
Farm Heroes Saga
GameBy King · Released Dec 10, 2013
Farm Heroes Saga, from the makers of Candy Crush Soda Saga & Bubble Witch 2 Saga! Rancid the Racoon is trying to spoil the precious Farm Lands, stealing as many Cropsies as he can along the way. Will you join forces with the Farm Heroes and help to collect the Cropsies and save the day?
Connections
Each row is a game or company named alongside Farm Heroes Saga, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
About the game
- Released
- Dec 10, 2013
- Developer
- King
- Genres
- Puzzle, Arcade
- Platforms
- Android, iOS
Game data from IGDB.com
Key figures from the reports
King’s Farm Heroes Saga has surpassed $2 billion in lifetime revenue, highlighting the continued success of the studio's casual portfolio despite its historical, largely unsuccessful attempts to pivot toward midcore titles.
PocketGamer.biz, 2026 · The final word on GDC | Week in Mobile Games podcast, p. 24
Farm Heroes Saga became the first UK-developed mobile game to reach $1 billion in lifetime revenue in 2017.
PocketGamer.biz, 2024 · Panel: A Decade of Farm Heroes Saga: Reflecting on the Evolution, Impact, & Future..., p. 31
Documents about Farm Heroes Saga
Misleading ads, Apple’s ‘mobile gaming headwinds’, Roblox results, PlayStudios shenanigans, more
- Apple reported ongoing 'mobile gaming headwinds' impacting App Store revenue growth, despite record-breaking total services revenue of $31.6 billion in Q4 2026.
- Roblox shares fell 19% following Q3 results, as the company struggles to replicate the 2025 success of breakout titles and shifts its algorithm to prioritize long-term retention over aggressive monetization.
- PlayStudios has shuttered four studios, cut 177 jobs, and discontinued 'Tetris Block Party'—which generated $8.1 million in IAP revenue since January 2025—while facing potential Nasdaq delisting.
Puzzle Monthly #2: Match-3 Is Broken, Pixel Flow Clones, and Royal Kingdom’s Rise
The mobile puzzle market is currently defined by a stagnation of core mechanical innovation, as developers increasingly prioritize polished execution of proven hybrid-casual models over risky gameplay experiments.
- Royal Kingdom has reached a top-four global position with over $300 million in annual revenue, driven by a high-profile, celebrity-led relaunch.
- The mobile puzzle market is characterized by a lack of mechanical innovation, as high user acquisition costs and incumbent dominance force developers to prioritize refining existing models over risky gameplay experiments.
- Royal Kingdom faces significant long-term viability concerns due to its heavy reliance on paid user acquisition, which contrasts with the organic traffic advantage held by established leaders like Candy Crush.
Big Unity Changes, Scopely Talks M&A, Epic, Arcade, Moonton, Data, Jobs and More
The March 27, 2026 edition of the mobilegamer.biz newsletter, which reaches over 12,000 subscribers, is a weekly roundup of mobile games business news.
- Unity plans to divest its mobile publishing arm, Supersonic, and close the Ironsource Ad Network less than four years after their $4.4 billion merger.
- Savvy is reportedly close to finalizing a $6 billion acquisition of Moonton, the developer of Mobile Legends: Bang Bang.
- Scopely's M&A boss, Rob Ricca, discussed the company's acquisition strategy, including potential future studio purchases and rumors about acquiring King.
The final word on GDC | Week in Mobile Games podcast
The Game Developers Conference faces a precarious future following a sharp decline in 2024, where attendance plummeted by 33% to 20,000 participants and exhibitor numbers reached their lowest level since 2012.
- Starting June 2026, PEGI will expand its age rating criteria to include in-game monetization and online features, with games containing loot boxes or paid random items likely defaulting to a PEGI 16 rating.
- Epic Games Store GM Steve Allison described the recent Google-Epic settlement, which allows developers to keep more revenue, as a 'meaningful reset' that provides developers with a toolkit to improve margins.
- King’s Farm Heroes Saga has surpassed $2 billion in lifetime revenue, highlighting the continued success of the studio's casual portfolio despite its historical, largely unsuccessful attempts to pivot toward midcore titles.
Panel: A Decade of Farm Heroes Saga: Reflecting on the Evolution, Impact, & Future...
Farm Heroes Saga maintains its position as a cornerstone of the mobile gaming industry by prioritizing a player-centric development philosophy that balances rigorous quantitative analysis with direct community engagement.
- Farm Heroes Saga became the first UK-developed mobile game to reach $1 billion in lifetime revenue in 2017.
- The development team prioritizes 'outcomes' over 'output,' focusing on player motivations and desired emotional experiences rather than simply increasing feature volume.
- Data-driven decision-making serves as the backbone of the design process, utilizing hypotheses based on metrics like daily active users, game rounds, and event funnels to guide pre-production and post-production.
Diablo Immortal and Candy Crush Were Biggest Contributors to Activision Blizzard’s Mobile Growth in Q3
Activision Blizzard's mobile game segment was the primary revenue driver for the company in the third quarter of 2022, generating $932 million, which accounted for 52.3% of its total revenue.
- Mobile gaming became Activision Blizzard’s primary revenue driver in Q3 2022, accounting for 52.3% of total revenue with $932 million in earnings.
- Mobile revenue grew 14% year-over-year, providing a critical buffer against significant declines in the PC and console segments, which fell 37% and 36% respectively.
- Candy Crush Saga remained the company’s top-grossing mobile title, generating $316.8 million during the quarter.
Analyst Bulletin: Mobile Game Market Review January 2021
GameRefinery's January 2021 analyst bulletin surveys notable mobile game updates, events, and chart movements in the US, Chinese, and Japanese markets, drawing on the firm's analysts tracking feature changes and top-grossing rankings.
- In the US market, titles like Puzzles & Survival and Top War: Battle Game have successfully climbed into the top 30–50 grossing ranks by integrating casual mechanics, such as match-3 and merging, into traditional 4X strategy games.
- Collaboration events remain a primary driver for revenue and engagement across all three regions, with notable examples including AFK Arena’s Persona 5 partnership in the US, Honkai Impact 3rd’s Neon Genesis Evangelion event in China, and Jantama’s Saki collaboration in Japan.
- NetEase’s IP-based MMORPG Tian Yu reached the top 7 in the Chinese grossing charts in January, while other new entrants like Yu-Gi-Oh Duel Links and Fairy Tale also secured positions in the top 20.
Monetization with Behavioral Economics
Mobile game monetization can be made more effective by applying behavioral economics principles that reduce the "buying pain" players feel when spending.
- Behavioral economics categorizes players into three spending profiles: 'Tightwads' (24%), 'Unconflicted' (60%), and 'Spendthrifts' (15%), with monetization strategies designed to reduce the 'buying pain' felt by the former group.
- The Decoy Effect uses price anchoring by displaying three options to steer players toward a specific purchase, often making the most expensive option appear as the best value compared to a less attractive middle-tier 'decoy'.
- Games like Pet Rescue Saga utilize 'powered-up' booster bundles at failure screens to replace standard currency offers, leveraging the psychology of free sampling to increase conversion.
Cross-promotion in Candy Crush Soda Saga
King Limited's global launch of Candy Crush Soda Saga on November 11, 2014 shows the company pursuing more than a brand extension.
- King is using the high-traffic Candy Crush Soda Saga (CCSS) to aggressively cross-promote its less successful titles, such as Diamond Digger Saga and Papa Pear Saga, to non-paying users.
- Cross-promotional ads in CCSS appear as early as level 12, which can be reached within 30 to 45 minutes of gameplay, indicating a strategy to leverage the franchise's gravitational pull to boost other games' user bases.
- The cross-promotion strategy is specifically targeted at non-payers; testing showed that players who made an in-app purchase early in the game were not presented with these promotional ads.
3 Reasons Why Kim Kardashian: Hollywood Has Exploded
Glu Mobile's Kim Kardashian: Hollywood, released on the App Store and Google Play on June 25, 2014, rapidly became a commercial hit, and this July 2014 analysis argues its success rests on three factors rather than the celebrity license alone.
- Kim Kardashian: Hollywood achieved a Top 10 grossing position on the US App Store within days of its June 25, 2014, release, outperforming established titles like Hay Day and Farm Heroes Saga.
- Analysts at Cowen & Co. project the game could generate $200 million in annual revenue, a figure not captured in Glu Mobile's initial 2014 guidance of $161.5 million.
- Glu Mobile's stock price rose more than 58% following the game's launch, reaching a 52-week high of $6 per share on July 11, 2014.