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Royal Kingdom: Search Rank Defensibility

๐Ÿ•ต๏ธโ€โ™‚๏ธ So, I had a hunchโ€ฆ Part of me wondered if ๐˜™๐˜ฐ๐˜บ๐˜ข๐˜ญ ๐˜’๐˜ช๐˜ฏ๐˜จ๐˜ฅ๐˜ฐ๐˜ฎ was launched (at least in part) as a search defense strategy โ€” a way for Dream Games to own both the #1 and #2 slots in App Store results for โ€œRoyal Matchโ€ โ€“adjacent keywords.Did some digging and looks like the answer is no...But it's worth sharing why!According to Apptweak data, ranking #2 nets just 6.6% of the installs that the #1 result gets.(Conversion drops from 27% to just 1.8% ๐Ÿ˜ฌ)So even if ๐˜™๐˜ฐ๐˜บ๐˜ข๐˜ญ ๐˜”๐˜ข๐˜ต๐˜ค๐˜ฉ and ๐˜™๐˜ฐ๐˜บ๐˜ข๐˜ญ ๐˜’๐˜ช๐˜ฏ๐˜จ๐˜ฅ๐˜ฐ๐˜ฎ are effectively โ€œflankingโ€ each other in searchโ€ฆ #1 and #2 for each other's title keywords, the value of owning those #2 slots looks pretty modest.So, scratch that theory...Still, it's ๐˜„๐—ผ๐—ฟ๐˜๐—ต ๐—ฟ๐—ฒ๐—ถ๐—ป๐—ณ๐—ผ๐—ฟ๐—ฐ๐—ถ๐—ป๐—ด ๐˜๐—ต๐—ฒ ๐—ถ๐—บ๐—ฝ๐—ผ๐—ฟ๐˜๐—ฎ๐—ป๐—ฐ๐—ฒ ๐—ผ๐—ณ ๐—ฟ๐—ฎ๐—ป๐—ธ๐—ถ๐—ป๐—ด #1 for as many relevant keywords as possible.Rank 1: 27% CVRank 2: 1.8%Rank 3: 1.13% […]

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Singular ROI Index 2025: Incentivized Edition – Top 5 Takeaways

Singular just dropped its ROI Index for 2025. Although it doesnโ€™t provide as much detail as the Appsflyer Performance Index, it does provide helpful insights into the significance of the rewarded gaming UA space within the larger mobile marketing landscape. Here are my 5 top takeaways from the report:Rewarded UA is mainstream. Of the top 14 partners mentioned in the โ€œScaled Ad Partnersโ€ for gaming UA on Android, four (Almedia, Exmox, Kashkick and Prodege) are listed, and a sign that rewarded channels are now competing head-to-head with the largest non-incent partners in mobile UA.Singular lists fourteen rewarded networks throughout its ROI Index 2025 article, highlighting the growth of the segment.Mistplay is missing- and thatโ€™s telling: Once a pioneer in Play and Earn, Mistplay doesnโ€™t rank amongst the top 15 Scaled Ad Partners. While its absence from iOS-focused rankings is expected due to the […]

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ABI Game Studio’s Dreamy Room scaled to $100K a Day

ABI Game Studio's Dreamy Room already scaled to $100K ๐Ÿค‘ a day revenue, mainly through ads. This is a super unique deterministic puzzler that we haven't seen before or have we ๐Ÿ˜Ž? This is actually another case of translating a popular Steam game with 30K positive reviews, in this case, "Unpacking" by Witch Beam, into a mobile hit. (Thanks for pointing out Mathieu ๐Ÿ‘) In this case, the Steam game was released in 2021, so it's not a recent hit follow up, but rather a careful iteration, as except for the proven core gameplay, a lot of mechanics needed to be adjusted to convert a premium game into a F2P viral hit. We will be doing a regular Steam segment soon, that will focus on predicting these trends so stay tuned ๐Ÿ˜. The game itself works on levels as rooms, […]

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Reusing Meta-Game Mechanics in Mobile Games

In mobile game development, innovation often gets all the spotlight. But the reality behind many long-lasting hits is actually smart reuse of proven meta systems. Today, major publishers know: Once you find a meta structure that drives retention, monetization, and progression, you donโ€™t reinvent the wheel โ€” you copy the pattern and layer it onto new core gameplays. And it works. Letโ€™s explore how an intelligent approach to reusing meta-game features can build sustainable pipelines of successful games. Why Meta Systems Are Core-Independent Your core gameplay can vary dramatically โ€” match-3, merge-2, arcade runners, word puzzles, roguelike shooters โ€” but the meta layer often follows a familiar, proven blueprint. Think about it: Players expect progression beyond the core loop.Players enjoy collection and upgrading.Players respond well to limited-time challenges.Players feel motivated by events, ladders, seasons. Thatโ€™s why publishers increasingly treat meta-systems […]

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Hidden Data Patterns in Games

Why does data driven decisions scale the games? 12 most under valued game design patterns product managers often oversee. I have shipped many games, but,Publishing games wont teach you well.Twisting things based on data given will...Bad Pricing:ย Store visits โ‰  purchases. ๐Ÿ›’Negative ROAS Loop:ย UA costs > LTV. ๐Ÿ’€Early Churn:ย Tutorial done? Day 1 quits. ๐Ÿ˜คSnackable Gameplay:ย Many tiny sessions = ๐ŸชPlayer Stickiness:ย Long play = loyal players. โณMonetization Peak:ย DAU up, revenue stuck . ๐Ÿ“ŠLow Replay Value:ย Levels beat, game deleted. ๐ŸŽฎSocial Stickiness:ย Social features = RET boost. ๐ŸคFatigue Loop:ย Long sessions, but players vanish.โŒOvermonetization:ย Too many ads, retention dies. ๐Ÿ“‰Monetization Imbalance:ย Good IAPs, weak ARPU. ๐Ÿ’ธPoor Gameplay Loop:ย Fast progress, 0 stickiness. ๐Ÿƒ

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How to Quickly Ruin Your Ad Monetization?

How to Quickly Ruin Your Ad Monetization? Want to tank your gameโ€™s revenue and drive players insane?Follow these pro tips ๐Ÿ‘‡๐ŸŽฏ Show an ad the moment the player opens the app.Before they even know what the app is. First impressions = profit, right?๐ŸŽฏ Force a 30-second unskippable ad after every button click.Inventory over experience, thatโ€™s the motto.๐ŸŽฏ Interrupt the tutorial with an ad.Learning is for quitters. Monetize those confused eyeballs ASAP.๐ŸŽฏ Randomly trigger ads mid-battle, mid-sentence, mid-anything.Bonus points if it causes the player to misclick and lose progress.๐ŸŽฏ Never, ever track ad placement performance.Optimization is for cowards. Trust your gut (and your CPM anxiety).๐ŸŽฏ Donโ€™t cap the ad frequency.If they didnโ€™t buy after the first ad, surely theyโ€™ll love the 15th one in a row.๐ŸŽฏ Ignore user segments.Show rewarded ads to whales, interstitials to newbies, and banners to literally everyone […]

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Hyper/Hybrid-Casual Puzzle had a banner Q1

Hyper/Hybrid-Casual Puzzle had a banner Q1. ๐Ÿพ๐—–๐—ผ๐—น๐—ผ๐—ฟ ๐—•๐—น๐—ผ๐—ฐ๐—ธ ๐—๐—ฎ๐—บ (Rollic) and ๐—”๐—น๐—น ๐—œ๐—ป ๐—›๐—ผ๐—น๐—ฒ (Homa) have gone Super-Saiyan. From Feb to March, โ€ข Color Block Jam 2x'd IAP Rev โ€ข All In Hole grew by 50%This drove Hyper-Casual category IAP up 35% MoM. ๐Ÿ˜ฎ๐—›๐—ผ๐˜„ ๐—ฑ๐—ถ๐—ฑ ๐˜๐—ต๐—ถ๐˜€ ๐—ต๐—ฎ๐—ฝ๐—ฝ๐—ฒ๐—ป, and what can we take away?โ€ข AppMagic's latest blog post is worth a read; digs into how the top Hyper/Hybrid-Casual games exploded in Q1 and some of their product-side strategies.โ€ข According Appmagicโ€™s Ad Intelligence, it looks like both games hyper-scaled their UA creative pipelines via AI tools.If folks are interested, I'll do a deeper analysis on these two games' Q1 growth. ๐Ÿ‘‹ Reply with "๐˜Š๐˜ฐ๐˜ญ๐˜ฐ๐˜ณ ๐˜‰๐˜ญ๐˜ฐ๐˜ค๐˜ฌ ๐˜‘๐˜ข๐˜ฎ" or "๐˜ˆ๐˜ญ๐˜ญ ๐˜๐˜ฏ ๐˜๐˜ฐ๐˜ญ๐˜ฆ" if interested.Meanwhile, May the odds be ever in your favor. โœŒ๏ธ

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The Power of Partnership: Mobile Gaming Collaborations

Welcome back to The Power of Partnership, where we explore the boldest and most imaginative collaborations in mobile gaming. In this edition, weโ€™re spotlighting IP crossovers that range from viral meme madness and anime legends to sustainability-driven challenges that plant real trees. Whether itโ€™s the world of Naruto arriving in Mobile Legends or Skibidi Toiletsinvading Stumble Guys, one thingโ€™s clearโ€”brand partnerships are getting bigger, bolder, and more meaningful than ever. Letโ€™s dive into the latest round of collabs that are shaping how players engage with their favorite games and franchises. MONOPOLY GO! x Star Wars From May 1 to July 2, MONOPOLY GO! takes a leap to a galaxy far, far away in an epic collaboration with Star Wars. This limited-time event transforms the familiar MONOPOLY GO! universe into a sci-fi playground filled with iconic characters, cosmic challenges, and nostalgic […]

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Epic Games Achieves Mobile Webstore Liberation!

๐—˜๐—™๐—™๐—˜๐—–๐—ง๐—œ๐—ฉ๐—˜ ๐—œ๐— ๐— ๐—˜๐——๐—œ๐—”๐—ง๐—˜๐—Ÿ๐—ฌ: ๐—˜๐—ฃ๐—œ๐—– ๐—”๐—–๐—›๐—œ๐—˜๐—ฉ๐—˜๐—ฆ ๐— ๐—ข๐—•๐—œ๐—Ÿ๐—˜ ๐—ช๐—˜๐—•๐—ฆ๐—ง๐—ข๐—ฅ๐—˜ ๐—Ÿ๐—œ๐—•๐—˜๐—ฅ๐—”๐—ง๐—œ๐—ข๐—กย  Developers: you should ship updates to your in-app webstore UX TODAY: side-by-side pricing, knocking down scare screens, and an all-out webstore offensive the likes of which Stash and Xsolla have never seen. Tim Sweeneyโ€™s vendetta and suit against Appleโ€™s alleged antitrust violations have dragged on for four years. After the 2021 ruling and failed appeals, the issue was largely closed: Epic lost on most accounts but won in reducing anti-steering provisions, specifically Appleโ€™s refusal to allow developers to link to any URL containing a non-IAP payment method. These bystentine regulations forced experiences like Formula 1 to split into a standard app, which occasionally links to web content, and a TV app where users may IAP to buy a season subscription, and no web links. The issue, of course, is that the F1 website […]

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In Search of the Casual Habby & Meta SDK

๐—œ๐—ก ๐—ฆ๐—˜๐—”๐—ฅ๐—–๐—› ๐—ข๐—™ ๐—ง๐—›๐—˜ ๐—–๐—”๐—ฆ๐—จ๐—”๐—Ÿ ๐—›๐—”๐—•๐—•๐—ฌ & ๐— ๐—˜๐—ง๐—” ๐—ฆ๐——๐—ž Habby (Happy + Hobby) rewrote mobile's growth playbook when Archero exploded in 2019, and the studio has remained a case study in scaling hybridcasual hits ever since. The game coined "hybridcasual," surpassed $500M in revenue, and, more importantly, created a metaย sturdy enough to be recycled in every project that followed. Despite a surge in hypercasual puzzle games over the last two years, casual developers have yet to adopt the Habby Meta. The "Hobby Core" layers roguelike ability drafting, evoโ€‘fusion gear, elemental Roshambo, and a tryโ€‘failโ€‘progress saga over whatever momentโ€‘toโ€‘moment gameplay is compelling. Capybara Go and Archero 2 are now scaling the same meta to nearly $200m+ a year games, when Android China and ad revenue kick in. Habby is poised to break into the global topโ€‘twenty publishers on the strength of a single, […]

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Fantastic Live Ops 4

These 3 Games are not ordinary games, they are FANTASTIC live ops chosen by 3 FANTASTIC professionals. Live Ops is an art form itself.Experience meets creativity and data.Passion drives growth, Opportunities follow.Take a deeper look at these 3 mobile games,They show a great potential meets its rewards.Jakub Remiar John Wright Carlos PereiraCheers!

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Genesis Tech portfolio of Apps is doing $35M a month

Genesis Tech's portfolio of Apps is doing $35 Mil. ๐Ÿค‘ a month in revenue and hardly nobody know who they are ๐Ÿ˜…. So what are we talking about in this episode? This is an non-gaming app publisher holding company that is co-founding startups and giving them its expertise in marketing, analytics and user acquisition, so product people can focus solely on their product. Sounds familiar? Yes, this is exactly the model of big Hyper-casual publishers such as Voodoo, SayGames or Rollic. Because you aggregate all the learnings ๐Ÿ’ก within the holding company, it can then easily redistribute them among its new entrants into the portfolio, giving them a head start in the market. This is not working anymore within the game industry as all the giants shifted towards Hybrid Casual, but it seems the Apps market is having a great […]

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