
Popcore
Data-driven, scalable mobile gaming.
Date | Investors | Amount | Round |
---|---|---|---|
- | investor | €0.0 | round |
investor | €0.0 | round | |
* | N/A | Acquisition | |
Total Funding | 000k |
EUR | 2018 | 2019 | 2020 | 2021 | 2022 |
---|---|---|---|---|---|
Revenues | 0000 | 0000 | 0000 | 0000 | 0000 |
EBITDA | 0000 | 0000 | 0000 | 0000 | 0000 |
Profit | 0000 | 0000 | 0000 | 0000 | 0000 |
% profit margin | - | - | - | - | 8 % |
EV | 0000 | 0000 | 0000 | 0000 | 0000 |
EV / revenue | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x |
EV / EBITDA | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x |
R&D budget | 0000 | 0000 | 0000 | 0000 | 0000 |
Source: Company filings or news article
Popcore, a Berlin-based mobile game developer, was established in March 2018 by brothers Johannes and Thomas Heinze. Before venturing into game development, the founders established the European ad network Moboqo, which was later acquired by Applovin in 2014. This background in ad monetization became a foundational element of Popcore's strategy. The company focuses on developing free-to-play games for iOS and Android, operating within the hyper-casual and casual gaming markets.
The company's business model is primarily centered on advertising revenue, with in-app purchases representing a smaller portion of income. This ad-driven approach is a direct application of the founders' previous experience. Popcore utilizes a data-intensive methodology for game development, emphasizing rapid experimentation and analysis of user behavior to refine its products. This strategy of failing fast and learning quickly allows the company to balance the wide accessibility of hyper-casual games with the deeper, long-term engagement typical of casual gaming. The firm manages all aspects of its operations in-house, from development and testing to marketing and user acquisition, using a proprietary tech stack to accelerate the process.
Popcore's portfolio includes several chart-topping titles that have collectively amassed over 500 million downloads globally. Games like "Parking Jam 3D" and "Pull the Pin!" achieved the number one download spot in the U.S. Apple App Store. Other notable games include "Sandwich!", "Scavenger Hunt", and "Tap Away". The games are designed for mass appeal, with simple mechanics and controls that transcend language and demographic barriers. A significant milestone occurred in November 2022, when Popcore was acquired by Rollic, a subsidiary of Zynga, which is part of Take-Two Interactive. This acquisition integrated Popcore into a larger global gaming entity, combining its development approach with Rollic's marketing expertise and Zynga's experience in live game services.
Keywords: mobile gaming, free-to-play, hyper-casual games, casual gaming, ad-driven revenue, in-app purchases, game developer, iOS games, Android games, puzzle games, Popcore, Johannes Heinze, Thomas Heinze, Parking Jam 3D, Pull the Pin, Rollic, Zynga, Take-Two Interactive, Berlin startup, data-driven development