Scaling Screw Master 3D from WeChat to global markets
- Supersonic helped scale Screw Master 3D globally without redesigning core gameplay.
- Playable ads and live ops drove engagement with D30 retention up 15%.
- WeChat testing reduced iteration time and served as a launchpad before going international.
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When Screw Master 3D: Pin Puzzle began to attract attention on WeChat, EOGAMES saw an opportunity to bring the title to a wider audience.
But moving from a Chinese mini-game to a global release meant navigating new markets, monetisation models and user acquisition channels. Thatβs where Supersonic entered the picture.
βSupersonic played a key role in the success of Screw Master 3D by adopting an agile strategy to advance development while preserving the original game design,β says Hunt.C, CEO of EOGAMES.
Gaining results
To generate revenue, Hunt.C explains how Supersonic recommended combining rewarded video and IAPs that monetise playersβ failures and integrating monetisation at all stages of gameplay.Β
βAnother suggestion led to the introduction of revenue cards, skip-it cards, skin shop, etc., which work super well for the game. All of these additions made monetisation an essential part of the gameβs flow. As a result, the IAP share of voice is currently around 15% to 17% and IAP continues to generate impressive revenue.β
The impact was seen across retention, playtime, and revenue.
βWe saw a 15% increase in our D30 retention rate, which was huge for player engagement,β Hunt.C notes. Average D30 playtime rose to 12 hours, D30 ARPU reached $3.70, and daily revenue surpassed $100,000 within three months.
βIn the first month, our first two playable ads brought in over 61,000 installs. By month three, our top-performing playable hit 2.8 million installs.β
Hunt.C
User acquisition also surged. βIn the first month, our first two playable ads brought in over 61,000 installs. By month three, our top-performing playable hit 2.8 million installs, a 4,500% improvement over rewarded videos,β he adds.
Hunt.C shares that one of the biggest advantages of working with Supersonic was their respect for the original game. βSupersonic recognised the core gameplay of the game and chose to preserve it rather than completely redesign it, demonstrating a high level of trust in us,β Hunt.C says.
WeChat as a launchpad
Before its global debut, Screw Master 3D was tested on WeChat, a platform that offered a low barrier to entry, quick visibility, and access to a huge player base.
The platform served as both a proving ground and a means to gain quick feedback on the game, which could confirm if gameplay resonated with players and then reduce iteration time before scaling internationally.
However, Hunt.C notes that while Chinaβs casual market offers opportunities for rapid early growth, competition is intense and games that fall within the top 20 to 50 experience a sharp decline in both user base and revenue.Β
However, he also believes that WeChat is an underused resource. βMany developers overlook its potential for prototype testing and early-stage growth experiments,β he says. βItβs an excellent environment for gathering real user feedback.β
Building experiences and lessons for the future
The launch provided clear takeaways for future projects as well, with Hunt.C highlighting the value of early testing.
βWe would continue to leverage platforms like WeChat which proved to be an efficient and effective way to test prototypes early in the development process providing valuable insights before fully committing resources.β
βTo further enhance player retention, especially in the mid-to-late stages of a game’s lifecycle, incorporating live ops and daily challenges is a must.β
Hunt.C
Hunt.C also emphasises the importance of building monetisation into the game from the start. βWe would look to introduce in-app advertising, in-app purchases and interstitial early on to make sure they are part of the gameβs DNA.β
He adds that playable ads proved to be particularly effective and that they “consistently outperformed traditional video ads in driving engagement and installs”.
“To further enhance player retention, especially in the mid-to-late stages of a game’s lifecycle, incorporating live ops and daily challenges is a must.β
Looking ahead, EOGAMES plans to expand content with new gameplay types, A/B testing, unique levels, and IAP bundles.
βWe also aim to complement content layer designs similar to Gardenscapes and launch new IAP bundles to increase the share of IAP revenue and overall profitability.β