All in Hole byHomaalready scaled to more than $50K a day 🤑 in IAPs, even though it is still in T1 “soft-launch” release and it is not available worldwide (US is open). We couldn’t ignore this very bold iteration so you can read the rundown here 😎.
Core gameplay is based on Attack Hole 🕳️, another similar game in Homa’s portfolio, which already did 100 Mil. downloads. Both of these are an iteration onVoodoo‘s 2018 smash hitHole.io, which is a PvP ⚔️ based version of this core, where you eat your opponents. It still does 300K downloads a day and is past 350 Mil. downloads. So the team at Homa already had a previous experience with single player version of this core, where you simply grow your hole to eat more and more bigger level objectives, by preserving the power fantasy 💪.
The big iteration of All in Hole is its metagame progression, which is the cookie cutter 🍪 system taken from games like Toonblast /Royal Match. This again reinforces the player to focus on the main level based progression rewarding him with additional rewards and putting time pressure on him through fast random matchmaking events (Image 3). Both Attack Hole andHole.iohave very limited IAP revenue, being driven mainly by Ad revenue. All in Hole Ad revenue probably consists of 10-20% 😅.
This is a great example, how a very engaging hypercasual core can be put on a casual progression that drives IAP 💰 instead of Ad revenue profile. The devil is in the details of course as connecting the core to progression is where the real design work happens, as there had to be adjustments in order to adapt boosters, fail states, level mechanics etc. Kudos to the team, we are looking forward to the full release 😁. Join us as we talk about all of this withMatej 🦩&Felix😎.