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Hypercasual Game Marketing: Complete UA Playbook

The game was live for exactly 72 hours before everything changed.

We'd built a simple stacking gameโ€”blocks falling, player tapping, satisfying physics when towers collapsed. Nothing revolutionary. Our designer made it in two weeks. We expected maybe 10,000 downloads if we were lucky.

Then we uploaded a 15-second video to TikTok. Someone failed spectacularly on level 7, tower crashing in slow motion. The comments exploded: "I need to try this." "Where's the download link?" "This game is going to ruin my life."

Within a week, we had 2 million installs. Within a month, we'd burned through that entire audience and revenue was cratering. We'd caught lightning in a bottleโ€”and then watched it slip through our fingers because we didn't understand hypercasual economics.

The Math That Changed Everything

Here's what nobody told us: hypercasual games don't follow normal marketing rules. You're not building a sustainable user base. You're strip-mining attention.

The numbers that actually matter:

โšก The Hard Truth

Hypercasual games have 2-4 week lifecycles at peak scale. By the time you've figured out what's working, you're already past peak. You have to identify winners fast, scale immediately, and extract maximum value before copycats flood the market.

The Creative Testing System We Should Have Built

After our first accidental hit crashed and burned, we got systematic. We started treating creative testing like a science experiment, not a lottery ticket.

The Numbers Game

Creative Types That Actually Convert

We tested hundreds of creative variations. These four categories consistently won:

The $500 Test That Saves $50,000

The biggest mistake we made early on: building games before testing if anyone would download them.

Now we run marketability tests before writing a single line of code:

  1. Create 5-10 video ads from a rough prototype (even mockups work)
  2. Run $500-1000 in test campaigns
  3. Measure CPI and CTR obsessively
  4. CPI under $0.30? Proceed to full development. Above $0.40? Kill it immediately
"I've watched teams spend six months building a game that couldn't acquire users under $1. A $500 test would have told them that in 48 hours."

The Scale Playbook We Built From Scratch

When we finally had a validated game, we needed to scale it before copycats could clone our mechanics. Here's the channel mix that worked:

Channel Allocation

Geographic Strategy

Why 90% of Our Installs Disappeared

That first viral game? Day 1 retention was 28%. By day 7, we'd lost 95% of users. We were paying to acquire people who deleted the app within hours.

Now we optimize for retention before we even think about scaling:

The Mechanics That Keep People Coming Back

Scale Your Hypercasual Game

ClicksFlyer connects hypercasual publishers with high-quality traffic at competitive CPIsโ€”the inventory you need to scale fast.

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The Mistakes That Cost Us Millions

Looking back at our first two years in hypercasual, these are the mistakes that hurt most:

Hypercasual is a numbers game played at impossible speed. Test fast. Scale winners aggressively. Kill losers immediately. And alwaysโ€”alwaysโ€”have your next game in the pipeline.

Because by the time you've optimized this game, you should already be testing the next one.