![]() ![]() The margin between these two indicators is your actual revenue. It's a depressing subgenre of this industry filled with vapid games made by soulless companies. HitBerry Games has shared an interesting article about the importance of CPI metrics in hyper-casual games. And we might have different definitions of money here, but know that our studio had to support 20 full time employees and 30+ freelancers, "serious" money would be different if you were a sole developer that makes a hit.Īt the time, I needed the money and I got paid a LOT so I could stomach the grind and the depressing nature of it all but I finally got out after a couple of years because my soul just couldn't take that shit anymore. Statistically, in-app purchases make the most revenue in mobile games and apps, but for certain game genres its better to choose using ads (for example. And oh boy, I'm talking about serious money. ![]() It's a game of analytics.Ī few of our games made money but only 1 out of the 37 games I was a part of actually made serious money. The games go into limited release, A/B testing for weeks or even months and if the numbers aren't there, we axe the game and move on. We were one of the dozens of companies they employ that pump out 6-10 hypercasual games PER MONTH. In 2021 the genre reached 13 Billion downloads and 3.4B in total estimated revenue (IAP + IAA). Hypercasual games reached 9.2 billion downloads worldwide in 2021, according to App Annie’s 2022 State of Mobile Gaming. Those publishers release HUNDREDS of these terrible games per year. On a high level, Hypercasual seems to be chugging along despite the deprecation of IDFA. Steady growth in casual and hypercasual genres over the past few years has created a unique opportunity for publishers to increase revenue by using the right combination of monetization elements in their games. Regrettably, I used to work for a company that made games for hypercasual powerhouses Voodoo, Cheetah, Lion Studios and one other publisher I can't remember. ![]()
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