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Dream Games Reaches a New High of $7B in User Spending

The main star powering the portfolio’s revenue remains Royal Match, now accounting for 95% of the publisher’s total earnings.

In September, Royal Match’s IAP revenue was estimated at $107M, 16% down from September 2024. However, its year-over-year performance remains strong, showing a 7% increase in 2025 💪

We should also highlight the progress of Royal Kingdom, which reached $29M in monthly revenue this September — the second-best month in the game’s lifetime after August 2025!

Dream Games is getting stronger day by day, taking a 4th place among the top-grossing publishers of 2025 by gaming revenue. Have a look yourself
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Time to Bid Farewell: Squad Busters Final Update

Last week Supercell has announced the final update for Squad Busters, with the game shutting down in H2 2026 😪

Being honest, we kind of saw it coming, even though we didn’t want to believe it:

👉 In our first breakdown, the game felt rather unpolished

👉 Even after the big rework, core issues remained

So, where did things go south?

1️⃣ Audience mismatch. Trying to serve both casual and midcore players, the game lost clarity — lacking the midcore tactical depth and the casual simplicity.

2️⃣ Unrewarding progression. Progression didn’t feel motivating enough to encourage long-term play or spending, with few standout heroes or cosmetics to chase.

3️⃣ Limited LiveOps depth. Despite strong IP collabs and frequent events, Squad Busters still revolved around just two core modes — far fewer than noscripts like Brawl Stars, making long-term engagement harder to sustain.

In the end, the metrics confirm: the game’s been dying for a while.

So, it’s time to say goodbye to the squad 👋
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How Solo Developer of Ball x Pit Made $1M on Steam In a Day

Kenny Sun didn’t stop just there: his game since the mid October 2025 release already earned $9.8M. Good thing we can spot such success stories with our Steam Analytics to share with you 😉

Ball x Pit, an indie roguelike brick-breaker published by Devolver Digital, surely deserved a closer look. So, we broke it down in our latest article: 

— Key trends in Ball x Pit revenue and DAU dynamics
— How the game came together and who Kenny Sun is
— What does this game have to do with Habby’s early noscript PunBall

The piece is already live, don’t miss it!
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AppMagic x Sensemitter Webinar: “Too Much Too Soon Trap” — November 20

Many games fall into the same trap: they show players a paid offer too early, before the user understands the value of the game.

Most players simply ignore it — and that early rejection leads to lower conversion later on. Their first impression becomes: ‘I don’t buy in this game’ 😅

To make sure you don’t fall for this trap, we teamed up with the Sensemitter to break it down in a webinar. We’ll cover:

— First-time user experience (FTUE) emotional readiness map
— Good vs bad first-session monetisation patterns
— FTUE deconstruction of 3 games (Monopoly GO!, Dice Dreams, Coin Master)

📍Save the date: November 20
🔗
Register via the link

See you there!
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New Sega Release Sonic Rumble Takes 5th Place in the Party Royale Genre One Week After Launch

The Party Royale genre has seen two clear leaders since its inception: Stumble Guys, later overtaken by Eggy Party. To date, the genre has generated $808M in lifetime revenue, with Eggy Party accounting for 65% of total earnings ☝️

On November 4, Sega released a new noscript that may shift the landscape. Sonic Rumble uses the Sonic IP, which fits the genre perfectly, since the main character is known for his high-speed running and agile jumping. The game blends the Sonic universe with obstacle-course gameplay and fast-paced multiplayer matches.

Just a week after launch, it has already reached 5th place among top-grossing Party Royale games in 2025, with daily revenue of around $14K 🚀

Do you think Sonic Rumble will stand a chance — or fade quickly like Netflix’s recent Party Royal noscript Squid Game: Unleashed? 😉

Explore top Party Royale games!
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Match Villains Peaks at $4.5M Monthly IAP Revenue

Match Villains has been climbing steadily since its release in November 2024 — and it's now breaking into the big leagues.

In October, the game reached $4.5M in monthly IAP revenue and 4M downloads, placing it №13 globally among top grossing Match-3 noscripts 🚀

This marks the first major hit for Good Job Games. And with the studio closing a $60M Series A in August to fuel the game's growth, this is likely just the beginning!

What makes Match Villains stand out?

👉 Heist-themed narrative featuring a stylish, aristocratic thief family — Disney-like visuals with a slightly spooky, Wednesday-style mood.

👉 Elevated ad creative strategy by focusing on high-quality, humorous hooks that perform well in marketing campaigns.

👉 Story progression beats every ~50 levels, presented as “heist posters” that keep the meta engaging and progression meaningful.

Learn more about the Match Villains’s metrics on its AppMagic Public Page!
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Oops! They Did It Again: Clash Royale's Boosted Its Revenue 5.7x

Remember how in May 2024 Supercell pushed Brawl Stars to a new all-time revenue high of $70.5M per month? A wild achievement for a 7-year-old noscript.

Well… they did it again — this time with Clash Royale. The game hit a record-breaking $6.6M daily revenue, which is 35% higher than its previous post-launch peak. And it wasn’t a one-day miracle: revenue climbed from $12M in February to $67.8M in September, marking an impressive 5.7× growth 🚀

Downloads also exploded, reaching their highest lifetime spike with 12M installs in October 2025!

How did Supercell pull this off?

1️⃣ Reduced reward inflation, creating a steadier sense of progress and improving long-term retention.
2️⃣ Created a healthier gameplay balance to ensure fairer progression that nudges players to upgrade, spend, and stick around.
3️⃣ Whoops, will we seriously end here?

Of course not! Learn two more points and deeper insights in our latest article!

💡 This article was featured, along with other pieces, in our biweekly AppMagic Newsletter from November 5, 2025. Subscribe to receive insights like this first.
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Mobile Gaming Industry Must-reads of the Week (Nov 8 — Nov 14)

They say there’s no word for “cozy” in southern languages because they didn’t have harsh winters when those languages were formed. Good thing we have it in English! So here’s our selection of must-reads for your cozy Friday evening 🕯️

Here're our picks
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AppMagic x Sensemitter Webinar on FTUE Monetization Secrets | this Thursday, November 20 at 14:00 CET

A quick reminder: our joint webinar with Sensemitter is happening this Thursday, where we’ll break down the “Too Much Too Soon” monetisation trap: showing paid offers before players are emotionally ready.

Many games still push a paid offer in the first session, before the player understands the value of the game. Most players ignore it, and that early no drags conversion down later as well.

During the session, we’ll cover:
— FTUE emotional readiness map: when players are actually ready to see an offer.
— Good vs bad first-session monetisation patterns.
— FTUE deconstruction of three Coin Looter hits: Monopoly GO!, Dice Dreams, and Coin Master.

If you work on monetisation, UA, or product — this is a good one to join before planning your next round of tests.

📍 This Thursday, November 20 at 14:00 CET

🔗 Register via the link

See you there!
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Disney Magic Match 3D enters the Top 3 in the Match 3D genre. But is it a success? 🤔

Earlier in November, Jam City released its new Match 3D noscript set in the Disney universe. The familiar clutter of things is here, but with a unique Disney touch: Mickey’s shorts, Buzz Lightyear’s jetpacks, and Moana’s necklaces for you to sort.

The game is currently generating around $30K–37K in IAP net revenue every day, placing it third in the genre. A solid result, but the gap between the leaders is massive.

1️⃣ Match Factory! by Peak generated $9.7M since the start of November, capturing around 65% of the genre’s revenue.

2️⃣ Triple Match 3D, one of the founders of the genre, earned $2.7M. Though much lower than the genre leader, it is still several times more than Disney Magic Match 3D

Despite exceptional production quality and one of the world’s most recognizable IPs, the game shows that these factors alone aren’t enough for an immediate breakout in mobile.

Do you think the game will gain momentum and push past its early ceiling? And what might be holding it back at this stage?

Here is the game’s page at AppMagic to make your analytics easier.
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Mobile Gaming Industry Must-Reads of the Week (Nov 15 — Nov 21) 🍂

The industry didn’t have a wild week. No surprise hits, no sudden pivots. But it did bring a handful of thoughtful reads: smart economy tests, sharp level analytics, hybridcasual insights, and a few noscripts on the rise. Here’s what’s worth your time.
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Monetization Report 2025 is out now!

We’ve prepared 60 pages packed with actionable insights to help you navigate this year’s monetization shifts and keep your revenue performing at its peak.

Inside the report, you’ll find:

1️⃣ Analysis of global monetization trends: from $0.99 to $99 IAP offers
2️⃣ Breakdowns of six major genres: Strategy, RPG, Puzzle, Casino, Simulation, and Hybridcasual
3️⃣ Best practices and key takeaways to sharpen your monetization approach

We won’t keep you any longer — dive right in!
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3 Key Monetization Trends in Hybridcasual Games

Hybridcasual continues its strong momentum, with 84% YoY IAP revenue growth on the App Store and 93% YoY growth on Google Play. Sounds like a market worth exploring, right? 😉

To make the most of it, keep an eye on three trends shaping the market:

1️⃣ Top-grossing games rely on complex monetization systems with different types of seasonal events and offers.

2️⃣ The App Store’s average check is up 30%, while Google Play saw a slight dip.

3️⃣ Low-priced packs ($2.99-$9.99)and failure-triggered offers lead revenue, with the seasonal pass becoming the new standard.

The full breakdown of Hybridcasual monetization, together with insights across five more genres, is available in our latest report!

A 60-page deep dive you won’t want to miss 🤩
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How Little Farm Reached $1M in Monthly Revenue in Just 1 Year

SayGames’ new noscript Little Farm Story: Idle Tycoon has hit $1.2M in monthly revenue within a single year after the global launch. How did they do it? 😱

The secret lies in a well-balanced hybridcasual monetization model. Let’s break it down:

1️⃣ Smart UA + early conversion. Little Farm’s installs tripled in a month, reaching 2.8M in October, with smart UA playing a major role. To convert these users, the game combines rewarded ads and timely, context-sensitive micro-offers.

2️⃣ Almost every in-game item can be obtained through hard currency. Players can either spend hard currency or watch ads to unlock items — and up to 18% of purchases come from the former.

3️⃣ But what actually drives over 50% of revenue?

Find the answer in our latest article!
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All You Need To Know About Puzzle Games Monetization in 2025

The Puzzle genre continues its steady growth, increasing yearly revenue by 15% in 2025. Simple and Hybrid Puzzles are driving the scaling, with the Block Puzzle subgenre rising 911% year-over-year (YoY). But wait — don’t rush to develop a Block Puzzle just yet!

Let’s break down the main trends first:

1️⃣ Merge remains the only growing complex niche. Its yearly revenue grew by 61%, led by Gossip Harbor and Travel Town.

2️⃣ Average bundle prices are increasing across platforms. Google Play remains focused on purchase frequency, while the App Store is shifting toward increasing purchase value (+46% YoY).

3️⃣ Customizable offers are expanding into Puzzles. Once a Midcore feature, they have now become common in Merge Mansion, Merge Cooking, and Triple Match 3D.

Now that you’re all set on Puzzle trends, make sure to explore monetization trends across five other major genres in our Monetization Report 2025 to maximize your portfolio revenue 🚀
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