Loom
Game
13 documents in the library are about Loom, from writers such as Deconstructor of Fun, Mobilegamer.biz 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 Loom, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Documents about Loom
Turkish Mobile Studios Funding: Market Analysis
The mobile gaming sector in Türkiye has solidified its position as a global investment powerhouse, recently highlighted by a $46 million funding round for the developer Flow Games.
- Since January 2025, Turkish mobile game studios have raised approximately $400 million, accounting for nearly 40% of global mobile gaming funding and outpacing both North America and the Asia-Pacific region.
- Flow Games raised $46 million in a funding round led by Tencent, bringing the studio's total funding to approximately $49 million to support its title 'Smash Fest!' and future development.
- Türkiye has established itself as a global mobile gaming hub, evidenced by major deals including the $2.5 billion valuation of Dream Games in 2025 and the $1 billion valuation of Loom Games earlier this year.
Istanbul Is the University of Puzzles: Dream, Grand, Loom & the Founder Factory
Turkey has emerged as a preeminent global hub for mobile gaming, specifically dominating the puzzle category through a highly efficient founder factory model.
- Turkey has established a dominant mobile puzzle gaming ecosystem driven by a 'founder factory' model, where experienced talent continuously spins off new, investor-backed studios.
- The 'Sort' puzzle category in Turkey scaled from negligible revenue in 2023 to approximately $120 million in combined monthly in-app purchase and advertising revenue.
- The industry’s competitive strategy relies on a 'do it better' philosophy, prioritizing the refinement of existing mechanics and advanced level design over radical innovation.
TWIG #397: Roblox’s Congressional Crisis, Apple’s EU Overhaul & Netflix Games’ Down to One Studio
Roblox currently faces a critical juncture as it navigates intense congressional scrutiny regarding child safety and systemic exploitation.
- Roblox faces significant operational and valuation risks due to intense congressional scrutiny over child safety, compounded by slowing viral growth and declining daily active user metrics.
- Apple’s revised EU fee structure replaces per-install charges with a flat commission on alternative distribution, a change that disproportionately benefits large-scale operators while disadvantaging smaller developers.
- The gaming industry is experiencing a structural correction from a period of over-valuation, leaving small-to-mid-sized public entities vulnerable due to their inability to achieve the scale required for a hit-driven economy.
Weekly Gaming Reports Recap: August 3 - August 7, 2026
The global gaming industry experienced a notable structural shift during the first half of 2026, characterized by a transition toward independent labor models and a strategic pivot in mobile market investment.
- Studio spending on contractors grew 55% globally and 63% in Europe between 2022 and 2025, with 94% of surveyed freelancers reporting increased demand for their services.
- The Merge-2 genre nearly doubled its revenue to $1.24 billion in H1 2026, driven by market leader Gossip Harbor, which reached over $100 million in monthly revenue by March 2026.
- Scopely acquired Loom Games for over $1 billion following the success of Pixel Flow!, a title that generated more than $125 million in IAP revenue in less than a year.
Weekly Gaming Reports Recap: June 8 - June 12, 2026
The week of June 8–12, 2026 saw Subnautica 2 and Forza Horizon 6 dominate global PC sales, with 4.35 million copies sold for Subnautica 2 and a peak concurrent user count of 462,000, while Forza Horizon 6 achieved 2.58 million Steam purchases and $152 million in revenue, topping new-release charts.
- Subnautica 2 was May's top new release on Steam, selling 4.35 million copies and achieving a peak concurrent user count (CCU) of 462,000. Forza Horizon 6 followed with 2.58 million Steam sales, generating over $152.2 million.
- China's gaming market is valued at $51.786 billion, with over 683 million players by the end of 2025. The Steam audience in China reached 42.4 million, while the rest of the world accounted for 89.6 million players.
- Client-based PC games (premium and F2P) comprise 22.28% of the Chinese market, representing $11-12 billion. Popular genres in China include action/shooters (33% of titles), RPG/adventure (24%), and simulation/management (16%).
Türkiye's Mobile Gaming Landscape 2026
Türkiye has emerged as a preeminent global force in the mobile gaming sector, characterized by a resilient ecosystem that achieved 6% year-over-year revenue growth despite broader international market stagnation.
- Türkiye’s mobile gaming sector has achieved a 6% year-over-year revenue growth, with local developers increasing their collective revenue by 450% since 2020 to capture a 5% global market share.
- The industry is heavily concentrated in the puzzle genre, which generates nearly 97% of local earnings, while studios increasingly pivot toward hybrid-casual titles and sophisticated LiveOps strategies.
- The ecosystem is supported by over 700 active gaming startups and $3.6 billion in total investment, which has helped triple the number of local developers since 2020.
Supercell's Puzzling Gamble, Scopely’s War on Clones, and the Royal Kingdom Problem
The article examines current dynamics in the mobile puzzle market, focusing on three high-profile cases.
- Royal Kingdom reached over $300 million in revenue by 2025 and exceeded $30 million in monthly earnings by early 2026, yet its $12 revenue-per-download significantly trails the $45 per-download performance of its predecessor, Royal Match.
- Supercell is utilizing the Hay Day IP to mitigate high user acquisition costs in the Match-3 market, where customer acquisition costs currently exceed $30 per user.
- Venture capital investment is increasingly flowing into European puzzle developers, evidenced by recent seed and pre-seed rounds of $4 million for Vento Games and $4.5 million for Cheer Games.
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.
Pokemon Go owner: There’s less of a need for new games
Scopely co-CEO Javier Ferreira provides an analytical overview of the current mobile gaming landscape, emphasizing that while the market has reached unprecedented scale, the requirements for success have shifted significantly.
- The mobile gaming market has shifted from rapid user acquisition to a focus on longevity, with 80% of Scopely’s revenue now generated by players who have engaged with their titles for over a year.
- Scopely has reached $15 billion in lifetime revenue and 2 billion downloads, anchored by six distinct billion-dollar franchises including the recent hit Monopoly Go.
- Market maturity has reduced the demand for new, transient game titles, placing a higher premium on the development of exceptional, long-term player experiences.
Scopely on Dealmaking DNA, its Next Studio Swoop and Chatter about Buying King
Scopely continues to prioritize an aggressive mergers and acquisitions strategy as a core component of its corporate identity.
- Scopely's M&A activity has significantly increased since its $4.9 billion sale to Savvy in 2023, driven by its success with Monopoly Go and Savvy's M&A focus.
- In March 2025, Scopely acquired Pokémon Go and several other Niantic games for $3.5 billion.
- Scopely recently acquired most of Pixel Flow maker Loom Games.
Scopely's $1bn Loom Games deal and Matthew Ball's big industry report | Week in Mobile Games podcast
The mobile gaming landscape is currently defined by a widening divide between established franchises and new market entrants.
- Scopely has secured a significant investment in the hybrid-casual game Pixel Flow, which has achieved daily seven-figure revenue since its October launch and is one of the few games in the last year to break into the top 20 grossing rankings.
- Activision will shut down Call of Duty: Warzone Mobile on April 17, 2026, citing a failure to meet performance expectations and the strategic difficulty of competing with other successful shooters.
- Unity shares have declined by 91% since November 2021, a trend attributed to the lingering negative impact of the runtime fee controversy, restructuring challenges, and market pressures from AI-driven competition.
🚨📢 BREAKING NEWS: PixelFlow Scopely MEGA deal, Unity AI Builds Games? Meta adds Manus in Ads Manager
The gaming industry is currently navigating a period of rapid transformation driven by aggressive AI integration, strategic mergers, and shifting regulatory landscapes.
- Scopely has acquired a majority stake in Loom Games, the developer of PixelFlow, at a $1 billion valuation.
- ByteDance is in discussions to sell Moonton to the Saudi-backed Savvy Games Group in a deal valued between $6 billion and $7 billion.
- Unity has launched a beta tool for generating casual games via natural language prompts, though current capabilities are limited to template-based outputs.
Companies behind it
As the documents state it.
