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Kohort Raises New Funding to Expand Beyond Mobile

Predictive analytics platform Kohort has secured fresh funding to accelerate its expansion beyond mobile and into new verticals. While the investment amount remains undisclosed, the capital will be used to advance Kohort’s platform and scale operations globally. Powered by machine learning, Kohort’s platform forecasts future revenue and user growth for digital services, offering actionable insights for executives, marketers, and investors. The funding round was led by The Raine Group, with continued backing from Eurazeo, AlbionVC, and Triple Point Ventures, and new participation from Velocity Capital and Portfolio Ventures. As part of the deal, Kohort has entered a strategic partnership with Raine, allowing the investment firm to leverage Kohort’s tech for client and portfolio advisory, especially in user acquisition-heavy sectors like mobile gaming. “We’re excited to deepen our presence globally and become the go-to predictive analytics partner for both game developers […]

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Siyata to Enter $126B Mobile Gaming Market via Core Gaming Merger

Telecom Meets Gaming: Siyata’s Bold Entry into the $126B Market. Siyata Mobile, a cellular communications provider, is finalizing a $160 million reverse merger with game developer Core Gaming. This move will transition Siyata into the $126 billion mobile gaming sector, with Core Gaming’s shareholders potentially acquiring up to 90% ownership in the newly merged company. Siyata’s existing shareholders are assured a minimum 10% stake, possibly through a special stock dividend. Core Gaming CEO Aitan Zacharin will lead the combined company, aiming for $100 million in revenue and profitability by 2025. Siyata’s Push-to-Talk division will remain operational as a subsidiary under Marc Seelenfreund. As detailed in Siyata’s SEC filing, the deal will be completed remotely within three business days of meeting the conditions outlined in Article VI, unless both parties decide otherwise. No public notice is required for the closing, and […]

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U.S. App Store Hits $406B: 90% Commission-Free for Developers

Apple announced that U.S. App Store generated $406 billion in developer billings and sales in 2024. Remarkably, over 90% of these earnings were commission-free, meaning developers retained the majority of their revenue. The App Store has seen tremendous growth, nearly tripling in size from $142B in 2019. In the same five-year span, earnings for U.S.-based developers more than doubled, with small developers seeing a 76% income increase between 2021 and 2024. Breakdown of 2024 App Store Sales: $277B from physical goods and services $75B from in-app advertising $53B from digital goods and services Key growth sectors include food and grocery delivery, travel bookings, and enterprise apps. Spending on general retail and grocery delivery has surged fourfold, with food delivery now surpassing ride-hailing in App Store revenue. The App Store’s global reach enabled U.S. developers to rank in the Top 5 […]

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Turborilla Names John Wright as CEO

Turborilla? Gaming Studio Behind Mad Skills Franchise, 200M+ Downloads Drives Toward Future. Founded in 2009, Turborilla AB is a Swedish game studio best known for the Mad Skills Motocross and Mad Skills BMX franchises, downloaded over 200 million times on mobile. The company builds physics-based racing games that challenge players while celebrating the culture of action sports. Today Turborilla AB, an Umeå-based independent gaming studio, is gearing up for a game-changing chapter with the announcement of London native John Wright as Chief Executive Officer. This move by the Board of Directors proves Turborilla’s commitment to push the boundaries and thrive in the competitive gaming landscape. Wright brings to Turborilla nearly 15 years of industry knowledge. Most recently as the Vice President of Mobile Games at Kwalee, he was instrumental in scaling the company past one billion lifetime downloads while leading a […]

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Jobs in Mobile Gaming: Welcome June

⚡️ 999 Jobs in Mobile Gaming 👉🏻 Data from Gamigion.com/jobs 🕺🏻 Dev 💻 Art 🎨 Product 📱 Marketing 🎯 Business 💰 Data 📈 QA ⚒️ 💻 Dev Analytics Engineer Scopely 🇪🇸 Executive Producer - External Development Scopely 🇨🇳 🇺🇸 Senior Producer, External Development Scopely 🇨🇦 🇺🇸 Senior Technical Producer - Monopoly GO Scopely 🇪🇸 Client Engineer - Monopoly GO Scopely 🇪🇸 Lead Platform Engineer Scopely 🇪🇸 Lead Tools Engineer Scopely 🇪🇸 Lead Client Engineer - Scrabble Scopely 🇪🇸 UI Programmer, Project R.I.S.E Supercell 🇨🇳 Tools Programmer, mo.co Supercell 🇫🇮 Asset Pipeline Engineer, TNT Supercell 🇫🇮 Senior Mobile Application Developer, Supercell ID Supercell 🇫🇮 Senior Software Engineer 1 (C++) Zynga 🇮🇳 Software Engineer Zynga 🇹🇷 Senior Manager, Engineering Zynga 🇮🇳 Senior Software Engineer I Zynga 🇮🇳 Senior Software Engineer Zynga 🇮🇳 Software Engineer (Live-ops) - Gram Games Zynga 🇬🇧 Engineering Manager […]

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Scopely Completes the Acquisition of Niantic’s Game Business

Scopely has officially completed its acquisition of Niantic’s gaming division as of May 29, 2025. Earlier, we wrote about this here. Also, check out Jakub's take. With this deal, several major titles and services have joined the Scopely portfolio, including: Pokémon GO Pikmin Bloom Monster Hunter Now Campfire Wayfarer Alongside these games and community-focused platforms, over 400 Niantic employees will be transitioning to Scopely. So far, operations appear to be continuing without disruption. Niantic has also reached out to members of the Community Creator Program with following: “We are happy to share with you that Niantic’s game business is officially part of Scopely now that the deal has been finalized. It’s business as usual for the Pokémon GO, Pikmin Bloom and Monster Hunter Now teams. We have a lot of exciting content lined up for the rest of the year […]

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Ad Creatives is a hot topic.

🔥 'Ad Creatives' is a hot topic. Seen AppsFlyer's State of Creative Optimization 2025 Report?+ Big shot by Meta & dentsu💰 Data out of 1.1M creatives, $2.4B in ad spend.One massive insight: Performance is personal.🦄 Mobile Gaming?Top 2% of Ad Creatives DOMINATE, pulling 53% of TOTAL SPEND!• Failure > Success on Social (Casual)• Challenge > Excitement for Retention (Hypercasual)• Community & Competition = Retention Gems in Midcore• Social Casino = Pure Fantasy Wins 😶‍🌫️ Strategic Shifts• Scale alone ≠ Success — Emotion + Measurement matter• Retention & IPM don’t always align — Balance is everything• UGC formats like Gameplay Reviews & Arcs like Failure-to-Success are undervalued gold.⚡️ More?AI. Transforming creative optimization out there.Full Report here

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The Monetization Engine Behind Magic Sort’s Rise

What stood out to me this week while digging into the sorting genre was just how much of a competitive advantage Magic Sort by Grand Games has. Over the last 30 days, the top 10 sorting games collectively garnered 29 million downloads and 15 million daily active users (DAU). These games generated a total of $7.7 million in in-app purchases (IAPs). Magic Sort, by Grand Games, pulled in $3.3 million in IAPs or 43% of the top 10’s total IAP revenue, from just 478k DAU (only 3.4% of the top 10's total DAU). That level of monetization efficiency is rare in the sorting genre and impressive, to put it mildly. I calculated the total revenue of other category leaders, such as Bus Out (iKame) and Hexa Sort (Lion Studios), to showcase their total revenue. Although the games monetize in a […]

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The Rise of Hybridcasual: Supersonic’s Vision for the NEXT

We sat down with Igor Bereslavski, GM at Supersonic, to unpack the studio’s bold leap from hyper-casual dominance to hybridcasual innovation. Just asked him what we're curious about. 🦄 From the breakout success of Screw Master 3D to smarter UA and LiveOps strategies, Igor takes us behind the scenes of Supersonic’s hybrid-powered future, where data meets design, and scale meets sustainability. SuperSonic? From Trash Tycoon to Screw Master, Supersonic has already published 130+ Games, hit 190M+ MAU, and racked up 6.4 Billion installs. Igor Bereslavski, GM at Supersonic Hybrid isn’t just a new genre, it’s now a whole new mindset. To kick it off, let’s first make “Hybridcasual” clear. The term is suuuper vague. Let's make the borders clear, you know, from Casual to Hyper. What does “Hybridcasual” really mean at Supersonic? Hybridcasual at Supersonic is about mixing key elements […]

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Why Marvel Snap Players Hated Their Most Profitable Event

A tale of two events: 92% revenue boost vs. community backlash (and what we can learn from it) When Marvel Snap returned from its app store takedown in February 2025, it ran two wildly different events that revealed a fundamental truth about mobile game design: sometimes, the most profitable events aren't the ones players love most. Sanctum Showdown drove a 92% revenue spike but left players exhausted. High Voltage "only" generated 52% more revenue but had players begging for its return. The difference? A delicate balance between monetization, engagement, and actually letting players have fun. Key Takeaways: 📊 The Revenue Paradox: Sanctum Showdown's 2-week grind fest nearly doubled revenue (+92%) but sparked player complaints, while High Voltage's 1-week sprint "only" increased revenue by 52% but became a fan favorite 🎮 Small Tweaks, Big Impact: High Voltage simply changed the game to 3 […]

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Apple Blocks $9 billion in App Store Fraud Over Five Years

$2B+ in Fraud Blocked: In 2024 alone, Apple stopped over $2 billion in potentially fraudulent transactions. 1.9M+ Risky Apps Blocked: Over 1.9 million app submissions were rejected for violating security, privacy, or quality standards. Massive App Review Scale: Apple reviewed 7.7 million apps, rejecting 43K for hidden features, 320K for spam/clones, and 400K for privacy violations. Account Enforcement: 146K developer accounts terminated for fraud. 711M customer account creations blocked; 129M accounts deactivated. Pirate App Crackdown: Blocked 10K+ pirate apps and stopped 4.6M illicit installs outside official stores. Rating Manipulation Prevention: Processed 1.2B+ reviews, removed 143M+ fake reviews. Removed 7,400+ apps from charts and 9,500+ from search results. Payment Security: Detected 4.7M stolen cards, banned 1.6M accounts. 420K+ apps use Apple Pay/StoreKit for secure transactions. Bottom Line Apple continues to invest heavily in fraud prevention, protecting users and developers with strict […]

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Embracer’s Mobile Revenue drops 31% after selling Easybrain

UA costs rose to $60m, accounting for 61% of net sales. Embracer Group’s mobile division saw a 31% YoY drop in net revenue, reaching SEK 943 million ($98 million) in Q4 FY2025. For the full year, mobile game sales declined by 9% to SEK 5.35 billion ($553 million). Earnings before interest and taxes (EBIT) for the mobile segment jumped to SEK 8.2 billion ($856 million), but adjusted EBIT fell significantly to SEK 91 million ($9.5 million), largely due to the $1.2 billion sale of Easybrain to Miniclip. User acquisition (UA) costs rose to SEK 575 million ($60 million), making up 61% of net sales—an increase from 35% the previous year. Install numbers dropped from 248 million to 204 million, though daily and monthly active users stayed consistent at 28 million and 222 million, respectively. Despite the revenue and install declines, […]

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