Hyper-casual games have captured the mobile games industry's interest ever since the incredible meteoric rise (and fall
) of Flappy Bird in 2014.
In 2018, the total mobile games market stood at $50 billion, of which $10 billion came from in-game advertising and the rest from in-app purchases. In that same year, AppAnnie reported that hyper-casual games made up 53.4% of the top 30 game installs in the US and over 27% in Japan and Korea, respectively.
Fast forward to 2020, and hyper-casual games are now the most downloaded genre in mobile gaming worldwide, accounting for 31% of all installs, according to data from SensorTower.
The genre doesn't make as much revenue as others (with RPG games taking the lion's share). Still, various analysts estimate it is worth $3bn, and with fast development cycles, it is a desirable genre and profitable for developers and publishers alike.
But competition is high, and the global pandemic has caused that to increase. More people are playing throwaway games to pass the time, and more developers are creating hyper-casual titles.
I spoke with Ivan Fedyanin, CEO and co-founder at Ducky
— a hyper-casual game publisher with over 40 million downloads — about the latest trends and how hyper-casual developers and publishers can scale in the face of growing competition.