
We’ve seen from our organic downloads that our most engaged players (especially the young ones) brag about their new games to their friends. We see them as the best fit for a game played on a mobile device in terms of controls, sessioning and how quickly you can have a round of core gameplay.Ĭompanies like TabTale, Voodoo and others have begun to grow these games with user acquisition, generating very low CPIs, and in the case of very viral games, eCPI - which you are not going to find when you compete on the top grossing charts, hunting whales with your UA. They focus on core mechanics and crystal clear progressions, and there’s no endless array of features or meta-game to learn. There are a few factors that led to the popularity of hyper-casual games:įirst and foremost, from the players’ side, hyper-casual games are made more for mobile than any other game genre. Why do you think hyper-casual games have become so popular with developers and players right now? The chart below shows that hyper-casual has been around, generating downloads and entertaining many hearts, for a few good years now (even before anyone called them hyper-casual). Furthermore, if you do some digging into App Store and Google Play history and you’ll find that there have always been very high performing hyper-casual games. When the app stores first launched, many of the original games were designed with ‘mobile-first’ thinking, and were built according to the above-mentioned pillars. When did the hype around hyper-casual started?

Theme/IP has mass appeal and doesn’t specifically target a specific audience.Innovative for PX sake, not for innovation’s sake.

