Learn with Supersonic

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

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  • Ideation
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  • Creatives
  • Game design
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    • Monetization
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    • Web3
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Case Study
4S Games turns Camo Sniper into a chart-topping puzzle game with Supersonic
4S Games, Camo Sniper
4S Games is a small mobile game development team out of Korea. They partnered with Supersonic to create their most recen...
  • ab testing
  • game design
  • ...
    • marketability
Blog
Developer Spotlight: Paul Raubic, Founder of Pau Rau Games, shares his best practices for ideation
Daniel Godley
Our Developer Spotlight series highlights top hyper-casual game developers sharing their tips for success - on everythin...
  • game design
  • ideation
  • ...
    • marketability
Video
The Supersonic Knowledge Hub is live!
Submit a game and get exclusive access to tons of tips and resources all designed to help you come up with profitable hi...
  • game design
  • hypercasual
  • ...
    • ideation
    • marketability
Blog
Best practices for maximizing LTV and building games that combine mechanics and genres
Rae Steinbach
Combining engaging mechanics with trending genres can enhance the depth of gameplay and create more opportunities for mo...
  • ideation
  • marketability
  • ...
    • trends
Case Study
Mood Games grows Traffic Jam Fever into a profitable idle clicker hit with Supersonic
Mood Games, Traffic Jam Fever
Now a 16-person team and growing, Mood Games is a mobile game development studio based in Turkey with a portfolio includ...
  • ab testing
  • marketability
  • ...
    • monetization
Blog
Developer Spotlight: AB Malpani, Founder of Funcell Games, shares his top tips for game ideation
Rae Steinbach
Our Developer Spotlight series highlights  top hyper-casual game developers sharing their tips for success - on everythi...
  • developer spotlight
  • ideation
  • ...
    • marketability
Blog
How to use the Supersonic marketability tool to prototype with more confidence
Rae Steinbach
Deciding which prototype to build out into a full game is a crucial turning point in hyper-casual development. Killing p...
  • marketability
  • publishing
  • ...
    • technology