Loom
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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.
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%).
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.
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.
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