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Enumerating Deceptive F2P Design Patterns.

Fun 2025 academic paper I stumbled across: enumerating 'deceptive F2P design patterns.' ๐Ÿ•ต๏ธโ€โ™‚๏ธ "Over the last decade, the free-to-play (F2P) game business model has gained popularity in the games industry. We examine the role of deceptive design during a gameโ€™s transition to F2P and its impacts on players. Our analysis focuses on game mechanics and a Reddit analysis of the Overwatch (OW) series after it transitioned to an F2P model. Our study identifies nine game mechanics that use deceptive design patterns." - Hilda Haden et al"Deceptive designs are user interface design practices that trick users into doing things to benefit businesses. When used in games, such designs can cause negative player experiences, such as distorting their sense of time, swaying how much money they spend playing the game, and influencing their behaviour through psychological and emotional manipulation."

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Carnival Tycoon: The $5M/Month โ€œIdle Gameโ€ Social Casino Trojan Horse

Idle game making $5 MIL/month! ๐Ÿ’ธWell, not exactly an idle game. Carnival Tycoon: The Social Casino Trojan Horse Copying Its Way to the Top ๐Ÿ‘‡ In our latest episode, we break down Carnival Tycoon, the game that starts as a cute idle builder and morphs into a full social casino: spin by spin, upgrade by upgrade. Hereโ€™s the truth:Every mechanic, from slot spins to collectible cards, is ripped straight from Coin Master and Monopoly Go5 million a month in revenue, top five by size, but nowhere near the stingy, genius LiveOps of the market leadersThe creatives? Gross, shit, all the trends, flip the numbers, โ€œborrowโ€ the hooks, call it AI if you must. It's all there! Store visuals? Only idle, top UA creatives, no social casino at all. Idle features hook the casuals, but the real money comes from the […]

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$2B Later, Umamusume Pretty Derby Launches Globally!

After more than 4 years and nearly $2 Billion in revenue Umamusume Pretty Derby is finally launching in the west on this week's Thursday (26th) ๐Ÿ˜ ๐ŸŽ . It has one of the most unique Rogue lite core gameplays out there, where you have to strategize which training activities you will spend your energy between the races of your horse girl and then you just watch the races ๐Ÿ‡, which makes the core fully automated. When the season ends you start with another racer, retaining some bonuses of your previous run. It has been already picked up once by Small Giant Games in the west, with the name of Charge Champions, but was killed in soft launch.Of course because its a gacha game, the game was doing massive revenue during its launch in 2021, having a baseline of $2,5 Mil. […]

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The puzzle market might be a red ocean, but itโ€™s far from exhausted.

The puzzle market might be a red ocean, but itโ€™s far from exhausted. Yes, competition is fierce. But there are still plenty of underused mechanics waiting to be explored. And both veterans and new entrants are quietly proving it. One moment that reshaped my player experience: Toy Blastโ€™s update to the TNT + Rocket combo about a year ago (that you can see in the GIF below). The change, which is unlocked through a win streak, felt like a breath of fresh air. And Iโ€™ve been on the lookout for similar implementations ever since.Match Villains, which I talked about recently, has been the most significant standout lately along these lines. The way they designed Snitch, their version of Propeller, is a great example of puzzle innovation. Propeller is already a unique booster with its target-finding mechanic, but theyโ€™ve expanded on […]

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Kingshot launched just a few months ago, already 30M$ a month!

Kingshot launched just a few months ago. Itโ€™s already earning more than $30M every month ๐Ÿค‘๐Ÿญ. ๐—ฆ๐˜๐—ฟ๐—ฎ๐—ถ๐—ด๐—ต๐˜ ๐—ถ๐—ป๐˜๐—ผ ๐—ด๐—ฎ๐—บ๐—ฒ๐—ฝ๐—น๐—ฎ๐˜† โš”๏ธ โ€ข First battle starts in seconds โ€ข No long or boring tutorials๐Ÿฎ. ๐—ฆ๐—ป๐—ฎ๐—ฝ๐—ฝ๐˜†, ๐—ฝ๐—ฟ๐—ฒ๐—บ๐—ถ๐˜‚๐—บ ๐˜€๐˜๐—ผ๐—ฟ๐˜† ๐ŸŽฌ โ€ข Polished cut-scenes and quick dialogue โ€ข Light humor keeps the pace brisk๐Ÿฏ. ๐—˜๐—ฎ๐—ฟ๐—น๐˜† ๐˜€๐—ฒ๐—ป๐˜€๐—ฒ ๐—ผ๐—ณ ๐—ฐ๐—ผ๐—ป๐˜๐—ฟ๐—ผ๐—น ๐Ÿ•น๏ธ โ€ข Players pick each upgrade, unit, and kingdom decision โ€ข Choices feel meaningful even if outcomes stay safe๐Ÿฐ. ๐—š๐—ฒ๐—ป๐—ฒ๐—ฟ๐—ผ๐˜‚๐˜€ ๐—ณ๐—ถ๐—ฟ๐˜€๐˜-๐—ต๐—ผ๐˜‚๐—ฟ ๐—ฒ๐—ฐ๐—ผ๐—ป๐—ผ๐—บ๐˜† ๐Ÿ’ฐ โ€ข Rewards drop often, resources never feel scarce โ€ข Progression is fast and satisfying๐Ÿฑ. ๐—ง๐—ถ๐—บ๐—ฒ-๐—ฝ๐—ฟ๐—ฒ๐˜€๐˜€๐˜‚๐—ฟ๐—ฒ๐—ฑ ๐—บ๐—ถ๐˜€๐˜€๐—ถ๐—ผ๐—ป๐˜€ โฑ๏ธ โ€ข 10-20 min quest timers create urgency โ€ข One mission flows straight into the next๐Ÿฒ. ๐—–๐—ฎ๐˜€๐˜‚๐—ฎ๐—น ๐—น๐—ผ๐—ผ๐—ธ, ๐—ฑ๐—ฒ๐—ฒ๐—ฝ ๐—ฐ๐—ผ๐—ฟ๐—ฒ ๐ŸŽจ โ€ข Friendly art and uncluttered UI welcome newcomers โ€ข True 4X depth unlocks step by step๐Ÿณ. ๐—–๐—ผ๐—ป๐˜€๐˜๐—ฎ๐—ป๐˜ ๐—บ๐—ฒ๐—ฐ๐—ต๐—ฎ๐—ป๐—ถ๐—ฐ ๐˜ƒ๐—ฎ๐—ฟ๐—ถ๐—ฒ๐˜๐˜† ๐Ÿ”„ โ€ข Learn one feature, unlock another โ€ข […]

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Top 10 Grossing Sub-Genres & Their Olygopoly Index

Top 10 Grossing Sub-Genres & Their Olygopoly Index (2025) While monetary value is an important factor when choosing a sub-genre to enter, donโ€™t overlook entry barriers โ€” one of which is how monopolized the market is ๐Ÿ†A useful indicator here is the Oligopoly Index โ€” the market share held by the top 5 games. The higher the index, the harder it is for new titles to break through ๐ŸฅŠTo speed things up for you, weโ€™ve compiled a list of the top 10 grossing sub-genres in 2025 along with their Oligopoly Index:1๏ธโƒฃ 4X Strategy iAP revenue (2025): $3.8BOlygopoly index: 50,67%Leading titles: Last War: Survival, Whiteout Survival 2๏ธโƒฃ Match-3iAP revenue (2025): $2.5BOlygopoly index: 71,22%Leading titles: Royal Match, Candy Crush Saga, Gardenscapes3๏ธโƒฃ Team BattleriAP revenue (2025): $1.9BOlygopoly index: 35,76%Leading titles: Honkai: Star Rail, Fate/Grand Order (English), DRAGON BALL Z DOKKAN BATTLE4๏ธโƒฃ SlotsiAP revenue […]

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DTC is quietly rewriting the rules of mobile growth.

๐——๐—ง๐—– ๐—ถ๐˜€ ๐—พ๐˜‚๐—ถ๐—ฒ๐˜๐—น๐˜† ๐—ฟ๐—ฒ๐˜„๐—ฟ๐—ถ๐˜๐—ถ๐—ป๐—ด ๐˜๐—ต๐—ฒ ๐—ฟ๐˜‚๐—น๐—ฒ๐˜€ ๐—ผ๐—ณ ๐—บ๐—ผ๐—ฏ๐—ถ๐—น๐—ฒ ๐—ด๐—ฟ๐—ผ๐˜„๐˜๐—ต.With Apple loosening its grip on iOS payments, hereโ€™s what I see coming: ๐—•๐—ถ๐—ด๐—ด๐—ฒ๐—ฟ ๐—บ๐—ฎ๐—ฟ๐—ด๐—ถ๐—ป๐˜€ โ†’ ๐—ฏ๐—ถ๐—ด๐—ด๐—ฒ๐—ฟ ๐˜„๐—ฎ๐—ฟ ๐—ฐ๐—ต๐—ฒ๐˜€๐˜๐˜€.Publishers reclaim 15โ€“30% by going direct. That means more cash to reinvest in growth.๐—›๐—ถ๐—ด๐—ต๐—ฒ๐—ฟ ๐—Ÿ๐—ง๐—ฉ๐˜€ ๐˜๐—ต๐—ฟ๐—ผ๐˜‚๐—ด๐—ต ๐—ฏ๐—ฒ๐˜๐˜๐—ฒ๐—ฟ ๐—จ๐—ซ.DTC is more than margin recovery. Itโ€™s a path to higher LTV through personalized offers, loyalty mechanics, and smarter UX.๐—ฅ๐—ถ๐˜€๐—ถ๐—ป๐—ด ๐—–๐—ฃ๐—œ๐˜€ ๐˜„๐—ผ๐—ปโ€™๐˜ ๐˜€๐—ฐ๐—ฎ๐—ฟ๐—ฒ ๐—ฎ๐—ป๐˜†๐—ผ๐—ป๐—ฒ.If your LTV is 2x higher, you can afford to outbid everyone. UA becomes a weapon again.๐—”๐—ฑ ๐—ป๐—ฒ๐˜๐˜„๐—ผ๐—ฟ๐—ธ๐˜€ ๐˜„๐—ถ๐—น๐—น ๐—ฟ๐—ถ๐—ฑ๐—ฒ ๐˜๐—ต๐—ฒ ๐˜„๐—ฎ๐˜ƒ๐—ฒ.More competition, more spend, more scale. Unity, Applovin, and others could see massive gains.Curious if others are seeing the same signs?

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The real difference between good and bad games?

The real difference between good and bad games: (spoiler: itโ€™s not fancy graphics)It's not deep storylines or complex mechanics either.It's this: โ€ข You want TO BE in a good game even with no clear goal. โ€ข Youโ€™ll run, jump, shoot, fly just because it feels good.Thereโ€™s a name for this:๐—ง๐—ต๐—ฒ ๐—ง๐—ผ๐˜† ๐—˜๐—ณ๐—ณ๐—ฒ๐—ฐ๐˜. โ€ข A "toy" is fun without rules (unlike โ€œgameโ€). โ€ข No objectives needed. โ€ข Itโ€™s enjoyable just to mess with. โ€ข The best games feel like that.Great games do this well:โ€ข Web-swinging in Spider-Man: smooth, fast, satisfyingโ€ข The โ€œpopโ€ in Candy Crush: instant, clear feedbackโ€ข Exploring towns in Skyrim: immersive, curiosity-drivenโ€ข Cutting fruit in Fruit Ninja: simple, endless joyโ€ข Drifting in Mario Kart: movement that makes you smileAll of these feel great without needing a mission.On the flip side?Bad games try to mask boring interactions with busywork: โ€ข […]

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3 things I do before 11:00 am that help me design better games.

3 things I do before 11:00 am that help me design better games. I group the games I play, everyday.First, I check if there is new content or update.Then I look if there is any "drastic" metric change.Lastly, I login to games I need to track, and play a bit.This helps me not just understand the game play,It helps to understand feel of each "daily" session.To create games with deeper retention, your task isto understand what your players do, overtime.I usually play 5 group of games:โ†ณ Obviously, your competitors,โ†ณ Popular games with longer retention,โ†ณ Popular recent releases comes from big names,โ†ณ New games that looks great but actually feels off,โ†ณ Finally, games that has a no link to your own game.All for a reason. (maybe another topic for future)PS: Yes, 11:00 is when the endless calls start and you lose […]

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New Game on the Rise: Half June

NEW GAMES ON THE RISE# 1 HALF, JUNE, 2025 Hi, mobile gaming fanatics! ๐Ÿคฉ ๐Ÿ“ฒI am returning this week with our helpful list of โ€œNew Games on the riseโ€.Here I bring you some titles debuting at the top of the charts. ๐Ÿ“ˆ๐Ÿ‘‡ Below are my highlights from last week. ๐Ÿ‘‡โžก๏ธ The big South Korean publisher ๐Ÿ‡ฐ๐Ÿ‡ท is climbing the charts with a new release, an Idle Arcade with realistic settings, โ€œLumber Chopperโ€. Developed by Dasi Games, โ€œLumper Chopperโ€ brings back an old Idle Arcade theme - lumberjack games. ๐Ÿชต๐Ÿช“On June 17, it appeared in the ๐Ÿ” 500 downloads in mobile games for the first time (rank 441). ๐Ÿ…โžก๏ธ The Turkish giant is on fire! ๐Ÿ‡น๐Ÿ‡ท๐Ÿ”ฅ The leader in hybrid casual Rollic is scaling two new games. Developed by HyperUp Lab, โ€œHole Peopleโ€ has been among the top 10 most downloaded […]

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VC pitch is the game that two can play.

When you pitch to a VC, we ask lots of questions, but this is the game that two can play. Here is what you can ask to learn more about your potential partner: 1. What is their source of capital?2. How do they work with their portfolio companies? Do they practice a hands-on approach or prefer not to participate in day-to-day activities?3. What is their long-term strategy (Basically, why do they invest? Dividends, exit, or strategic interest and potential acquisition down the road?)4. What are their check size, preferred stage, and genres? Do they lead or not? Do they participate in follow on rounds?5. What is the stage of the fund? If the fund is at the beginning of its lifecycle, it could invest more aggressively and make longer shots as they have more time. The closer they are to […]

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Great in-game Events: Planning, Reacting & Recovery Snacks

When I worked as a LiveOps product owner, running in-game events was my full-time job. And over time, I learned thereโ€™s a checklist I always fall back to. It saved launches, boosted revenue, and prevented more than one catastrophe.Hereโ€™s what that looked like:Before the Event- Align with goals. Retention? Monetization? Engagement? Pick one. Or youโ€™ll end up with none.- Check your calendar conflicts. Launching during another live feature? Rethink. Unless they should be run together intentionally.- QA your configs. Twice. You don't want the wrong rewards going out, trust me (check my recent post about it).- Sync with support & community teams. Theyโ€™ll get the heat if anything breaks.- Prepare fallback plan. Always have a hotfix path or a way to turn things off remotely.During the Event- Monitor live data. First few hours tell you everything. - Watch social channels. […]

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