Fireside Chat: How we Transitioned from Successful Casual Games Developer to Hypercasual
summary
Studio reports ~80 million downloads across seven self‑published titles and a mid‑2018 pivot to user‑acquisition led, hypercasual work, with three hypercasual releases live and a 14–18 person team iterating mechanics into multiple prototypes. Testing relies on CTR and CPI tests and weekly A/B experiments; publishers supply marketing, design and analytics infrastructure that otherwise demands seven‑figure ops to scale. Games shift from high‑friction flappy‑style difficulty to shorter, more satisfying loops and are regularly reworked rather than treated as disposable.
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chapters (4)
- 0:00Start
- 5:05The Main Differences You Found When Switching from that Casual Market to this Ever-Growing Hyper-Casual Market
- 8:18Benefits of Having a Development Team
- 24:52What Are Your Views on the Future of the Market
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