
Supercent
CompanySouth Korea · Founded 2021
Move Fast! Break Things! Create a hyper-casual game with Superpercent right now!
Connections
Each row is a game or company named alongside Supercent, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
About the company
- Founded
- 2021
- Country
- South Korea
- Links
- Official site
Company data from IGDB.com
Key figures from the reports
Bulldozer Master, a simple idle mining game from Supercent, reportedly reached about 200K downloads and 600K daily active users per day after launching in August, with US DAU near 50K and most traffic from India, Russia, Brazil, and Indonesia.
Two & a Half Gamers, 2026 · 🚜 Bulldozer Master: ~$70K a Day & Looks like a weekend prototype, p. 1
Korean mobile games achieved their highest download share in overseas markets in recent years, reaching 5.3% of the top 100 games' total downloads in H1 2024, driven by Supercent's titles like "Pizza Ready."
Sensor Tower, 2024 · Korean Mobile Games in Overseas Market
Leading publishers in this space include Homa Games, SayGames, and Supercent, with SayGames alone reaching 6 billion lifetime downloads and $142 million in IAP revenue.
Udonis, 2023 · Idle Arcade: Analyzing the Trending Hybrid Casual Genre
Supercent’s idle RPG 'XP Hero' generates approximately $400,000 in daily revenue, with 53% of that income derived directly from a dense ecosystem of 47 rewarded ad placements and frequent interstitial ads.
Two & a Half Gamers, 2026 · ⚔️ 47 Rewarded Ad Placements and a "No Ads" Lie: Inside XP Hero's $400K/Day Idle RPG, p. 1
Supercent's 'Prison Life' generates an estimated $38 million annual run rate by combining high-frequency rewarded ads with interstitials and a free-to-premium speed-up onboarding funnel.
Two & a Half Gamers, 2025 · 💰 Ad Monetization Trends - Prison games take over by Felix Braberg, p. 9
Documents about Supercent
🚜 Bulldozer Master: ~$70K a Day & Looks like a weekend prototype
Bulldozer Master, a simple idle-friendly mining game from Supercent, is presented as a case study in how a game can scale rapidly without high production values.
- Bulldozer Master, a simple idle mining game from Supercent, reportedly reached about 200K downloads and 600K daily active users per day after launching in August, with US DAU near 50K and most traffic from India, Russia, Brazil, and Indonesia.
- The game reportedly generates about $70K per day, of which roughly $58K (about 80%) comes from rewarded ads and about $10K from in-app purchases, making advertising the dominant revenue driver.
- Ad creatives are identified as the core growth lever, with reusable visual themes such as rotating rings or arrows and gameplay designed around what performs well in ads, suggesting visual polish is not required for strong ad performance.
Brutally Honest #232
This industry analysis focuses on optimizing user acquisition (UA) and creative strategy within the mobile gaming sector.
- Effective User Acquisition (UA) strategy requires granular analysis of creative performance across specific channels and geographies rather than relying on blended, high-level metrics.
- The 'Sort' game genre is currently generating approximately $120 million per month in ad revenue, with titles like Colony Flow reaching $500,000 in daily revenue and Cube Away earning $60,000 in its first week.
- Modern UA teams can overcome bandwidth limitations by using AI-driven tools, such as MMP MCPs integrated with Claude, to perform daily, deep-dive data cuts that were previously too time-consuming to execute.
How a Toon Blast Side-event Became Its Own Genre
The mobile gaming industry has witnessed the rapid emergence of a new subgenre derived from a specific side-event mechanic.
- A successful recurring side-event in Toon Blast called 'Cannon Fest' has evolved into a standalone mobile game subgenre, with over 30 developers launching similar titles by summer 2026.
- The core mechanic—using a cannon to destroy structures—is highly effective because it requires no tutorial, offers satisfying physics-based destruction, and provides a low-pressure, fair gameplay experience.
- Major studios including Tripledot Studios and Supercent have entered this space, often diversifying themes beyond the original carnival setting to include pirate or grocery store environments.
🧠 Everything Is AI Now: Mel Gibson From Wish Is Selling You a 4X Game
Mobile game publishers are undergoing a fundamental transformation in user acquisition strategy, shifting toward an AI-first production model to maintain dominance in a saturated market.
- Mobile game publishers are shifting to an AI-first production model to generate thousands of unique advertisements per month, a volume unattainable through traditional creative workflows.
- The strategy prioritizes rapid iteration and high-intensity hooks over gameplay accuracy, as seen in titles like Bulldozer Master and Pizza Ready to drive massive daily download figures.
- Studios are using generative AI to perform regional localization by swapping actor nationalities and integrating viral memes or pop-culture tropes at scale.
📡 Century's Hidden "Innovation" Account & What's Brewing in Soft Launch
The mobile gaming industry is currently defined by a pervasive trend of mechanical homogenization, where major publishers prioritize the rapid deployment of proven templates over original design.
- Major publishers like Century Games are utilizing secondary accounts to execute 'clone rushes,' scaling portfolios of merge and 4X strategy titles by reskinning proven mechanical templates.
- The industry is shifting away from traditional hyper-casual models, forcing legacy firms like Say Games and Voodoo to pivot toward hybrid-casual models and web-based revenue streams to offset declining download volumes.
- Publishers are increasingly integrating high-performing mini-game mechanics, modeled after the 'Last War' framework, to capture market share within saturated genres.
⚔️ 47 Rewarded Ad Placements and a "No Ads" Lie: Inside XP Hero's $400K/Day Idle RPG
XP Hero, an idle RPG developed by Supercent, represents a highly aggressive approach to mobile game monetization, currently generating an estimated $400,000 in daily revenue.
- Supercent’s idle RPG 'XP Hero' generates approximately $400,000 in daily revenue, with 53% of that income derived directly from a dense ecosystem of 47 rewarded ad placements and frequent interstitial ads.
- The game relies on a high-value cohort model where 20% of the player base generates 90% of total revenue, prioritizing aggressive short-term monetization over long-term retention.
- The developer utilizes an AI-driven creative strategy that produces over 1,300 marketing assets every three days to capture a broad audience quickly.
The Brutally Honest ChinaJoy 2026 Guide
The ChinaJoy 2026 guide serves as a strategic roadmap for industry professionals attending the Shanghai-based gaming expo, held from July 31 to August 3, 2026.
- ChinaJoy 2026 takes place July 31 – August 3 at the Shanghai New International Expo Centre (SNIEC), with the industry focus heavily centered on AI integration.
- Networking and deal-making occur primarily at side events and evening gatherings rather than the expo floor, which accounts for only about 30% of the event's total value.
- WeChat is the essential tool for professional networking in China; LinkedIn QR codes are ineffective for securing business deals.
Xbox's weird 'North Star', Sybo and Subway Surfers, App Store emulators, Peridot's death, more
The mobile games industry is currently navigating a period of strategic realignment, marked by shifting corporate priorities and evolving platform dynamics.
- Xbox has adopted 'daily active players' as its new core metric, yet the company's recent strategic communications largely ignore its mobile gaming division despite mobile likely representing the majority of its active player base.
- Subway Surfers developer Sybo is shifting its revenue strategy for the new title Subway Surfers City, aiming for a higher ratio of in-app purchases compared to the original game, which currently relies on ad revenue for 80% to 85% of its income.
- Apple's App Store has seen over 60 million downloads of game emulators, but developers report that Apple's backend tools remain dated and fail to provide a developer experience commensurate with the high commission fees Apple collects.
☠️ The end of original creatives: Creative Trends just got darker
The mobile gaming industry is currently undergoing a fundamental shift toward a copy-first development strategy, prioritizing high-volume, replicable creative assets over original intellectual property.
- The mobile gaming industry is shifting toward a copy-first strategy that prioritizes high-volume, replicable creative assets over original intellectual property to maximize conversion metrics.
- Artificial intelligence is being leveraged to mass-produce deceptive creative content, significantly lowering production costs while enabling the rapid deployment of fabricated, high-drama scenarios.
- Publishers are increasingly utilizing 'fake ads' that feature unauthorized use of major global brands and misleading gameplay representations to drive user acquisition.
Monetization Report 2025
The global mobile gaming market achieved a steady 3.4% year-over-year growth in 2025, reaching a total valuation of $57.1 billion.
- The global mobile gaming market grew 3.4% year-over-year in 2025 to reach a $57.1 billion valuation.
- Hybridcasual games experienced explosive growth of 88%, while Strategy, Puzzle, and Simulation segments grew by 25.5%, 15%, and 11% respectively.
- RPG and Casino sectors saw significant revenue declines, with RPGs falling 13–16% and Casino revenues dropping 7.5%.
💰 Ad Monetization Trends - Prison games take over by Felix Braberg
The mobile gaming market is currently experiencing a significant shift in simulation and idle arcade genres, characterized by a widespread transition toward prison-themed titles.
- The mobile simulation and idle arcade genres are shifting toward prison-themed titles, replacing the previous market dominance of supermarket-themed simulators.
- Supercent's 'Prison Life' generates an estimated $38 million annual run rate by combining high-frequency rewarded ads with interstitials and a free-to-premium speed-up onboarding funnel.
- Developers are successfully reskinning existing supermarket simulator mechanics to fit prison settings, as seen in titles like 'Prison Escape Journey' and 'Prison Escape Simulator'.
Casual LiveOps Report: H1 2025
The casual mobile gaming market experienced modest growth during the first half of 2025, characterized by a 3.6% increase in global revenue and a 6% rise in downloads.
- The casual mobile gaming market grew by 3.6% in revenue and 6% in downloads during H1 2025, with legacy titles dominating as only 11% of top-grossing games were released within the last two years.
- Hypercasual games experienced a 111% revenue surge in H1 2025, driven by a strategic pivot toward deeper monetization mechanics.
- LiveOps has become an industry standard, with 82% of top-grossing titles running at least one event to drive retention through recurring mechanics like win streaks and resource-depletion challenges.
