Hypercasual Games & Real Multiplayer, a Marriage Come True!
summary
Claims that real-time multiplayer can work for hypercasual on low-end phones and bad networks, and proves it by building Stumble Guys with Kitka using Photon tech. The game runs 32-player matches on a deterministic engine (Quantum), ships with templates, adds tournaments that lift retention about 10% retention lift, reaches 15 million+ downloads, and supports development with Photon Fusion free up to 20 CCU and pay-as-you-go CCU pricing, while recommending bots for onboarding, strong matchmaking, and server-side anti-cheat.
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chapters (11)
- 0:00Introduction and background
- 1:53The state of mobile gaming
- 3:27Origin of hyper-casual
- 5:21The problem with fake multiplayer
- 7:17Stumble Guys case study
- 10:59Success metrics and lessons
- 13:06Tips for multiplayer development
- 17:38Matchmaking and balancing
- 20:05Cheating and security
- 21:58Getting started resources
- 24:31Q&A and final insights
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28mState of Multiplayer Games & Current Trends
24mKeynote: The Multiplayer Compass
32mMultiplayer to Maximize Creativity & Revenue
20mStumbling Into a Multiplayer Hit Downloaded 2 Million Times per Day
47mPanel: Mastering Multiplayer: The Super Session
52mPanel: Playing Together How To Boost Retention by Adding World-class Multiplayer Options
27mSuperstar Session: Don't Go Indie, Go Hyper!
20mWhy go hypercasual?
