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Voodoo

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Documents about Voodoo

Cover of Sandloop review: It looks simple. That’s the point.
35 min
Two & a Half Gamers35 min

Sandloop review: It looks simple. That’s the point.

Sandloop, a physics-based sorting game published by Voodoo, exemplifies the effectiveness of a minimalist design philosophy in the hyper-casual mobile market.

  • Sandloop generates $60,000 to $120,000 in daily ad revenue from approximately 50,000 daily downloads.
  • The game utilizes a high-spend acquisition model with $200,000 in daily marketing costs, targeting a three-month payback period.
  • To minimize initial user churn, the game delays all monetization and menu access until level 20.
Two & a Half GamersJan 2026
Cover of Game Rewiew Radar #10: What happened to these games?
35 min
Two & a Half Gamers35 min

Game Rewiew Radar #10: What happened to these games?

The mobile gaming industry is currently defined by a volatile landscape where long-term viability depends less on innovative design and more on aggressive user acquisition, sophisticated live operations, and hybrid monetization strategies.

  • Long-term viability in mobile gaming is increasingly driven by sophisticated live operations and hybrid monetization rather than creative innovation.
  • High-performing puzzle games, particularly the 'block blast' style, are currently outperforming other genres due to their superior capacity for sustained engagement.
  • Top-tier titles like Gossip Harbor demonstrate the scale of the current market, reaching $80 million in monthly revenue.
Two & a Half GamersJan 2026
Cover of Mob Control Stats: Revenue, Downloads, Player Count
Article

Mob Control Stats: Revenue, Downloads, Player Count

Mob Control, a hybrid-casual arcade title published by Voodoo, has evolved from a 2021 hyper-casual prototype into a mature, high-scale global product.

  • Mob Control has achieved 302.1 million lifetime downloads and $77.5 million in total revenue since its April 2021 launch, maintaining a mature, stable user base with 26.4 million monthly active users as of early 2026.
  • The game utilizes a hybrid-casual monetization model that combines in-app purchases, rewarded videos, and interstitial ads, resulting in a solid revenue-per-download metric of $0.26.
  • While the US accounts for 58% of lifetime revenue, the game maintains a global reach with India representing the largest share of installs at approximately 23%.
UdonisOct 2025
Cover of Top 10 Hybridcasual Games in Q2 2025: How Voodoo & Rollic Took Over
Article

Top 10 Hybridcasual Games in Q2 2025: How Voodoo & Rollic Took Over

The hybridcasual gaming sector experienced significant growth in the second quarter of 2025, characterized by a doubling of in-app purchase (IAP) revenue year-over-year.

  • The top 10 Hybridcasual games in Q2 2025 saw a striking 2x YoY revenue growth, indicating a strong market shift towards more sustainable monetization.
  • Rollic Games and Voodoo continue to dominate the Hybridcasual market, with Rollic securing three titles and Voodoo two in the Q2 2025 top 10, mirroring their Q1 performance.
  • Puzzle and Arcade genres account for 9 out of 10 top Hybridcasual titles in Q2 2025, with specific sub-genres like Block Puzzle, Screw Puzzle, and Sort Puzzle being prominent.
AppMagicSep 2025
Cover of Voodoo: Size, Valuation, Revenue & Games
Article

Voodoo: Size, Valuation, Revenue & Games

Voodoo is a prominent Paris-based mobile game developer and publisher that has achieved significant global scale since its founding in 2013.

  • Voodoo generated €623 million in total revenue in 2024, with in-app purchases (IAP) contributing $94 million of that total.
  • The company is actively transitioning from a hyper-casual model to a hybrid-casual strategy, aiming for deeper player engagement and higher monetization per title.
  • IAP revenue has grown significantly, rising from $15.5 million in 2022 to $94 million in 2024, though advertising remains the primary revenue driver at approximately 85% of total earnings.
UdonisAug 2025
Cover of Evolution Championship Series Details Partner Activations and More for Vegas
Article

Evolution Championship Series Details Partner Activations and More for Vegas

The Evolution Championship Series (Evo) has finalized plans for its 2025 flagship event, scheduled for August 1–3 at the Las Vegas Convention Center.

  • The Evolution Championship Series (Evo) will take place at the Las Vegas Convention Center from August 1–3, 2025, featuring participants from over 60 countries and an expected attendance of tens of thousands.
  • Organizers project a global viewership of more than 6.5 million fans for the event, which includes eight core Arena game titles and various extended lineup tournaments.
  • Chipotle is implementing an interactive 'Burrito Meter' on Twitch and providing free entrée cards for tournament performance, while also operating a 'Burrito Bus' for event transportation.
The Esports AdvocateJul 2025
Cover of Mobile Gaming by Genre: Hypercasual
Report28 pages

Mobile Gaming by Genre: Hypercasual

The hypercasual segment continues to dominate mobile gaming revenue, with the top 100 titles achieving 5.48 billion downloads and $345 million in in-app purchase (IAP) revenue during the first half of 2025—double the figures from 2024 and the highest ever recorded for this genre.

  • Hypercasual revenue for the top 100 titles is projected to reach $690 million in 2025, a significant increase from $403 million in 2024.
  • H1 2025 performance for the top 100 hypercasual titles hit record highs of 5.48 billion downloads and $345 million in IAP revenue, doubling the figures from the same period in 2024.
  • Leading publishers like AZUR GAMES, Supersonic Studios, and Voodoo are shifting toward hybrid-casual models that blend traditional advertising with deeper IAP monetization to extend player engagement.
GamesforumJul 2025
Cover of Why Most Games Deserve to Die — And How Voodoo Finds the Ones That Don’t
52 min
Deconstructor of Fun52 min

Why Most Games Deserve to Die — And How Voodoo Finds the Ones That Don’t

The modern mobile gaming landscape demands a rigorous, data-centric approach to publishing that prioritizes long-term engagement over subjective creative intuition.

  • Voodoo maintains a rigorous testing pipeline of approximately 2,000 prototypes annually, discarding the vast majority early to focus resources exclusively on high-potential projects.
  • Success is measured by long-term engagement metrics, specifically tracking retention rates at the one, three, seven, and thirty-day marks rather than initial release volume.
  • Publishers are shifting from ad-only monetization to hybrid models that integrate in-app purchases with rewarded advertising to ensure profitability within a 120-day window.
Deconstructor of FunJun 2025
Cover of How Voodoo Builds Hits: Four Product Lessons from a 2000-Prototypes-a-Year Machine
Article

How Voodoo Builds Hits: Four Product Lessons from a 2000-Prototypes-a-Year Machine

Voodoo’s operational strategy centers on a high-volume, rapid-prototyping model that has scaled to approximately 2,000 prototypes annually.

  • Voodoo maintains a high-volume production pipeline, testing approximately 2,000 prototypes annually to identify viable hits.
  • Investment is strictly reserved for titles that demonstrate long-term sustainability, with a specific benchmark of 150% return-on-ad-spend by Day 120.
  • The company has shifted its core success metrics away from short-term indicators like Day 1 retention and low cost-per-install toward long-term engagement and content depth.
Deconstructor of FunJun 2025
Cover of 💰 $400 MIL/Year Genesis: Like Voodoo, but for apps and bigger. App industry’s secret blueprint
50 min
Two & a Half Gamers50 min

💰 $400 MIL/Year Genesis: Like Voodoo, but for apps and bigger. App industry’s secret blueprint

Genesis functions as a highly efficient venture builder that has transformed the non-gaming mobile application landscape into a multi-hundred-million-dollar industry.

  • Genesis operates as a venture builder that co-founds and scales mobile apps, achieving over $35 million in monthly revenue and 400 million total downloads through a model that provides seed capital, mentorship, and shared services in exchange for equity.
  • The micro-learning app Headway, launched in 2019, utilized gamification mechanics like streaks and quests to surpass its primary competitor, Blinkist, reaching 40 million downloads within two years.
  • Genesis significantly increases profit margins by driving users to web-based subscription checkouts, allowing them to bypass the 30% platform fee and capture an estimated 50–60% of revenue off-app stores.
Two & a Half GamersApr 2025
Cover of Jobs in the French Gaming Industry: March 2025
Report7 pages

Jobs in the French Gaming Industry: March 2025

The French video game industry maintains a steady recruitment landscape as of March 2025, characterized by 319 active companies offering 292 total job positions.

  • As of March 2025, the French gaming industry features 319 active hiring companies and 292 total job openings, marking a 7% growth in both categories compared to the previous month.
  • The market is heavily skewed toward experienced talent, with junior-level roles effectively vanishing while manager-level openings have increased by 14%.
  • Programming is the most in-demand field with 86 open positions, followed by a significant surge in IT-related roles and a decline in human resources and writing positions.
Syndicat National du Jeu VidéoMar 2025
Cover of All in Hole: A Stolen Voodoo's lunch. A new (hybrid) casual game on the horizon
42 min
Two & a Half Gamers42 min

All in Hole: A Stolen Voodoo's lunch. A new (hybrid) casual game on the horizon

All in Hole, developed by Homa Games, represents a strategic evolution in mobile gaming by successfully merging the accessible, satisfying core mechanics of hyper-casual titles like Hole.io with the sophisticated, long-term engagement loops characteristic of casual puzzle games such as Royal Match.

  • Homa Games' 'All in Hole' is a hybrid-casual title that has generated $3 million in in-app purchase (IAP) revenue since its soft launch on July 13, 2023.
  • The game utilizes a 'hole' mechanic similar to 'Attack Hole' but features significantly higher production values, incorporating meta-game elements like star chests, level chests, and player-driven events such as Star Tournaments.
  • Monetization is heavily weighted toward IAPs, with interstitial ads appearing only after level 35 and a notable absence of aggressive ad placements, likely to avoid cannibalizing IAP revenue.
Two & a Half GamersOct 2024

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