Hill Climb Racing 2
Game
3 documents in the library are about Hill Climb Racing 2, from writers such as Deconstructor of Fun, Game World Observer and Two & a Half Gamers. Each has a summary and key insights with the page they come from.
Connections
Each row is a game or company named alongside Hill Climb Racing 2, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Key figures from the reports
Hill Climb Racing 2 reportedly earns about 70% of revenue from in-app purchases and about 30% from advertising, with a parts gacha system driving most purchases.
Two & a Half Gamers, 2026 · 🚙 30 Rewarded Ads, No Daily Cap: How Hill Climb Racing 2 Monetizes 2.5 Billion Downloads, p. 8
Hill Climb Racing 2 added 70 million new players in 2021 and sustains 1.35 million daily active users.
Game World Observer, 2022 · Hill Climb Racing Series Surpasses €180 Million in Lifetime Revenue
SuperScale achieved a 50% increase in monetization for the mobile title Hill Climb Racing 2 through its data-driven optimization methodology.
Deconstructor of Fun, 2019 · Mobile Publishing #4: Super Scale With No Strings Attached
Documents about Hill Climb Racing 2
🚙 30 Rewarded Ads, No Daily Cap: How Hill Climb Racing 2 Monetizes 2.5 Billion Downloads
Hill Climb Racing 2 is presented as a case study in rewarded-video-led monetization, with the game's physics-based arcade driving and layered power progression supporting a revenue mix of roughly 70 percent in-app purchases and 30 percent advertising.
- Hill Climb Racing 2 reportedly earns about 70% of revenue from in-app purchases and about 30% from advertising, with a parts gacha system driving most purchases.
- The developers run nearly thirty rewarded ad placements, many without daily caps, based on the view that paying users also watch ads heavily.
- Interstitial testing showed little retention impact even when frequency was delayed or reduced, while a 180-second cooldown after rewarded views reportedly lifted earnings by encouraging higher-eCPM rewarded impressions.
Hill Climb Racing Series Surpasses €180 Million in Lifetime Revenue
The Finnish mobile game developer Fingersoft has reached significant commercial and engagement milestones with its Hill Climb Racing franchise.
- The Hill Climb Racing franchise has surpassed €180 million in total lifetime revenue across iOS and Android platforms as of April 2022.
- The series has reached a cumulative total of over 2 billion lifetime downloads, doubling its install count from 1 billion to 2 billion in just four years.
- The original Hill Climb Racing title is the primary growth driver, accounting for over 1.5 billion of the total 2 billion lifetime installs.
Mobile Publishing #4: Super Scale With No Strings Attached
SuperScale operates as a strategic growth partner for mobile game developers, focusing on scaling titles through data-driven optimization rather than traditional publishing models.
- SuperScale operates as a growth partner that allows developers to retain full ownership of their games and store accounts, distinguishing its model from traditional publishing.
- The company utilizes a proprietary, modular analytics infrastructure to drive user segmentation and personalized monetization strategies.
- SuperScale achieved a 50% increase in monetization for the mobile title Hill Climb Racing 2 through its data-driven optimization methodology.
Companies behind it
As the documents state it.
