Tips for supercharging your game, updates from the Supersonic team, and insights from our top partners
Blog
Who should work with a mobile game publisher?
Rae Steinbach
Regardless of whether you’re just getting started in the world of mobile game development, or more experienced, partne…
Case Study
Join Clash reaches #2 in the US and doubles LTV with Supersonic
Freeplay, Join Clash
Join Clash is the first hyper-casual game by Freeplay, a gaming company with offices in the US, Belarus, and Russia. Aft…
In the Press
What hypercasual mobile game publishers look for in developers
GamesIndustry.biz
Hypercasual games exploded onto the scene three years ago, growing into one of the largest mobile gaming categories in t…
Case Study
How Samurai Flash nailed retention, CPI, and playtime on day 1
Yummy Games, Samurai Flash
Yummy Games is a game developer based in France, and is the team behind the hit hyper-casual game, Samurai Flash. Below,…
Blog
9 hits, 5 months, 3 rules for success: Hyper-casual publishing
Nadav Ashkenazy
Setting up a new business is rarely an easy ride, and doing so in the super competitive world of hyper-casual publishing…
Blog
The Supersonic guide to marketability testing
Reuben Lewis
As the market becomes increasingly saturated, apps can no longer rely on organic installs to gain users - strong user ac…
In the Press
Hyper-casual trends to follow (and not to follow)
Gamasutra
Take a look at snapshots of the top 100 charts from the past year and you’ll see clear trends of games that made it. B…
In the Press
How we turn good games into great games
Gamasutra
The benefit of working for a hyper-casual mobile game publisher is that I see hundreds of games on a weekly basis, and g…
Blog
5 tips for a profitable hyper-casual game launch
Supersonic Studios
Seeing multiple hyper-casual games in the top charts at any given time has warped our industry’s understanding of what…