eCPI: Effective cost per install
The average cost of each install, including organic installs the ads helped bring.
Very simple, instantly playable mobile games built around one mechanic and paid for mostly by ads.
Hyper-casual games are very simple mobile games that anyone can play within seconds, usually built around one tap or swipe mechanic, with short sessions and minimal menus. They are free to download and earn almost entirely from ads, which makes them depend on cheap installs and high ad volume.
Hyper-casual games were the defining mobile trend of the late 2010s. Think of a ball dropping through a spinning tower, a hole that swallows a city, or a line that paints territory. One look at the ad tells you how to play.
Well-known examples include Helix Jump, Hole.io and Paper.io, all associated with the French publisher Voodoo, one of several publishers that built large businesses on the genre.
The model is volume. Each player is worth little, so the game needs a lot of them, bought cheaply.
A worked example. A hyper-casual game pays $0.30 per install (eCPI). Each daily player earns $0.03 in ad revenue (ARPDAU), and the average player is active on 8 days before leaving.
LTV ≈ $0.03 × 8 = $0.24
The game earns $0.24 from a player it paid $0.30 to acquire, so every paid install loses $0.06. To make it work, the studio needs a lower install cost (a better creative with a higher IPM), more ad revenue per day (a higher eCPM or more ads), or longer player lifetimes (retention). With such thin margins, small changes decide whether a game scales or is shut down.
Hyper-casual publishers built a factory-like process:
This test-first approach influenced the whole mobile industry, including how soft launches are run today.
The economics got harder. Industry commentary, including from Unity's ad network team, points to falling eCPMs and LTVs, Apple's privacy changes that made iOS ad targeting less precise (SKAdNetwork replaced user-level tracking for most users), and rising install costs. Ad-only games with short lifetimes struggle when each install costs more and each ad earns less.
The genre did not disappear. Unity's 2024 analysis still put hyper-casual at well over a billion installs a year, and some download charts in 2025 still showed it leading. But revenue growth shifted to hybrid-casual games, which keep the simple start and add deeper progression and in-app purchases. Note that analytics tools classify games differently, so genre totals vary between reports.
| Hyper-casual | Hybrid-casual | Casual (e.g. match-3) | |
|---|---|---|---|
| Core gameplay | One simple mechanic | Simple mechanic plus meta layers | Deeper puzzle or progression |
| Session length | Seconds to a minute | A few minutes | Several minutes |
| Monetization | Mostly ads | Ads plus in-app purchases | Mostly in-app purchases |
| Player lifetime | Short | Medium | Long |
| Production time | Days to weeks | Months | Months to years |
As a pure ad-only business, it is hard for a small studio today unless you have very cheap distribution. As a design approach, it is still valuable: an instantly readable core mechanic tests well in ads and lowers acquisition costs. Many studios now prototype in a hyper-casual style, then add hybrid-casual depth if the core idea proves itself.
If you want help testing a prototype, see our publishing service.
The average cost of each install, including organic installs the ads helped bring.
A day's revenue divided by the number of people who played that day.
The share of players who come back to a game a set number of days after installing it.
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