

- #Hyper casual games monetization for free
- #Hyper casual games monetization upgrade
- #Hyper casual games monetization free
Merge Towns feels much more like a new take on an idle game mechanic (ex. For Triple Town, the restrictions on movement and the loss condition make for a far more difficult puzzling experience. Overall the gameplay feels significantly more approachable and casual than Threes or Triple Town. With the soft currency, players can purchase better pieces directly With the upgraded buildings, these generate faster soft currency.Ĥ.
#Hyper casual games monetization upgrade
With the generated pieces, players combine them to upgrade them and make space for more land and new pieces to fall.ģ. Players can do this by rapidly tapping on a button, or by waiting.Ģ. The first step is about generating pieces. Your goal is to generate pieces - so you can combine them - to make better buildings - which generate more revenue - to purchase better pieces. There are no failure states, there is just optimization of progress. Whereas the goal in Threes And Triple Town was simply to survive for the longest time possible, Merge Towns is more akin to an Idle game. This carries forward and forward throughout the game, creating more and more intricate pieces. Placing the same tier of a piece (a small house) on top of the same tier will upgrade the house to the next tier (a piece with 2 houses). There are no restrictions like Triple Town or Threes. You can drag and drop any piece on top of another piece of its kind. The core gameplay mimics that of Threes! and Triple Town in that you attempt to combine multiple of the same block to upgrade the square. Merge Towns at the purest concept level is a Matching game core combined with an Idle game economy. Not only does it have strong proven video ad integration, it also supports an innovative core gameplay.

This game clearly shows the latest innovation in the video-ad driven monetization space and is an excellent guide for newcomers to space.
#Hyper casual games monetization free
The game has peaked at #3 top free downloads in the UK, and is within the top 20 downloads in the US. Gram Games’ most recent launch is “Merge Towns”, a mashup of a puzzle and idle game. Games like 1010! And Merged were quick to make, yet clearly generate more than enough revenue to support the mid-sized Turkey-based studio (now with an additional studio in London). Gram Games is one of many that successfully capitalized on the hyper-casual trend. Hyper casual games are innovative, quick to make, and easy to market when done right. The rise of hyper casual category is exciting because it goes counter to what traditional free to play games have been moving towards: massive budget, multi-year long productions that are getting riskier and riskier. Hyper-casual games make the biggest share of revenue in the first couple of days, unlike IAP-heavy genres, where the most active users make the most money over time.” – Johannes Heinze, AppLovin Hyper-casual games tend to be less costly to make, and users monetize almost immediately since ads are the primary revenue source, meaning that UA campaigns can be optimized early on. “Players of hyper-casual games can be acquired at extremely low rates, so even though CPIs are increasing and gaining traction in the app stores is difficult, developers of hyper-casual games have a lot of opportunities. Summarized here by Johannes Heinze of AppLovin: Instead of having to awkwardly cram in In-App Purchases into a casual title, developers can monetize off their active playerbase even if they don’t have a meaningful economy with anything to sell. Video Ads have opened up these categories because it monetizes on 100% of your user base. The casual segment has been dominated for years by the Match 3 Saga model with other casual categories struggling for meaningful revenue (ex. The rise of Video-Ad driven monetization has heralded in a new era within mobile game design. Source: SOOMLA Blog (an excellent source of info on Video Advertising!) Designing for video ads has allowed for innovation in the maturing mobile space that is much needed.
#Hyper casual games monetization for free
No longer seen as superficial revenue on top of IAP revenue, designing for video ad revenue has become the dominant revenue growth area for free to play companies. In the last couple years, Video Ads have reached a tipping point.

Starting with companies like Ketchapp and Futureplay, it became abundantly clear that games can drive meaningful revenue from video advertisements, and advertisers can find a captive audience in mobile players. Rewarded Video Ads have been a constant, dominating trend in free to play over the last few years.
