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Wittle Defender: Will Habbyโ€™s New Game Become a Hit?

Will Habbyโ€™s New Game Become a Hit? ๐ŸŒŸ On June 9, Habby globally launched Wittle Defender โ€” a new game clearly inspired by The Tower from Tech Tree Games, but with Habbyโ€™s signature touch:โ€” Roguelike abilities from Survivor.io and Archero โ€” Hero collection mechanics similar to Souls โ€” Classic Habby-style meta and progression, just like in Capybara Go and other titlesSo far, the game has hit over $300K in daily revenue โ€” a solid start by industry standards, though not quite on the level of Survivor.io, Capybara Go, or both Archeros at launch ๐ŸŽขStill, itโ€™s too early to judge. What really matters is how well the game retains and monetizes players in the mid and long term ๐Ÿ‘€Will Wittle Defender become Habbyโ€™s next classic? Maybe.

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Failures are necessary.

A mistake = failure. And failure = A sign to give up. If this is the mentality within your team, good luck with ever achieving meaningful growth in your craft. In my career, Iโ€™ve been lucky enough to work alongside patient managers and colleagues who saw mistakes and missteps as opportunities to learn and grow. Some of my most important learnings in influencer marketing have come in retrospect, after seeing firsthand what not to do.Case in point, I only realised the importance of avoiding seasonal custom influencer assets after a six-figure collaboration nearly fell through due to the influencer wanting to rework and delay the video.Another early lesson? Always cap CPM-based deals.I once negotiated a deal based on $20 CPM without a maximum cap, assuming the video would perform in line with the creatorโ€™s usual range (with a maximum of […]

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IAP doesnโ€™t work in our game, our players donโ€™t spend.

โ€œIAP doesnโ€™t work in our game. Our players just donโ€™t spend.โ€ Iโ€™ve heard this line from dozens of teams โ€” and almost every time, itโ€™s wrong.Not because players donโ€™t spend.But because the game doesnโ€™t give them a reason to.When IAP underperforms, itโ€™s rarely about the audience.Itโ€™s usually about the offer strategy.Here are the usual suspects:๐Ÿ”ป No value framingPlayers donโ€™t buy โ€œgems.โ€ They buy progress, speed, power, customization, exclusivity.If your offer doesnโ€™t communicate why it matters, no one bites.๐Ÿ”ป Poor timingYouโ€™re showing the shop when the player has no context, no pain point, no motivation.The best moment for a sale is when a player wants something and canโ€™t get it yet.๐Ÿ”ป Everyone sees the same shopSegmented pricing, pacing, and bundles are standard practice now.Beginner whales, veteran free-to-players, and returning users all need different offers.๐Ÿ”ป No emotional hookLimited-time? Milestone reward? Progress multiplier?If […]

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Meta re-enables device-level data sharing with MMPs

๐ŸšจMeta is re-enabling device-level data sharing with the MMPs๐Ÿšจ This is a copypaste from Adjust but applies for all MMPs:"Meta is re-enabling Advanced Mobile Measurement (AMM), and weโ€™re rolling out support for it starting Tuesday, June 17, 2025. This update is a significant step forward for data granularity. Once you opt-in, it will enable us to share attributed last-touch information with you in a non-aggregated format, allowing for more precise ad performance analysis within your own BI tools."๐Ÿ‘‰The real translation and consequence:Meta is moving away from SKAN (again) โ€” and theyโ€™re leading the way.Others will follow.You better get used to working with probabilistic data ๐Ÿ˜ตโ€๐Ÿ’ซ

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Mobile gaming Q1 2025 in numbers.

Mobile gaming Q1 2025 in numbers. Most notable new releases:๐Ÿญ. ็‡•ไบ‘ๅๅ…ญๅฃฐ โ€“ ๐—ข๐—ฝ๐—ฒ๐—ป ๐—ช๐—ผ๐—ฟ๐—น๐—ฑ ๐—ฅ๐—ฃ๐—š1.5M downloads | $10.9M revenue๐Ÿฎ. ๐—œ ๐—”๐—บ ๐—ฆ๐—ฒ๐—ฐ๐˜‚๐—ฟ๐—ถ๐˜๐˜† โ€“ ๐—๐—ผ๐—ฏ ๐—ฆ๐—ถ๐—บ๐˜‚๐—น๐—ฎ๐˜๐—ผ๐—ฟ4.84M downloads | $34K revenue๐Ÿฏ. ๐—ฆ๐—ฐ๐—ฟ๐—ฒ๐˜„๐—ฑ๐—ผ๐—บ โ€“ ๐—ฆ๐—ฐ๐—ฟ๐—ฒ๐˜„ ๐—ฃ๐˜‚๐˜‡๐˜‡๐—น๐—ฒ5.5M downloads | $8.9M revenue๐Ÿฐ. ๐——๐—–: ๐——๐—ฎ๐—ฟ๐—ธ ๐—Ÿ๐—ฒ๐—ด๐—ถ๐—ผ๐—ป โ€“ ๐Ÿฐ๐—ซ ๐—ฆ๐˜๐—ฟ๐—ฎ๐˜๐—ฒ๐—ด๐˜†1.1M downloads | $8.3M revenue๐Ÿฑ. ๐—ž๐—ถ๐—ป๐—ด๐˜€๐—ต๐—ผ๐˜ โ€“ ๐Ÿฐ๐—ซ ๐—ฆ๐˜๐—ฟ๐—ฎ๐˜๐—ฒ๐—ด๐˜†5.8M downloads | $21.2M revenueSome are big hits. Others? Not quite.Genre and monetization models still make all the difference.๐—•๐—ถ๐—ด ๐—ฝ๐—ถ๐—ฐ๐˜๐˜‚๐—ฟ๐—ฒ:โ€ข Total downloads: 14B (+7.6% YoY)โ€ข Total IAP revenue: $15.7B (+7% YoY)The market continues to grow, but slower than before.๐—ช๐—ต๐—ฎ๐˜ ๐—ฎ๐—ฏ๐—ผ๐˜‚๐˜ ๐—ป๐—ฒ๐˜„ ๐—ด๐—ฎ๐—บ๐—ฒ๐˜€?โ€ข 12,821 new titles launchedโ€ข 555M downloadsโ€ข $288M in IAP revenueโ€ข Only 3.4% reached 100K+ monthly downloadsSuccess is rare. Breaking out is harder than ever.๐—ง๐—ผ๐—ฝ ๐—ด๐—ฟ๐—ผ๐˜„๐—ถ๐—ป๐—ด ๐—ด๐—ฒ๐—ป๐—ฟ๐—ฒ๐˜€:๐Ÿญ. ๐—ฃ๐˜‚๐˜‡๐˜‡๐—น๐—ฒ โ€“ ๐—•๐—น๐—ผ๐—ฐ๐—ธ ๐—ฃ๐˜‚๐˜‡๐˜‡๐—น๐—ฒ (+๐Ÿฐ๐Ÿญ๐Ÿณ%)๐Ÿฎ. ๐—”๐—ฟ๐—ฐ๐—ฎ๐—ฑ๐—ฒ โ€“ ๐—ฆ๐—ต๐—ฎ๐—ฟ๐—ธ ๐—˜๐—ฎ๐˜ & ๐—š๐—ฟ๐—ผ๐˜„ (+๐Ÿฎ๐Ÿฎ๐Ÿฑ.๐Ÿต%)๐Ÿฏ. ๐—”๐—ฑ๐˜ƒ๐—ฒ๐—ป๐˜๐˜‚๐—ฟ๐—ฒ โ€“ ๐—ค๐˜‚๐—ฒ๐˜€๐˜ (+๐Ÿต๐Ÿต.๐Ÿฑ%)๐Ÿฐ. ๐—ฆ๐—ถ๐—บ๐˜‚๐—น๐—ฎ๐˜๐—ถ๐—ผ๐—ป โ€“ ๐—”๐—ป๐—ถ๐—บ๐—ฎ๐—น ๐—ฆ๐—ถ๐—บ (+๐Ÿฒ๐Ÿต%)๐Ÿฑ. ๐—ฆ๐—ต๐—ผ๐—ผ๐˜๐—ฒ๐—ฟ […]

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The Evolution of the Juice Bar Event

Iโ€™ve talked before about adapting successful ideas from the market. Merge Mansionโ€™s latest event, Mix a Booster, is a great example of just that: Taking a proven event format and evolving it with a sharp monetization twist. At first glance, it feels familiar. Players mix ingredients to earn rewards like boosters and chests. Sounds a lot like the Juice Bar events weโ€™ve seen in Project Makeover (running since early 2024) and Triple Match 3D (joined the juice club later that year).These Juice Bars follow a simple formula:๐Ÿงฉ Play levels โ†’ Earn ingredients๐Ÿน Mix those ingredients โ†’ Create juices๐ŸŽ Serve the juices โ†’ Collect event rewardsMerge Mansion took the same structure and went one step beyond. You start with some ingredients right away. No level grinding required. You explore combinations to unlock recipes with varying rewards. But to actually make anything? […]

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Bitlifeโ€™s Aggressive Interstitial Monetization Strategy

๐ŸงจBitlifeโ€™s Aggressive Interstitial Monetization Strategy๐Ÿงจ Bitlife is a 7-year-old mobile game that has consistently maintained over 1 million daily active users (DAU) since its launch in 2018. It has generated over 130 million downloads and $136 million in IAPs. Over the last 30 days, it has generated $3 million in IAPs, and I estimate an additional $3.6 million in ad revenue. A hybrid game before hybrdids were a thing?๐Ÿค” ๐ŸคฏBitlife users spend an average of 34 minutes on total daily gameplay across five sessions per day. Whatโ€™s crazy is that Bitlifeโ€™s D7 retention is 15% despite showing interstitial ads every 70 seconds. At current daily active users (DAUs), interstitials alone generate around $90,000 per day. ๐Ÿคฏ๐Ÿ‘How does Bitlife manage such a high ad frequency while also maintaining retention? One word: engaging and unique game play that players relate to. Bitlife […]

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Subscription Innovation in Games

Subscriptions have been bubbling under the surface of F2P economies for years. Quietly present. Occasionally praised. Sometimes dismissed. But always theorized by game economy designers who has sensed their untapped potential โ€” not just as a perk, but as a foundational layer to more sustainable and engaging monetization ecosystems. And after years of observing, sometimes testing, and writing about economies, systems, and hybrid models โ€” it's about time I give it a proper spin myself. Especially now, as it looks subscription models are over, and over, again being talked more openly about on multiple occasions, incl. events, LinkedIn conversations, 1-to-1s with other designers, etc. Itโ€™s fascinating how things always goes in cycles โ€” and, for this one, I believe itโ€™s time to give it a new spin. So, letโ€™s talk about where subscription models have been, where they are now, […]

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3 Layers of Game Monetization

Monetization done right starts at the core. 1๏ธโƒฃ ๐—–๐—ผ๐—ฟ๐—ฒ ๐—Ÿ๐—ผ๐—ผ๐—ฝโ€ข Core actions & goalsโ€ข Rewards & obstaclesโ€ข Resource flow (taps & sinks)2๏ธโƒฃ ๐—ฃ๐—ฟ๐—ผ๐—ด๐—ฟ๐—ฒ๐˜€๐˜€๐—ถ๐—ผ๐—ป & ๐—•๐—ฎ๐—น๐—ฎ๐—ป๐—ฐ๐—ฒโ€ข Difficulty curve & player levelingโ€ข Power scaling & content unlocksโ€ข Economy stability & boostersโ€ข Skill progression & feedback loops3๏ธโƒฃ ๐—ข๐—ณ๐—ณ๐—ฒ๐—ฟ๐˜€ & ๐— ๐—ผ๐—ป๐—ฒ๐˜๐—ถ๐˜‡๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐—ง๐—ฒ๐—ฐ๐—ต๐—ป๐—ถ๐—พ๐˜‚๐—ฒ๐˜€โ€ข Offer frequency & pricing strategyโ€ข Personalization & perceived valueโ€ข Timing, placement & FOMOโ€ข Conversion optimization & visual presentationStart by building a solid, engaging core gameplay loop. Then focus on progression and balance.Monetization should enhance the experience, not drive it.Get your priorities right to succeed in the long run.

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iOS 26 is Coming

๐Ÿ’ฅ Radar of the Week: WWDC25 was everything we wanted (and more). WWDC25 quietly rolled out some of the biggest changes weโ€™ve seen to the App Store in years. It also introduced the Apple Games app, a native hub for game discovery that surfaces Game Center features, in-app events, and multiplayer challenges in ways the App Store never could. Apple is reshaping how apps get discovered, converted, and re-engaged. And as always, theyโ€™re doing it on their own terms. ๐Ÿ” Quick Breakdown: New visibility levers. New metrics. New Game app. If you work in ASO, UA, or subscription growth, these are the shifts to keep on your radar: ๐ŸŸฃ Custom Product Pages can now be used for ASO. ๐ŸŸฃ App Store Tags reshape how feature-based discovery works. ๐ŸŸฃ Offer codes support all IAP types (yes, even subscriptions). ๐ŸŸฃ App Analytics […]

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Mobile Gaming Today: June 17

๐Ÿฆ„ Content of the Week โšก๏ธ Game Economy That Drives Retention & Revenue Even the best games thrive on trial and error. When we talk about Game Economy, we often focus on numbers: How much do things cost? How do players earn? To drive Retention & Revenue, we need deeper questions: ยป But to build THAT kind of Economy, you need to: Master more than Math Work with these 6 elements ๐ŸคŸ๐Ÿป Industry Highlights โญ๏ธ HTML5 Gaming Gold Rush: Discord, Telegram, X & More The huge potential for games on every platform with a browser! ๐Ÿ‡ฎ๐Ÿ‡ณ Indian Gaming Industry Surge You missed China. You slept on Brazil. Donโ€™t miss India. This isnโ€™t โ€œemerging.โ€ Itโ€™s exploding. ๐Ÿ‡ช๐Ÿ‡บ Supercellโ€™s Ilkka Paananen on Gaming, AI & Europeโ€™s Edge $13.5 billion in revenue across 2.5 billion downloads. Crazy? Supercell experienced explosive growth in 2024 […]

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How do we get spend depth above $100k for a hybrid-casual game?

Client:  "How do we get spend depth above $100k for a hybrid-casual game?" Wittle Defender (Habby) is the latest, and arguably most casually-packaged example of the AFK Arena-inspired โ€˜Idle RPGโ€™ economy.For anyone who hasn't worked on 'Idle RPGs', the most defining features of the genre, from the economy perspective, are:1) DEEP reliance on gacha duplicate fusion.2) A reasonably small pool of heroes (20-40, not 200).3) Automation of nearly all inventory management.4) Economies that are VERY generous to players who engage consistently, while being VERY extractive for whales who are impatient enough to pay 'retail price' to progress.In these games, gachas are pulled thousands of times.  Most pulls yield duplicates of heroes already owned, and dupes are instantly converted into currencies (often element and rarity-specific).The result is a casual, accessible experience with extraordinary spend depth.In WDโ€™s case, just 8 Mythic Heroes (so far) […]

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