Learn with Supersonic

Tips and insights for getting your hyper-casual game to the top, profitably

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  • Ideation
  • Marketability
  • Creatives
  • Game design
  • More topics...
    • Monetization
    • User acquisition
    • Web3
    • A/B testing
    • Technology
Webinar
SuperMonday #24 SuperHybrid kickoff
Guy Agiv, Director of Product Design Supersonic
This SuperMonday, Uri Ron, Senior Market Research Manager, Guy Agiv, Director of Product Design, and Guy Yogev, Senior Game Designer, will share pro tips for creating hybrid idle resource management, tycoon, and puzzle hits. Plus, learn how you can win amazing perks in our SuperHybrid competition!
  • supermonday
Blog
Unlock your creativity with the Supersonic Top Creatives Library
Daniel Godley
We’re all about helping game developers and studios reach their full hit-making potential with our best in the business ...
  • creatives
  • prototyping
Blog
The ultimate blueprint for tycoon game success
Lauren Sirt
The simulation genre is booming, offering players an array of engaging entrepreneurial experiences across diverse subgen...
  • game design
  • hybrid casual
  • ...
    • monetization
Case Study
Hibox and Supersonic make Pick Me Up a hybrid hit with deeper gameplay
Hibox, Pick Me Up
Hibox is a 6 person studio based in China. Their latest mobile title, Pick Me Up, is a hybrid-casual idle simulation gam...
  • hybrid casual
  • publishing
Blog
Expand and prosper: Tips and tricks for creating an idle resource management masterpiece
Lauren Sirt
Running your own business in real life is not all fun and games. But with simulation games, players gain a rewarding ent...
  • game design
  • hybrid casual
  • ...
    • monetization
Case Study
Funcell and Supersonic turn Trash Tycoon into a hybrid-casual hit
Funcell, Trash Tycoon
Founded in 2017, Funcell Games is a game studio based in India. Over the last 7 years, the studio has published 30 games...
  • hybrid casual
  • marketability
  • ...
    • publishing
Blog
How megahits use creatives to keep long-term revenue rolling in - Part 1
Samantha Benjamin, Director of Growth & LiveOps
What’s the secret to creating a hit game that generates long-term revenue? In this two-part blog series, we're diving in...
  • creatives
  • marketability
  • ...
    • monetization
Blog
How megahits boost LTV to keep long-term revenue rolling in - Part 2
Samantha Benjamin, Director of Growth & LiveOps
Curious about how top hits from 4 years ago are still generating long-term revenue? In the first part of our blog series...
  • ab testing
  • game design
  • ...
    • meta
    • monetization