Naturally, teams are becoming more and more selective in the ideas they try.
Hyper casual games are getting more complex in game design, content-wise larger and prettier when it comes to graphics. The harsh truth of hyper-casual resulted in many teams understanding they need to evolve on many fronts: skilled artists, experienced designers, and knowledgeable unity developers are of extreme value.
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How to Succeed in 2021: Workflow, Ideation, Talent This highlights another market problem: the increasingly high demand for talents. Store assets are still widely used, but custom-made models, animations, and visual effects are becoming increasingly important to stand out. If anything we can learn from the 2021 prototype rush, it is that inexperienced teams fail more often. Making Hyper Casual Games in 2021 is Not Easyīefore the boom, hyper-casual games were perceived as easy prototypes that could be made with a small team of juniors and some Unity Store Assets. Another factor that might have affected: hyper-casual games are getting longer to produce. This is likely a sign of some players turning their back to the market.
Since April 2021, the amount of new prototypes produced has kept decreasing, reaching about 3000 per month by the end of Q3. As of Q3 2021, the chance of producing a hit was around 0.5% per each prototype made (based on Boutique Insights Platform data). Many developers and publishers tried their best for what seemed like an easy success. In some way, hyper-casual was a gold rush for gaming. New Market Members are Getting Upset with the Market’s State Nevertheless, this trend will reveal new approaches and new ideas for promotion and will stress the importance of creating qualified products. It is also important to note that the number of downloads does not equal revenues, which are hard to estimate when it comes to hyper-casual. Others believe it is a long-forecasted stagnation. What does it mean? Some think that might be a correction after rapid growth and external factors not helping any longer. Unlike the rest of the mobile market, hyper-casual kept small downloads growth over the first half of 2021, but Q3 is the first negative quarter (-7%, based on data), with Q4 estimated to be even lower.
January 2021 established a new record, reaching over 1.2 billion (based on data) downloads, and that’s where things started to go down.
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Hyper Casual is Slowing DownĢ019 was a very successful year for hyper-casual, almost doubling download numbers (comparing January 2019 to January 2020, based on hyper-casual data on ). 2020 was also bright, bringing another 30% in growth (based on data). Even more so, there is no definite trend for either increase or decrease. Yes, it does not correlate with the number of prototypes tested. What is even more surprising, quantity does not result in quality, as the number of hits (successful hyper casual games with over 10.000.000 downloads overall) published each month was and still remains between 15 and 25 (based on Boutique Insights Platform data) through the whole 20.