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Mobile Games losing ground to Social Media? ๐Ÿค”

Are mobile games losing ground to social media? ๐Ÿค” Industry believes YES.  But what does data say?๐—•๐—ฒ๐—ณ๐—ผ๐—ฟ๐—ฒ ๐—ฟ๐—ฒ๐—ฎ๐—ฑ๐—ถ๐—ป๐—ด ๐—ณ๐˜‚๐—ฟ๐˜๐—ต๐—ฒ๐—ฟ, see if you can guess which app corresponds with each engagement trendline below!I would have guessed this very, very wrong. ๐Ÿ˜…--SPOILERS BELOW--The takeaways:1. ๐—ฌ๐—ผ๐˜‚๐˜๐˜‚๐—ฏ๐—ฒ is an absolute juggernaut.  #1 in the dataset in 2021 and its lead has grown since (by 19%). 2. ๐— ๐—ผ๐—ฏ๐—ถ๐—น๐—ฒ ๐—ด๐—ฎ๐—บ๐—ฒ๐˜€ playtime share has decreased, ๐—ฏ๐˜† ๐Ÿด%.  Nontrivial, but less than I expected.  In aggregate hours, ๐—ด๐—ฎ๐—บ๐—ถ๐—ป๐—ด ๐—ผ๐—ป๐—น๐˜† ๐—น๐—ผ๐˜€๐˜ ๐Ÿฑ%.3. Another study put ๐—ฎ๐—น๐—น ๐—ด๐—ฎ๐—บ๐—ฒ๐˜€ at ๐Ÿญ๐Ÿญ% of usage in '24. With 8% decrease, that's ๐Ÿญ๐Ÿฎ% -> ๐Ÿญ๐Ÿญ% over timeframe.3. ๐—™๐—ฎ๐—ฐ๐—ฒ๐—ฏ๐—ผ๐—ผ๐—ธ has lost big: 20% of its usage since 2021. 4. ๐—œ๐—ป๐˜€๐˜๐—ฎ๐—ด๐—ฟ๐—ฎ๐—บ grew 20%, compensating 50% FB's losses.5. ๐—ง๐—ถ๐—ธ๐˜๐—ผ๐—ธ'๐˜€ share actually fell (16.1% -> 14.8%) ๐Ÿ˜ฎ6. ๐—ฆ๐˜๐—ฟ๐—ฒ๐—ฎ๐—บ๐—ถ๐—ป๐—ด ๐—บ๐—ผ๐˜ƒ๐—ถ๐—ฒ๐˜€/๐—ง๐—ฉ smaller than expected; has lost 20% since 2021 (1.9% -> 1.5%)7. In […]

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Whatโ€™s Wrong with Gin Rummy Stars from BeachBum?

Want to know whatโ€™s wrong with Gin Rummy Stars from Beach Bum? Iโ€™ve been playing this game for a very long time, and I have two major things I donโ€™t love about it. But first of all, I want to be clear โ€” the gameโ€™s great. The LiveOps schedule is fully packed, all the features are in place, and the core mechanic is very engaging. But sometimes, it feels like they either donโ€™t care, or just know nothing about me as a player. The game could definitely benefit from some personalized approach. So here are the two examples I want to discuss: 1. โ€œNo Adsโ€ Purchase From the first session, they highlight everywhere that the first purchase will grant No Ads โ€” so I wonโ€™t see those damn interstitials anymore. I love that. This is my top personal monetization driver in any […]

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Casual Mobile Games 2025

The best casual mobile game lessons you'll learn today. 6+1 Insights from my custom dashboard: Watch the change in the top games,But define your own path...โœฆ Not every game needs to be on top,โ†ณ They do need to be profitable though.โœฆ Market saturation is an excuse,โ†ณ Your game needs to be better (sorry!)โœฆ Definition of genre definer has changed,โ†ณ Level Design > Game Mechanics, deal with it.โœฆ Long-tail games need time to make,โ†ณ IPs are not a must, but a good touch.โœฆ Consistent power user stickiness wins,โ†ณ Reach out for longer retention, always.โœฆ There is no such thing as โ€œoldโ€ game,โ†ณ There is outdated gameplay.Bonus:โœฆ LiveOps teams matter a lot. (DUUH)โ†ณ Take care of your team.I created many dashboards on AppMagicyou can do too, it really is so easy to start:Player stickiness re-defined. DM me if you want to discuss.

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โ€œWelcome Backโ€ reward screen in Dice Dreams

Really liked this โ€œWelcome Backโ€ reward screen in Dice Dreams by SuperPlay. Instead of dropping all the rewards at once, they use a timed collection system โ€” claim one, start the countdown for the next. Itโ€™s a smart way to increase session time for returning players, nudging them to hop back into the gameplay and hopefully enjoy it again.

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LiveOps isn’t just about events. It’s a strategy.

LiveOps isn't just about events. It's a strategy. ๐Ÿญ. ๐—”๐—ฑ๐—ฑ๐—ถ๐˜๐—ถ๐—ผ๐—ป๐—ฎ๐—น ๐—ฐ๐—ผ๐—ป๐˜๐—ฒ๐—ป๐˜ย ๐ŸงฉPlayers burn through core content fast. Keep them hooked with: โ€ข New levels, weapons, or cosmetics โ€ข DLCs and seasonal updates โ€ข User-generated content โ€ข End-game loops Goal: Keep loyal players invested Key metrics: long-term retention, purchase frequency ๐Ÿฎ. ๐—–๐—ต๐—ฎ๐—ป๐—ด๐—ฒ๐˜€ ๐˜๐—ผ ๐—ฒ๐˜…๐—ถ๐˜€๐˜๐—ถ๐—ป๐—ด ๐—ฐ๐—ผ๐—ป๐˜๐—ฒ๐—ป๐˜ ๐Ÿ› ๏ธ LiveOps means constant improvement. Use player data to: โ€ข Improve onboarding and first-time experience โ€ข Rebalance the economy โ€ข Fix bugs and drop-off points โ€ข Refine monetization and UX Goal: Make the game feel better over time Key metrics: short-term retention, onboarding completion, churn ๐Ÿฏ. ๐—˜๐—ป๐—ด๐—ฎ๐—ด๐—ฒ๐—บ๐—ฒ๐—ป๐˜-๐—ฑ๐—ฟ๐—ถ๐˜ƒ๐—ฒ๐—ป ๐—ฒ๐˜ƒ๐—ฒ๐—ป๐˜๐˜€ย ๐ŸŒŸLimited-time events create urgency and fun. Think: โ€ข Holiday events or limited-time modes โ€ข Leaderboards and game seasons โ€ข Daily challenges and social features Goal: Spark excitement and boost session frequency Principles: โ€ข Novelty, rewards, and FOMO โ€ข Prioritize engagement […]

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Disney Solitaire: A Promising Start to Something Bigger

A Cozy Classic Gets the Disney Treatment Letโ€™s be honestโ€”most solitaire games are fine. Some are fun. Butย Disney Solitaire? Itโ€™s something else. SuperPlay teamed up with Disney ( help from Playtika ofc. ) to launch a game that feels like flipping through a deck of nostalgia. The game dropped globally in 17th April 2025, and itโ€™s basically what happens when TriPeaks solitaire crashes into the Disney universe and they decide to throw a party. Think: cards, characters, cozy vibes, and just enough challenge to keep things interesting. Also, full disclosure: Iโ€™m someone who absolutely loves Solitaire Grand Harvest. Itโ€™s one of my favorite games. So when I saw Disney Solitaire pop upโ€”especially with Disney IP behind itโ€”I was immediately curious. My hope is that with the right liveops, events, and regular updates, it can rise to that same level. And honestly? Itโ€™s off […]

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Puzzle games are harder to make than they look.

Puzzle games are harder to make than they look. ๐—ฃ๐˜‚๐˜‡๐˜‡๐—น๐—ฒ ๐—ด๐—ฎ๐—บ๐—ฒ๐˜€ ๐—ป๐—ฒ๐—ฒ๐—ฑ ๐˜๐—ผ ๐—ฏ๐—ฒ:โ€ข Fun to solveโ€ข Simple to understandโ€ข Challenging, but fair๐—ฆ๐˜๐—ฎ๐—ฟ๐˜ ๐—ต๐—ฒ๐—ฟ๐—ฒ:โ€ข Instant feedback โ€“ players need to see their actions matter โ€ข A satisfying โ€œahaโ€ moment โ€“ when everything clicks โ€ข Multiple ways to solve โ€“ creativity over one โ€œrightโ€ answer โ€ข Balanced difficulty โ€“ no massive spikes or dead ends A great puzzle feels like a conversation, not a lecture.๐—”๐—ป๐—ฑ ๐˜๐—ต๐—ฒ ๐—ฏ๐˜‚๐—ถ๐—น๐—ฑ๐—ถ๐—ป๐—ด ๐—ฏ๐—น๐—ผ๐—ฐ๐—ธ๐˜€?โ€ข Clean, responsive controls โ€ข Clear goals โ€ข Mechanics like matching, merging, rotating โ€ข Limits (time, moves, resources) โ€ข Optional hints or boosters โ€ข Rewards that feel earned ๐—ง๐—ต๐—ฒ๐—ฟ๐—ฒ ๐—ฎ๐—ฟ๐—ฒ ๐˜๐˜„๐—ผ ๐—ธ๐—ถ๐—ป๐—ฑ๐˜€ ๐—ผ๐—ณ ๐—ฝ๐˜‚๐˜‡๐˜‡๐—น๐—ฒ ๐—ฑ๐—ฒ๐˜€๐—ถ๐—ด๐—ป๐˜€:1. Random-based โ€“ like Match-3 (depends on luck) 2. Skill-based โ€“ like Sudoku or The Room (pure logic)๐—ฌ๐—ผ๐˜‚ ๐—ฎ๐—น๐˜€๐—ผ ๐—ป๐—ฒ๐—ฒ๐—ฑ ๐˜ƒ๐—ฎ๐—ฟ๐—ถ๐—ฒ๐˜๐˜† ๐—ถ๐—ป ๐˜†๐—ผ๐˜‚๐—ฟ ๐—น๐—ฒ๐˜ƒ๐—ฒ๐—น ๐˜๐˜†๐—ฝ๐—ฒ๐˜€:โ€ข Regular = steady progress โ€ข […]

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R.E.P.O. Mobile: From PC to Mobile

R.E.P.O. Mobile: From PC to Mobile ๐Ÿ“ฒ Newly launched horror game R.E.P.O. Mobile has reached 4.7M downloads since its late March release! Though it's already showing signs of a downtrend ๐Ÿ‘€The original R.E.P.O. started as a PC single-player game about cleaning a haunted mansion while avoiding a creature called the Headmanโ€”before evolving into a co-op experience and quickly gaining popularity on Steam โญ๏ธOnce again, drawing inspiration from popular PC titles proves to be an effective strategy!

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Dream Games launched a celebrity advertising campaign.

Royal Kingdom ๐—ฒ๐—ฎ๐—ฟ๐—ป๐—ถ๐—ป๐—ด $๐Ÿฎ.๐ŸฑM/๐˜„๐—ฒ๐—ฒ๐—ธ (Not a day, just yet!) and growing. โ€‹ In a bold move to capture global attention, Dream Games has launched a ๐—ฐ๐—ฒ๐—น๐—ฒ๐—ฏ๐—ฟ๐—ถ๐˜๐˜† ๐—ฎ๐—ฑ๐˜ƒ๐—ฒ๐—ฟ๐˜๐—ถ๐˜€๐—ถ๐—ป๐—ด ๐—ฐ๐—ฎ๐—บ๐—ฝ๐—ฎ๐—ถ๐—ด๐—ป. Why? This campaign features a lineup of renowned celebrities, including Lebron James, Kevin Hart, Jimmy Fallon, Shakira, Kaley Cuoco, Johnny Galecki, and others, each bringing their unique flair to promote the game.โ€‹ ๐— ๐˜† ๐—ณ๐—ฎ๐˜ƒ๐—ผ๐˜‚๐—ฟ๐—ถ๐˜๐—ฒ๐˜€ ๐—ฎ๐—ฟ๐—ฒ ๐—ฑ๐—ฒ๐—ณ๐—ถ๐—ป๐—ถ๐˜๐—ฒ๐—น๐˜† ๐—๐—ถ๐—บ๐—บ๐˜† ๐—ฎ๐—ป๐—ฑ ๐—ž๐—ฒ๐˜ƒ๐—ถ๐—ป. Dream games already tried this in the past for Royal Match, but it was waaaay smaller (although Simon Cowell allegedly ๐—ฒ๐—ฎ๐—ฟ๐—ป๐—ฒ๐—ฑ ๐˜€๐—ฒ๐˜ƒ๐—ฒ๐—ป ๐—ณ๐—ถ๐—ด๐˜‚๐—ฟ๐—ฒ๐˜€ ๐—ณ๐—ฟ๐—ผ๐—บ ๐˜๐—ต๐—ฒ ๐—ฅ๐—ผ๐˜†๐—ฎ๐—น ๐— ๐—ฎ๐˜๐—ฐ๐—ต ๐—ฎ๐—ฑ) This reminds me of the good old Coinmaster celebrity creative play with J.Lo, Terry Crews, Kardashians, and others. This was a huge success from the download and revenue perspective for Coinmaster. Is this supposed to be the big push to drive more players to Royal […]

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Brutally Honest #159

Hey, FAM! Whatโ€™s up? ๐Ÿฅƒ Drink talk Still canโ€™t believe there are more than 18,000 people subscribed (Substack + LinkedIn). Thanks for being a part of my journey. ๐ŸฆฉTip of the week Follow carefully what is happening in the 4X genre (and Match3 to a certain extent). These two genres are obvious red oceans, but you can get inspired so much. There hasnโ€™t been a big innovation happening in the UA space lately, but the 4X genre has to innovate. Why? Because the CPIs are so high, you could almost buy a flat for that price per install. Anyway, the innovation comes from the combination of creative trends and UA-led game design. Everybody talks about the mini-games implementation since Gardenscapes did it (thanks to Hero Wars) But it's not easy to pull it off properly. For example, it took several […]

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Mobile vs. Steam

How it started (2023): "Mobile is broken, so we're pivoting to Steam now. ๐Ÿ˜…" How it's going (2025): "Here's the DATA! ๐Ÿฅ๐Ÿฅ๐Ÿฅ" From 2022-2024: A LOT of game developers gave up on mobile, and started building for Steam / PC.Over same 2 years, Annual Steam releases grew 58%. ๐Ÿญ๐Ÿฎ๐—ธ (2022) ๐Ÿญ๐Ÿฐ๐—ธ  ('23) ๐Ÿญ๐Ÿต๐—ธ ('24)๐Ÿฏ Wild. And, since 2024, the % of devs working on PC has grown ๐˜ข๐˜ฏ๐˜ฐ๐˜ต๐˜ฉ๐˜ฆ๐˜ณ 20% (GDC '25 Survey).All of this begs an obvious question...๐˜ž๐˜ข๐˜ด ๐˜š๐˜ต๐˜ฆ๐˜ข๐˜ฎ ๐˜ข ๐˜ฃ๐˜ฆ๐˜ต๐˜ต๐˜ฆ๐˜ณ ๐˜ฑ๐˜ญ๐˜ข๐˜ค๐˜ฆ to publish games in 2023/2024?In other words, which platform, Steam or Mobile, had the higher success rate* for new products?I wanted to find out! So we analyzed  ~8000 game releases using data from AppMagic and Gamalytic.And, I must say, I was shocked by the results! ๐Ÿ˜ฎIf your goal was to make over $1M, ๐— ๐—ผ๐—ฏ๐—ถ๐—น๐—ฒ ๐—ฟ๐—ฒ๐—น๐—ฒ๐—ฎ๐˜€๐—ฒ๐˜€ ๐—ณ๐—ฎ๐—ฟ๐—ฒ๐—ฑ ๐—ฏ๐—ฒ๐˜๐˜๐—ฒ๐—ฟ than Steam in […]

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DC: Dark Legion scaled to $300K a Day!

FunPlus's DC: Dark Legion scaled to $300K a day revenue ๐Ÿค‘ Pulling in $10 M during its first month from the initial release. Will it be enough to make a dent in the 4X genre ๐Ÿค”? This is a very ambitious iteration of multiple games stitched together. We have the idle part, which is basically Frozen City ๐Ÿฅถ, but it uses the Fallout Shelter visual. Afterwards the game ads AFK Journey style squad RPG, with its heavy Gacha mechanics. The single player content is done through on rails mechanic of your characters going through a predefined map with events and encounters like Capybara GO. And then lastly it also ads the 4X layer, such as the map radar feature, where you can attack patrols of other player and a world map. This is where the formula start to heavily differ […]

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