shows how many days passed since that entry day. The matching cell for these axis values shows how many payers stayed in your game after this many days since their entry.
  9. Weekly users played: weekly count of users who played your game.
  10. Weekly users paid: weekly count of users who paid in your game.
  11. Weekly conversion: conversion rate for your game this week. Shows what percentage of new users you’ve been able to convert to paying users this week.
  12. All-time users played: total count of users who played your game since you joined the Grow network.
  13. All-time users paid: total count of users who paid in your game since you joined the Grow network.
  14. Average days to payment: how many days on average (on all days since you joined Grow) does it take a paying user to start paying in your game since he started playing it.The Whales Report showing the total revenue for last week and this week.
  15. Revenue: shows how much revenue you made this week and last week side by side.
  16. Revenue graph: shows your historical revenue over the last 12 weeks.

Tell us what you think

The SOOMLA Whales Report is ever evolving and will continue to grow and offer more insights in the future. We are also diligently working on cleaning up the various figures from fraudulent contribution, so with time you should expect these reports to be even more accurate.

We always love to hear what you think about our products and we are inviting you to suggest new features that can be valuable for you to have in the weekly reports. Feel free to contact me at:

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