Superstar Session: Making Profitable Hypercasual Hits
summary
Shows that a profitable hypercasual hit is about metrics, not promises: benchmarking with Apptopia and internal BI, then iterating seven times in ~2.5 weeks to raise retention from ~33% to >40%; publish in three weeks and hit profitability within days. Explains the lifecycle (initial overspend for algorithm learning, throttle down, then steady profitable tail) and notes a live title Cat Escape earns sustained net profit despite never getting below 30¢ Facebook CPI.
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chapters (21)
- 0:00Intro
- 2:37Hyper Casual University
- 3:45Scaling Up
- 5:16Throttling Down
- 6:47Bad Life Cycle
- 8:40Cat Escape Life Cycle
- 9:10Scaling Up Phase
- 9:44Cat Escape
- 10:56Publishing
- 16:14Sunday
- 16:55Team
- 17:49Communication
- 18:58AppLike Group
- 20:35Balaji
- 22:44Questions
- 24:32Life cycle of games
- 25:52Minimum daily active users
- 27:16Advice for new developers
- 29:02Developer questions
- 30:03Why hypercasual
- 31:19Can you rescue a game
related talks
19mHyper-casual math
20mWhy go hypercasual?
44mPanel: What is Giving Hypercasual its Longevity? The Recipe for a Successful Game
30mFrom an Indie Game to Hypercasual Success - Can Any Game Go Hyper?
55mWhat can Hypercasual Games Teach the World?
32mFireside Chat: How we Transitioned from Successful Casual Games Developer to Hypercasual
27mSuperstar Session: Don't Go Indie, Go Hyper!
28mFinding Hypercasual Publishing Success: Lessons from Rocket Sky! & OverTake
