Tips for supercharging your game, updates from the Supersonic team, and insights from our top partners
In the Press
4 Hyper-Casual Prototype Best Practices
Gamasutra
As I explained in my earlier post “Hyper-casual trends to follow (and not to follow)”, games in this genre are super…
Case Study
Supersonic gets Emoji Puzzle to #2 on Android in less than 6 weeks
Fun Velikan, Emoji Puzzle
Emoji Puzzle is Fun Velikan’s first hyper-casual game from founders Dmitriy Kurylev and Artem Oparin. After partnering…
Case Study
How Bazooka Boy made it to the top 10 in both app stores
Lightneer, Bazooka Boy
Mark Cochrane is the CEO at Lightneer, the hyper-casual studio behind the hit game Bazooka Boy. Read Mark’s story to l…
In the Press
3 key things to look for in a publisher
PocketGamer.biz
Working with a publisher to help grow your game is a smart decision for a lot of developers, but choosing “the one” …
Blog
4 tips to get the attention of a mobile game publisher
Rae Steinbach
After designing a great game, the next step is to get it into the hands of users and start monetizing so you can scale y…
In the Press
Supersonic Studios launches its Superstars contest for hypercasual devs
PocketGamer.biz
IronSource subsidiary Supersonic Studios has launched its Supersonic Superstars contest for mobile game developers. S…
Blog
3 strategies for working fast in hyper-casual games
Reuben Lewis
The fiercely competitive nature of the hyper-casual market dictates that new games - or at least game concepts - need to…
In the Press
Supersonic复盘如何打造《Hide 'N Seek!》爆款游戏
新浪游戏
近日来自Supersonic首席游戏设计师Tomer Geller,从多个维度分享Supersonic打造爆款游戏的心得。Tom…
Blog
Working with a game publisher: The holy triangle of marketability, retention, and monetization
Rae Steinbach
In the world of hyper-casual game development, the main goal is earning a profit. But, as you know if you’ve ever laun…