Dreams
Game
46 documents in the library are about Dreams, from writers such as Gamecity Hamburg, Game Developers Conference and Playtika. Each has a summary and key insights with the page they come from.
Connections
The documents about Dreams 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
Tencent is reportedly in talks to acquire Superplay, the developer of Dice Dreams and Domino Dreams, for up to $1.5 billion following the studio's significant performance growth under Playtika.
Mobilegamer.biz, 2026 · Tencent, Playtika and SuperPlay shenanigans, further Google Play changes. Monopoly Go, MTG, more, p. 1
PC/Console revenue contributed KRW 58.7 billion to the total, supported by the sustained performance of Lies of P and the launch of Shape of Dreams.
Neowiz, 2025 · Neowiz Investor Presentation: Q3 2025, p. 4
The success of 'Shape of Dreams' is attributed to a community-first development approach and a pricing strategy that includes a 20% launch discount and bundling with other titles, resulting in nearly half of its player base being located in China.
Alinea Analytics, 2025 · A New Indie Broke Through Last Week
Portfolio performance was mixed, highlighted by a 124.5% sequential revenue surge for Dice Dreams, contrasted by a 17.4% year-over-year revenue decline for the flagship title Slotomania.
Playtika, 2025 · Playtika Holding Corp. First Quarter 2025 Results, p. 4
SuperPlay's Dice Dreams has surpassed $400 million in total gross revenue, with $275 million of that total earned in the period following the 2023 launch of MONOPOLY GO!.
Sensor Tower, 2024 · Dice Dreams Boosted by Launch of Fellow Coin Looter Monopoly Go!
Documents about Dreams
What Do s&box’s Issues Tell Us About Launching Platforms in 2026?
The launch of Facepunch Studios’ S&box serves as a case study for the systemic challenges inherent in establishing new game development platforms in 2026.
- Facepunch’s s&box platform has seen its concurrent player count drop from a 13,000 peak at its April 2026 launch to under 500 five months later, despite grossing approximately $6 million.
- The platform's initial $20 price point restricted the user base to a small, hardcore cohort, failing to generate the broad momentum required for a game-creation ecosystem.
- A critical failure for s&box was the lack of a 'lead' game to serve as a hook, leaving users without a compelling reason to commit to the platform over established alternatives like Garry's Mod.
Tencent, Playtika and SuperPlay shenanigans, further Google Play changes. Monopoly Go, MTG, more
The mobile games industry is currently navigating significant shifts in corporate ownership, platform accessibility, and market performance.
- Google has dropped its requirement for a 'registered app stores' program, allowing third-party app stores like the Epic Games Store to operate directly within the Google Play Store as of late July 2024.
- Tencent is reportedly in talks to acquire Superplay, the developer of Dice Dreams and Domino Dreams, for up to $1.5 billion following the studio's significant performance growth under Playtika.
- MTG reported Q2 group revenue of $306 million with a 24% profit margin, driven by Raid: Shadow Legends, which earned $111 million, while direct-to-consumer revenue grew to 38% of total group income.
Session: Winning Portfolio Strategies Of 2026 - Jakub Remiar, two & half gamers.
The current mobile gaming landscape is defined by a shift toward systematic, data-driven portfolio management rather than reliance on individual hit titles.
- Successful mobile game portfolios rely on 'template-ization,' where developers build a reusable engine for a specific genre, allowing them to salvage work from failed projects to accelerate the development of future titles.
- Companies like Gram Games operate like the 'Warren Buffett of puzzle games' by identifying high-traffic, ad-monetized genres and converting them into high-revenue IAP (in-app purchase) models through superior execution and polish.
- Radical innovation, such as the mechanics seen in 'Pixel Flow' or 'Screw Jam,' offers the highest potential for success but requires deep, long-term genre expertise to identify and implement meaningful improvements to existing core loops.
💡 How to create new mobile games 101, 2026 edition 😎
The current mobile puzzle game market favors a methodical, template-driven approach over the invention of original core mechanics.
- Successful studios like Grand Games and Spyke prioritize a template-driven approach by pairing proven, high-download puzzle mechanics with robust metagame engines rather than inventing original core gameplay.
- The strategy focuses on converting ad-driven audiences into IAP players by applying sophisticated level design, blockers, and live-ops to familiar mechanics.
- Developers should iterate on existing cores by approximately 20% to differentiate their product while maintaining the core appeal that already demonstrates high market demand.
Playtika for sale, data nuggets, Ilkka's BAFTA, Netflix Playground, game writers on mobile, more
The mobile games industry is currently navigating a period of significant strategic shifts and market stabilization.
- Playtika has initiated a strategic review to explore a potential sale, with an estimated enterprise value of $2.7 billion to $2.9 billion, following a 91% decline in market capitalization since January 2021.
- Global mobile in-app purchase (IAP) earnings remained flat in Q1 2026 at approximately $20.5 billion, with China-based publishers leading the market while US-based publisher revenue declined 14% year-on-year.
- Regional market performance in Q1 2026 showed significant growth in Singapore (up 22%) and Turkey (up 28%), while Japan’s market remained flat.
Q1 FY2026 Presentation Material
CyberAgent achieved record-high consolidated sales of 232.3 billion yen and a nearly threefold increase in operating profit during the first quarter of fiscal year 2026.
- CyberAgent achieved record-high consolidated sales of 232.3 billion yen in Q1 FY2026, reaching nearly 47% of its annual operating profit target in the first three months.
- The Game segment drove performance with a 69.2% year-over-year sales increase and a fivefold surge in operating profit, largely fueled by the global success of Jujutsu Kaisen Phantom Parade.
- AbemaTV reached a key milestone by achieving independent profitability within the Media & IP segment.
Neowiz Investor Presentation: Q3 2025
Neowiz’s third-quarter 2025 financial results demonstrate significant growth, characterized by strong revenue expansion and improved profitability across its core gaming segments.
- Neowiz reported Q3 2025 revenue of KRW 127.4 billion, marking a 36.8% year-over-year increase and a 15.8% quarter-over-quarter growth.
- Operating profit reached KRW 26.5 billion with a 20.8% operating margin, while net profit for the quarter was KRW 25.0 billion.
- Mobile revenue grew to KRW 58.5 billion, a 32.8% increase quarter-over-quarter, driven by the seventh consecutive quarter of growth for Browndust2.
A New Indie Broke Through Last Week
The gaming industry experienced a notable week of sales activity in mid-September 2025, characterized by the dominance of major AAA releases alongside the resilient performance of indie titles.
- The indie title 'Shape of Dreams' sold 200,000 copies in its launch week despite competing with major releases, with 100,000 units moved in the first 24 hours.
- Hollow Knight has maintained sales of over 200,000 copies per week for three consecutive weeks, driven by hype surrounding the launch of Silksong.
- Borderlands 4 launched with mixed Steam reviews (64% positive) due to performance issues and high hardware requirements, specifically a 32GB RAM recommendation that exceeds the hardware of most Steam users.
What Happened to Coin Master After Monopoly Go! and What Happens Next
The mobile gaming industry’s "coin looter" sub-genre has evolved significantly following the 2023 launch of Scopely’s Monopoly Go!.
- The launch of Monopoly Go! did not cannibalize Coin Master’s revenue, but instead expanded the total addressable market by attracting a distinct psychographic of board game players.
- Monopoly Go! has achieved a 50% higher lifetime value (LTV) than Coin Master by combining globally recognized IP with high-revenue casino monetization models.
- Revenue per download (RPD) in the coin looter category is facing downward pressure, declining from $29 in 2024 to $27 in the first half of 2025.
Playtika Holding Corp. First Quarter 2025 Results
Playtika Holding Corp.’s first quarter 2025 financial results demonstrate a period of revenue growth alongside shifts in profitability metrics.
- Playtika reported Q1 2025 revenue of $706.0 million, an 8.4% year-over-year increase, though GAAP net income fell 42.3% to $30.6 million.
- Adjusted EBITDA declined 9.9% year-over-year to $167.3 million, resulting in a 23.7% margin for the quarter.
- User monetization metrics improved significantly, with Average Daily Paying Users rising 26.2% year-over-year to 390,000 and Payer Conversion increasing to 4.3%.
Playtika Holding Corp. Q1 2025 Financial Results
Playtika Holding Corp. reported record-breaking financial results for the first quarter of 2025, ending March 31, 2025.
- Playtika reported record Q1 2025 revenue of $706.0 million, an 8.4% increase year-over-year, driven by its existing portfolio and the acquisition of SuperPlay.
- GAAP net income fell 42.3% year-over-year to $30.6 million, while Adjusted EBITDA declined 9.9% to $167.3 million.
- Average Daily Paying Users (DPUs) grew significantly by 26.2% year-over-year to 390,000, with average payer conversion rising to 4.3%.
Mobile Dreams of Hollywood: Inside Royal Kingdom’s Celebrity Blitz
Dream Games recently launched a high-profile celebrity marketing campaign for its mobile title, Royal Kingdom, five months after the game’s official release and following a two-year soft launch period.
- Dream Games' $30 million to $50 million celebrity campaign for Royal Kingdom resulted in a 112% increase in downloads but only a 6% increase in revenue.
- The campaign's reliance on broad-reach television advertising suggests a shift away from efficient, targeted performance marketing toward a strategy that may indicate market saturation.
- The celebrity spots failed to integrate talent into actual game mechanics or events, leading to a disconnect between high brand awareness and long-term user retention.