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Daily Mobile Gaming News

A cleaner daily brief on mobile game launches, updates, and pre-registration moves worth watching.

Luana from Brazil wins Candy Crush All Stars 2026 championship
News Fri, Jun 12, 2026

Luana from Brazil wins Candy Crush All Stars 2026 championship

The Candy Crush All Stars esports competition has concluded with Luana from Brazil being crowned the 2026 champion. PocketGamer.biz attended the finals, showcasing the world's top 10 Candy Crush players. This annual event uniquely merges casual mobile gaming with elite competitive play. After months of remote competitions, millions of players competed for a coveted spot among the global elite, culminating in a live final that celebrates the best Candy Crush talent. The competition not only offers the title of the best Candy Crush player but also a significant prize pool of $1 million, with the grand prize set at $500,000 for the champion. The event took place in London, where the atmosphere was vibrant, amplified by giant screens displaying Candy Crush graphics and podiums adorned with players' names as though they were sports icons. Each finalist, flown in from various countries including the US and Germany, received a luxurious hotel stay and a share of the prize pool, highlighting the diversity among competitors, which included a stuntwoman, a singer, and a husband and wife. King's chief marketing officer, Luken Aragon, emphasized the event's importance, describing it as a major celebration of Candy Crush. The competition attracts a wide range of players, many of whom experience their first esports event through Candy Crush. Unlike traditional esports, the match-3 format allows for competitors of all ages and backgrounds. The financial rewards are substantial, with the runner-up receiving $250,000 and third place taking home $100,000. Even those finishing in the bottom five are guaranteed $15,000, underscoring the high stakes. In addition to the cash, the winner receives a unique ring designed for 2026, featuring a spinning candy centerpiece, along with the prestige of being recognized as the best in the game. The All Stars branding has seen a significant rework this year, adopting a sporty aesthetic inspired by American sports and esports, with sharper designs and bold colors. Originally conceived during the pandemic, the All Stars competition has evolved from an online-only format to larger-scale events, with the finals moving from Los Angeles in 2025 to London in 2026. Paula Ingvar, general manager of Candy Crush Saga, explained that London was chosen for its connection to gaming culture and as an accessible international hub for finalists and their guests. The event serves not only as a competition but also as a user acquisition initiative, retaining interest from the community and fostering excitement for future editions. As preparations begin for the next All Stars, King analyzes player feedback and performance data to enhance the tournament experience. Continuous improvement is key, with a focus on player experience driving every decision from level design to venue selection. The effort to minimize randomness in gameplay means that strategy plays a crucial role, as evidenced by returning players like Tiago and Cole, who have both participated in multiple finals. The finals included challenging levels where players raced against the clock to collect blue candies, showcasing their skills under pressure. Each round featured identical levels to ensure fairness, with predetermined candy placements. The design aims to reward strategic play while reducing randomness, emphasizing skill as a fundamental aspect of competition.

The One Game Studio Achieves 170% D1 ROAS with ByteBrew Ads
News Fri, Jun 12, 2026

The One Game Studio Achieves 170% D1 ROAS with ByteBrew Ads

The One Game Studio, a mobile game publisher based in Hanoi, has successfully implemented ByteBrew Ads, resulting in a remarkable 170% Day 1 Return on Ad Spend (ROAS) and a 1.26x lift in ad Lifetime Value (LTV). Known for its extensive portfolio of over 70 casual, music, and puzzle titles, the studio has attracted a global audience, primarily focusing on a select few top-performing games. To address the challenge of attracting high-value users to its higher-LTV titles, The One deployed ByteBrew Ads, powered by Ctrl AI. This innovative solution augmented their existing ad mediation efforts by identifying and targeting the highest-value users in source apps for cross-promotion to more lucrative destination titles. Duong Tran, the marketing lead at The One Game Studio, noted the surprising results, highlighting the immediate profitability from day one and the low Cost Per Install (CPI) achieved. ByteBrew's Ctrl AI evaluates ad opportunities in real time, predicting both user value and opportunity costs within source apps. Unlike many ad networks that require lengthy optimization periods, Ctrl is trained on extensive live app data, enabling immediate routing of high-value users to the most profitable titles in The One’s portfolio. The campaign reportedly acquired users in over 100 countries at an average CPI of just $0.04, demonstrating over 2.5 times the efficiency compared to more traditional user acquisition methods. This strategic approach not only boosted the performance of individual titles but also enhanced the overall portfolio value. For every unit of ad value targeted in the source app, there was a corresponding 1.7x increase in new ad value generated from the destination app within the first day, which grew to 1.85x by day seven. The results have positioned The One to expand its audience for high-LTV apps without solely relying on costly user acquisition channels. As the mobile gaming landscape continues to evolve, Duong Tran emphasized the importance of ongoing testing and adaptation, stating, "Smart AI-powered cross-promotion helped us unlock value that traditional UA channels couldn't deliver as efficiently. In mobile gaming, growth comes from continuous testing. Test, learn, iterate, and test again." This case study serves as a compelling example of how innovative ad technologies can drive significant growth for game developers.

Transforming B2B Marketing at Pocket Gamer Connects
News Fri, Jun 12, 2026

Transforming B2B Marketing at Pocket Gamer Connects

Rana Rahman, CEO and founder of Raptor PR, highlights a significant shift in how gaming companies present themselves at industry events like Pocket Gamer Connects in Barcelona. This year's conference, packed with networking opportunities and discussions, emphasizes the importance of how brands utilize these two days and the surrounding months to stand out in a competitive landscape. Gone are the days of mere logo placements and sponsored bar tabs. Companies are now adopting more interactive and visually engaging booths, reminiscent of consumer-focused marketing strategies. The trend extends to side events, where brands aim to inject fun into B2B interactions. Notably, Game of Tones, a live band karaoke initiative developed with ZBD, Raptor, and Adjoe, exemplifies this shift. Culinary experiences have also gained prominence, with curated Michelin-star dinners and paella cooking classes complementing traditional networking activities. Merchandise has improved as well, with brands offering thoughtfully designed items that are more likely to be used long-term. An example is GeekLab's 'BDSM' tees, which sparked conversation and left a lasting impression. This approach aligns with neurological insights; our brains are wired to prioritize and remember novel experiences, enhancing brand recall. However, the challenge remains that B2B sales cycles rarely conclude at events. Meetings during conferences often mark the beginning of a lengthy process involving multiple stakeholders. Rahman notes that brands typically focus their communications around event spikes, neglecting the periods in between. This is crucial, as decision-making happens after events, and a brand's visibility can diminish in the interim. In the attention economy, only about 5% of a B2B target market actively evaluates purchases at any given time, while the remaining 95% are in various stages of awareness. To effectively reach this broader audience, brands must cultivate mental availability through consistent messaging and thought leadership. This approach ensures that when buyers enter the active consideration phase, the brand is already top-of-mind. Furthermore, the ongoing effort in brand building does not preclude the use of novel experiences to capture attention. For instance, Appcharge's iPhone Bite campaign, which protested the 30% Apple App Store fee, effectively illustrated the impact of platform taxes on developers. To succeed in the B2B gaming market, brands must treat event participation and the time between them as a continuous communication cycle. The most effective companies will be those whose reputations precede them, established through year-round campaigns that resonate beyond the event floor.

Jin Universe Studios Launches Anime ARPG Aether Dawn
News Fri, Jun 12, 2026

Jin Universe Studios Launches Anime ARPG Aether Dawn

Jin Universe Studios has officially revealed its debut title, Aether Dawn, an anime-inspired ARPG that fuses hack-and-slash combat with roguelike dungeon-crawling mechanics. The studio, based in Singapore, has received undisclosed funding from Arbitrum Gaming Ventures (AGV) and Bitkraft Ventures to support the development of this ambitious project. Founded by former developers of popular titles such as Genshin Impact and Arknights, Jin Universe Studios aims to establish Aether Dawn as a long-lasting intellectual property in the competitive anime action RPG landscape. The game's design emphasizes traditional ARPG elements, integrating them with hack-and-slash action as a core gameplay feature. The development team boasts talent that has worked on notable titles like The Hidden Ones and Wuthering Waves, adding depth and expertise to the project. Aether Dawn promises a unique visual style along with a narrative-driven experience, all crafted to keep players engaged. With the backing of experienced investors and a focus on genre-specific gameplay, Jin Universe Studios is positioning Aether Dawn as a noteworthy entry into the mobile gaming market.

CodeDev Group Unveils The Performance Guys for Game Optimization
Launch Fri, Jun 12, 2026

CodeDev Group Unveils The Performance Guys for Game Optimization

CodeDev Group has launched The Performance Guys, a new division dedicated to optimizing game performance across various platforms, including Unreal Engine, Unity, and proprietary technologies. This initiative aims to assist game studios in tackling performance challenges early in the development process. The Performance Guys comprises a team of performance engineers and technical artists focused on enhancing frame rates, reducing memory usage, and increasing stability, all while ensuring creative objectives are not compromised. In a notable achievement, the team reported a reduction in memory usage by up to 50% on a recent multi-platform project. Although the division was officially announced this week, it has already been collaborating with several CodeDev partners, contributing to projects such as Epic Games, Hangar 13's Mafia: The Old Country, OtherSide Entertainment's Thick as Thieves, and several unannounced AAA titles. CodeDev emphasizes the importance of identifying and resolving performance bottlenecks early, working closely with engineering, art, and design teams throughout the development cycle. As part of its expansion, the company is actively recruiting experienced senior engineers for this specialized unit. Myke Parrott, CEO of CodeDev Group, highlighted the unique expertise required to fully harness Unreal Engine's capabilities, noting that performance optimization often gets deferred until later stages of development when teams face mounting pressure. This trend led to the decision to create a dedicated optimization division, reflecting the growing demand for support in this area.

Appcharge Adds Bernard Kim to Advisory Board
News Fri, Jun 12, 2026

Appcharge Adds Bernard Kim to Advisory Board

Appcharge has appointed Bernard Kim to its advisory board as the direct-to-consumer platform continues to expand. Kim, a veteran in the games industry, brings over two decades of experience, having held senior roles at notable companies such as Zynga, Electronic Arts, Disney, and most recently serving as CEO of Match Group. He is also an independent director on the board of Unity. This strategic addition comes as Appcharge processes over $1 billion in annual direct-to-consumer transactions across more than 150 mobile games and supports web stores for over a third of the world’s highest-grossing mobile titles. Kim emphasized the significance of direct-to-consumer monetization as a major structural shift within the mobile games industry over the past decade. He stated, "Appcharge has built the infrastructure that gives publishers real ownership of their player relationships - and the data, economics, and competitive advantages that come with it." In conjunction with Kim's appointment, Appcharge has expanded its international presence by opening new offices in Türkiye, Finland, South Korea, China, and Japan, and has grown its workforce to over 140 employees. Recently, the company raised $58 million in a Series B funding round, further bolstering its growth initiatives.

News Fri, Jun 12, 2026

Lollipop Chainsaw RePOP Hits 400,000 Sales, Kogal Costume Launching Soon

Dragami Games has reported that Lollipop Chainsaw RePOP has surpassed 400,000 units sold globally, coinciding with the franchise's 14th anniversary. This milestone celebrates the continued popularity of the game, which has resonated with fans since its original release. Additionally, the highly anticipated Kogal Costume, selected as a winner from the game's costume design contest, is slated for release in June 2026. This launch will mark the completion of all winning entries from the contest, adding fresh content for players. New screenshots showcasing the Kogal Costume have also been unveiled, providing a glimpse of what to expect. Lollipop Chainsaw RePOP features Juliet Starling, a high school cheerleader who moonlights as a zombie hunter. On her 18th birthday, her school becomes the epicenter of a zombie outbreak triggered by a sinister ritual. Armed with her chainsaw and sharp humor, Juliet battles swarms of zombies in her quest to rescue her classmates and thwart the impending apocalypse. Complicating her mission is her boyfriend Nick, who, after being decapitated early in the chaos, is revived as a disembodied head attached to her waist. Together, they strive to uncover the dark forces behind the zombie invasion. The game is available on multiple platforms, including PlayStation 4, Xbox One, PlayStation 5, Xbox Series X|S, Nintendo Switch, Switch 2, and PC via Steam.

FIFA World Cup 2026 Spurs Diverse Gaming Innovations
News Thu, Jun 11, 2026

FIFA World Cup 2026 Spurs Diverse Gaming Innovations

The FIFA World Cup 2026 is set to transform the gaming landscape with a non-exclusive licensing strategy allowing multiple publishers to release World Cup-themed content. This marks the first time FIFA has opened its licensing beyond a single publisher, as its exclusive agreement with EA Sports ended in December 2022. The shift has led to a multi-partner ecosystem, which FIFA calls its Digital Football Strategy, encompassing simulation, casual, social, and esports games. Konami's eFootball is stepping up as one of FIFA's official esports partners, launching a dedicated campaign from June 4th to July 23rd. Players can earn free in-game versions of Lionel Messi and Lamine Yamal, along with eFootball Coins to unlock top players from Argentina and Spain. Additionally, the International Cup 2026 event allows players to compete as their national teams in a full tournament bracket. Sega's Football Manager 26 is also leveraging the World Cup branding, having introduced a dedicated FIFA World Cup 2026 mode on May 26th. This update allows players to manage any of the 48 qualified nations from the group stage to the final, while also incorporating new squad-building tools and match preparation controls. Despite lacking the official FIFA World Cup license, EA is still active in the football gaming arena. EA Sports FC 26 recently launched The World's Game update, which includes a new 48-team standalone tournament mode mirroring the actual World Cup structure. The update features 53 licensed national teams and integrates international football into various game modes. Outside the traditional gaming sphere, FIFA has partnered with Gamefam to launch an official FIFA World Cup 2026 event on Roblox, running until July 31st. This initiative has transformed FIFA Super Soccer into a World Cup hub, achieving over 1.1 billion visits and averaging 1.5 million daily gameplay sessions. Additionally, Netflix is entering the gaming space with FIFA World Cup: Launch Edition, which will be available on June 11th, featuring all 48 tournament teams and supporting up to four players. Rovio is also joining the festivities with a Season of Football in Angry Birds 2, which introduces football-themed challenges and rewards. Players can engage in a campaign featuring Brazil's mascot, Canarinho, as part of the event. Melon Sandbox, a ragdoll physics game, is set to add football-themed user-generated content experiences, including a dedicated World Cup event launching on June 26th. This fits into a broader creator economy that has reportedly paid out over $1 million to UGC creators in 2026 alone. The 2026 World Cup is characterized by a diverse range of gaming initiatives, as FIFA's non-exclusive licensing approach enables multiple publishers, including EA, Konami, Sega, Rovio, and Gamefam, to capitalize on the tournament. FIFA has labeled this year's edition as "the biggest FIFA World Cup ever," a claim that extends well beyond the pitch into the gaming world.

Barcelona's Gaming Scene: Progress and Challenges One Year Later
News Thu, Jun 11, 2026

Barcelona's Gaming Scene: Progress and Challenges One Year Later

A year after the global games hub panel at PGC Barcelona, the city's gaming landscape is evolving but still grappling with some persistent challenges. The influx of talent shows no signs of abating, with Catalonia now hosting 262 game companies and employing over 5,100 people, accounting for approximately 53% of Spain's gaming revenue. However, the funding gap identified by last year's panelists remains a pressing issue, even as billions circulate in the broader industry. As discussions resume at Pocket Gamer Barcelona 2026 on June 15th and 16th, industry leaders from companies like Patrones & Escondites, Digital Legends, Gameloft Barcelona, Piccolo Studios, and Ubisoft Barcelona Mobile will examine whether Barcelona has solidified its status as a global gaming hub. At the first Pocket Gamer Connects Barcelona in June 2025, a panel featuring prominent mobile gaming figures from King, Scopely, Rovio, FunPlus, and incubator GameBCN addressed the city’s transformation. Reflecting on the past year's developments, Rovio's Luis de la Cámara credited King for putting Barcelona on the map, leading to a 'snowball effect' as new studios emerged. King’s general manager, Oriol Canudas, described their strategy as a calculated risk that has yielded positive results. The growth continues, evidenced by Larian Studios expanding its Barcelona team for post-Baldur's Gate 3 projects and Paradox Interactive launching Europa Universalis V from its local Tinto studio in late 2025. The funding landscape remains a concern. GameBCN founder Simón Lee highlighted a key weakness in the ecosystem: while there is specialization, technology, and institutional support, a lack of funding still hampers growth. De la Cámara pointed to the Gulf region’s investment appetite in gaming as a potential source of future funding, although current figures for local venture capital remain modest. On the creative front, Canudas argued against the outdated notion of Barcelona as merely a service studio. The conversation has shifted to whether the city can produce more original global hits. While local companies like Socialpoint have established successful franchises such as Dragon City and Monster Legends, and Nomada Studio has garnered acclaim for original titles like GRIS and Neva, the region still seeks to enhance its portfolio of homegrown intellectual property. In summary, three main themes have emerged: a growth trajectory that positions Barcelona as a significant gaming hub, an ongoing funding gap that limits potential, and a city increasingly capable of creating original IP while retaining ownership. The upcoming PGC Barcelona event will delve into these developments, offering insights into the future of the region's gaming industry.

News Thu, Jun 11, 2026

Amateur Developer Tops UK App Store with Football Game 38-0-0

The football drafting game 38-0-0 has surged to the top of the UK App Store, surpassing even Fortnite, and it was created overnight by Deniz Sancar, a solo developer with no formal coding background. Sancar, who runs the marketing firm Virlo.ai, was inspired by a basketball drafting game called 82-0, which he aimed to replicate for the Premier League. The title 38-0-0 alludes to a flawless Premier League season: 38 wins, no draws, and no losses. In the game, players draft teams from randomly selected Premier League clubs across various seasons. After filling all eleven roster spots, the app calculates the team's match record, determining if they qualify for Europe or win domestic cups. Additionally, there's an international mode where users can draft teams from past World Cup years to compete for the title. Despite lacking coding experience, Sancar previously released an app called Kaizen using the same Claude Code tool he employed for 38-0-0. He stated, "I don’t have a software engineering degree or anything along those lines. I have a civil engineering degree, but I didn’t do well in coding assignments." His aim with 38-0-0 was to capture the viral success seen with the NBA version, noting that NBA players shared their gaming experiences on social media, highlighting a significant opportunity in the Premier League market. In its first week, the game's website attracted 1.8 million visitors, and the app has achieved around 100,000 downloads, ranking first in the UK free games chart and entering the top 20 in the US and other regions. The app took four days for Apple to approve, significantly longer than the time it took Sancar to create it. He reports that the UK leads in downloads, followed by the USA, Ireland, and several European countries. The game is currently awaiting approval for release on the Google Play Store. 38-0-0 monetizes through in-app ads displayed between rounds and offers a $9.99 in-app purchase to remove ads. Its virality can be attributed to the ease of sharing results on social media, reminiscent of the Wordle phenomenon. Sancar did not employ influencers for promotion; instead, he utilized his marketing tool, Virlo, to analyze trends on platforms like YouTube Shorts, Instagram, and TikTok to inform his social media marketing strategies. He noted that organic sharing features, including results sharing on iMessage and Instagram Stories, contributed to the rapid spread of the game, stating, "I woke up the next morning and it already had 30,000 users." Since then, the game's popularity has continued to grow without any paid promotions.