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Rollic Games

Company

9 documents in the library are about Rollic Games, from writers such as Game World Observer, Sensor Tower and Two & a Half Gamers. Each has a summary and key insights with the page they come from.

Documents
9
newest 7 Aug 2026

Connections

The documents about Rollic Games on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.

Key figures from the reports

Documents about Rollic Games

Cover of Losses Increased Despite Pre-orders for GTA VI: Key Points from Take-Two’s Quarterly Report
Article

Losses Increased Despite Pre-orders for GTA VI: Key Points from Take-Two’s Quarterly Report

Take-Two Interactive’s financial results for the first fiscal quarter of 2027, covering the period from April 1 to June 30, 2026, reveal a complex fiscal landscape characterized by modest revenue growth alongside a significant increase in net losses.

  • Take-Two Interactive reported a net loss of $34.1 million for the first fiscal quarter of 2027, an increase of 186% compared to the previous year, partly due to the cancellation of an unannounced third-party project.
  • Quarterly revenue reached $1.53 billion, a 2% year-over-year increase that exceeded the company's initial forecasts, despite a 3% decline in net bookings to $1.39 billion.
  • Recurrent consumer spending, including DLC and microtransactions, remains the primary revenue driver, accounting for 84% of total quarterly revenue.
Game World ObserverAug 2026
Cover of Take-Two Interactive Annual Report 2026
Article

Take-Two Interactive Annual Report 2026

Take-Two Interactive’s fiscal year ending March 2026 reflects a period of significant financial recovery and strategic growth.

  • Take-Two Interactive confirmed that GTA VI remains on schedule for release on November 19, 2026.
  • Annual revenue reached $6.66 billion for the fiscal year ending March 2026, an 18% increase year-over-year, while net cash flow hit a record $6.72 billion.
  • Net losses decreased significantly to $298.2 million, down from $4.48 billion in the previous fiscal year.
Game World ObserverMay 2026
Cover of 2.5 gamers x Live Game Review - Hole People by Rollic Games
52 min
Two & a Half Gamers52 min

2.5 gamers x Live Game Review - Hole People by Rollic Games

Hole People, published by Rollic Games, exemplifies the current evolution of the hyper-casual market, where deterministic puzzle mechanics are leveraged primarily as vehicles for low-cost user acquisition.

  • Rollic Games has shifted its business model from producing many small games to focusing on high-revenue 'hit' titles, with a single successful game like Color Block Jam potentially outperforming the combined revenue of ten smaller projects.
  • The game 'Hole People' utilizes a modular development approach where core mechanics—such as the bench system, boosters, and level design—are inserted into established templates, allowing for rapid production with minimal new feature development.
  • The 'Hole' theme in 'Hole People' is primarily a strategic choice for User Acquisition (UA) to achieve low CPIs, rather than a core gameplay necessity, as the game mechanics are essentially a variation of existing puzzle-genre templates.
Two & a Half GamersJul 2025
Cover of Knit Out’s Turkish Blueprint: Rollic Games Scaling Puzzle Games
Article

Knit Out’s Turkish Blueprint: Rollic Games Scaling Puzzle Games

The analysis examines the scaling strategy of Rollic Games, specifically focusing on the mobile puzzle title Knit Out.

  • Rollic Games scales mobile titles by prioritizing a polished, addictive core gameplay loop before introducing complex meta-layers or live events.
  • Knit Out generates $60,000 in daily in-app purchase revenue and secures 20,000 daily downloads, with the United States contributing 60% of total revenue.
  • The studio maintains a repeatable scaling blueprint by testing hundreds of prototypes and only committing significant marketing spend to titles that meet rigorous retention and monetization benchmarks.
Brutally HonestJul 2025
Cover of Knit Out’s Turkish Blueprint: Rollic Games scaling puzzle games Like a PRO
44 min
Two & a Half Gamers44 min

Knit Out’s Turkish Blueprint: Rollic Games scaling puzzle games Like a PRO

Rollic Games has established a highly effective blueprint for scaling puzzle titles, exemplified by the success of Knit Out.

  • Rollic Games' title 'Knit Out' generates $60,000 in daily revenue and secures 20,000 daily downloads, primarily from the U.S. market.
  • The studio prioritizes rigorous internal benchmarks for retention and level difficulty before integrating meta-features or live-ops into their puzzle titles.
  • Monetization is heavily weighted toward in-app purchases and rewarded videos, with ad revenue contributing only 23% to 30% of total income due to a strategic delay of interstitial ads.
Two & a Half GamersJul 2025
Article

How the Games Industry M&A Frenzy is Making New Genre Leaders in Mobile

The mobile gaming industry is experiencing a significant transformation driven by aggressive merger and acquisition activity, which is enabling major publishers to rapidly secure leadership positions across diverse genres.

  • The mobile gaming industry is experiencing a significant M&A frenzy, driven by a maturing market, a lockdown-induced bump, and intense competition, allowing major publishers to quickly become genre leaders.
  • EA became the No. 1 mobile Sports games publisher by U.S. revenue ($176 million) and the No. 1 Lifestyle games publisher ($123 million) between January 1 and August 31, 2021, largely due to its acquisitions of Glu Mobile and Playdemic.
  • Activision Blizzard (including King) maintained its position as the No. 1 publisher in the Puzzle genre, generating approximately $873 million in U.S. player spending from January 1 to August 31, 2021, with Candy Crush Saga performing strongly.
Sensor TowerSep 2021
Cover of The State of Mobile Gaming: An Analysis of Mobile Gaming Market Trends and Top Titles in the U.S., Europe, and Asia
Report78 pages

The State of Mobile Gaming: An Analysis of Mobile Gaming Market Trends and Top Titles in the U.S., Europe, and Asia

The analysis demonstrates that the mobile-gaming market expanded dramatically during the COVID-19 pandemic, with global quarterly revenue reaching $33 billion in Q2 2020 and downloads climbing 39% to 16 billion.

  • The mobile gaming market is bifurcated between mature markets like the U.S., Japan, and China, which generate the bulk of global revenue, and emerging regions like India and Brazil, which drive the majority of download volume.
  • Hyper-casual games are the fastest-growing segment, surging from 757 million installs in Q1 2018 to over 3.4 billion in Q1 2021, representing more than 30% of all mobile downloads.
  • Freemium models are the industry standard, accounting for 99% of App Store revenue, while subscription models remain a minority, utilized by only 29% of top U.S. games.
Sensor TowerJan 2021
Article

3 Successful Creative Trends for Mobile Gaming Ads

Mobile game publishers are increasingly relying on innovative creative strategies to secure user acquisition in a highly competitive market.

  • Major publishers like Zynga and Rollic Games are successfully using intentionally misspelled ad copy, such as 'Only %1 poeple can pass this,' to drive engagement across platforms including TikTok, Facebook, and Snapchat.
  • Playrix has shifted its creative strategy for Homescapes toward character-focused narratives involving infidelity and heartbreak, mirroring themes previously popularized by competitors like Matchington Mansion and Lily's Garden.
  • KamaGames' Pokerist achieved a No. 1 ranking for Chartboost casino creatives in November 2020 by using a 'pause' button mechanic to surprise viewers and pivot into a multi-product showcase.
Sensor TowerDec 2020
Cover of Top Games by Downloads and Revenue: April 2020
Article

Top Games by Downloads and Revenue: April 2020

This analysis examines the mobile gaming landscape for April 2020, utilizing data from AppMagic to identify trends in global downloads and revenue.

  • Lion Studios' hyper-casual title 'Save the Girl' dominated April 2020 downloads, securing 41.8 million total installs and ranking 1st on both Google Play (32 million) and iOS (9.8 million).
  • The mobile download charts saw a significant reshuffle with multiple newcomers, while Voodoo—previously responsible for a third of the top ten—failed to place any new projects in the top ten for April.
  • Rollic Games' 'Go Knots 3D' showed strong momentum, reaching 19 million total downloads and securing the 2nd spot on iOS with 9.4 million installs.
Game World ObserverMay 2020