Crush let's call it the Scapes franchise with Garden Scapes and homecapes you've got the king franchise with Candy Crush Soda Saga and the original Candy Crush Saga and then you got Royal match and so what you'll notice is that all of these major franchises have their accessory game they have their side game that they launched later on usually as I would arue probably like a CPI marketing play but a lot of the core mechanics are the same and the only one that doesn't have that yet has been Royal match which has been interesting to see and again we should point out that Royal match has been on an absolute tear when it comes to like dominating this market and it didn't come at the expense of these other games I think that's something that's really important to point out is that like Candy Crush Saga has had some of its best quarters over the last two years and that game has been around since literally you know the the birth of freeto play January 2023 on the App Store excuse me January 2013 so it hasn't come at the expense of all these other games but it's been on a rocket ship like no other in terms of cumulative Revenue after 51 months Royal match has done 2.7 billion doll which is
well far and above all these other franchises on a month sense release basis and it's still cranking out just around 350 million per quarter which is just absolutely mind-boggling and if you remember correctly like this game is starting to incorporate more of the PVE excuse me PVP elements um they've done some experimentation with translating some of that into PVE they have a lot of the uh mechanics that we saw in The Clash quest game where you have a series of enemies that you need to defeat they have health they almost function like blockers and you've got to make matches to take them down I will go back to the piece that Laura and Amad John had published beforehand which is that they said that this game the Royal Kingdom game marks a step in the right direction for dream's second game but is unlikely to pop investing in one's strengths is the right approach but dream is the king of Match 3 but they still need to F find a solid point of differentiation or unique selling point to have posi positive Network effect and grow Their audience through this other title so
they were a little bit uh dower on the possibility I think it's just it's hard to see this do anything less than a crazy number I I just a question of like what is your expectation of how additive this is going to be to the portfolio would be my argument yeah because it looks very um match three match RPG or puzzle RPG when you see like the screenshot that you're showing on the screen by the way if you don't watch us on YouTube or Spotify video you we often share screenshots in charts if you want to kind of follow along in sometimes in what we're looking at and so when I think when you think about the puzzle RPG Market it it is not nearly what you see in the puzzle market so I think I think you're right Phil and I I think what they said back then this was a while ago that they wrote this is probably still you know somewhat applicable but the good news is they you know they they're pulling it at of soft launch for a reason uh so it must be hitting some of the kpis that we're looking for that they're yeah and they
seem to be like putting it in a very good timeout because like if they're launching now they probably would be scaling aggressively in what I learned today is Q5 so Q5 is apparently this term that attech uses uh that is um it's the season it's the holiday season it's between what was it like 22nd of December to the first to end of the first week of January where people are off work and it's spending more time on devices and that is kind of like anomaly weeks during which which you can really uh grow your game and a lot of people are getting new devices so they're installing a lot of apps and the spending is much higher and it seems like this game is coming out right between that so they are gearing up for for pretty massive scaling during the uh the holiday season that that's what I feel like yeah so a little bit of a challenge is um there's something called uh if you want to get into terming the Hard Eight so the Hard Eight are the
eight weeks before uh the Christmas time zone which is the most expensive time to Market anything in the world and so it is always my advice to people to not unless you are a AAA major game or you have a ton of marketing dollars do not launch in in the end of Q4 because you have to compete with shareff time sharei of wallet and add uh budget with Call of Duty with all of the other AAA games that are out there trying to get your attention and every other product and service that's trying to get you to buy them for the holiday season however what you just said is very true and something that we would do at scop and other companies is you want to launch your your mobile game at the end of the year because you can capitalize on marketing that when everyone gets their new devices for the holiday season they get their gift cards they can start to make purchases and so yes there is that time of the year once you get past Christmas um or the other holiday you
know that you can purchase stuff and when you get into January January is like now this you know this wonderful time to launch your your games and so here what they're doing you know in this in this time zone I think they're going to try to like ramp up and hit that moment when they're really looking to scale if I were to guess is it's how they're thinking about it interesting that's so this is their site pece game well it it has to be it it's going to be complimentary I mean puzzle RPG as we've talked about many many times is very crowded Market it's um it doesn't do nearly as well it plays more uh midcore than it does uh casual the audience tends to be very I I haven't seen anything be casual in puzzle RPG that's actually worked so maybe this is the first one that's going to try to do that um play had one game in this exact segment kind of looked similar and it failed as well in soft launch they had it for probably like two years in soft launch we have a deconstruction even
forgot the name of the game but they they did a go similar but it was more like super sellan like there were Orcs And you were killing them with puzzles and stuff like that so yeah I mean it's it's a tough one it's a tough one yeah you got nobody works harder than nobody works harder at dream like the stories I've heard um you know they work super super hard super long hours it's like a it's like a hedge fund uh you know it's tough place but um but they sure find success with that hard work
Auto-generated captions from YouTube — names and numbers may be misheard.
The mobile gaming landscape is currently defined by major Match-3 franchises, such as the Scapes series and the Candy Crush portfolio, which have historically leveraged secondary accessory games to drive growth and user acquisition. Royal Match has emerged as a dominant force in this sector, achieving an unprecedented $2.7 billion in cumulative revenue within 51 months of its release. Despite this rapid ascent, the title has notably lacked a companion game, a strategy that its competitors have long utilized to maintain market share. Royal Match continues to generate approximately $350 million per quarter, demonstrating that its growth has not cannibalized the performance of established legacy titles like Candy Crush Saga, which remain highly profitable.
To address this gap, the developer is preparing to launch Royal Kingdom, a title that incorporates puzzle-RPG and PVP elements. While some industry analysts express skepticism regarding the potential for this new entry to replicate the massive success of its predecessor, the developer is strategically timing the release to capitalize on the Q5 period. This window, spanning from late December through early January, represents an anomaly in the mobile market where increased device ownership and holiday gift card usage drive higher spending and installation rates.
The transition into the puzzle-RPG segment presents significant challenges, as the market is notoriously crowded and often skews toward midcore rather than casual audiences. Previous attempts by other major studios to penetrate this space have frequently failed during soft launch phases. Nevertheless, the developer is leveraging its reputation for intense, high-output operational standards to refine the game’s KPIs. The success of this expansion will ultimately depend on whether the studio can successfully differentiate the product to create a positive network effect, rather than simply relying on the strength of its existing brand.
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