10 years. ~105x mobile revenue growth. >90% organic installs. 鈾燂笍馃摫
Chess.com鈥檚 estimated monthly mobile IAP revenue grew from just ~$56K in 2016 to ~$5.9M in 2026. And somehow, >90% of its installs are still organic.

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10 years. ~105x mobile revenue growth. >90% organic installs. 鈾燂笍馃摫
Chess.com鈥檚 estimated monthly mobile IAP revenue grew from just ~$56K in 2016 to ~$5.9M in 2026. And somehow, >90% of its installs are still organic.
9 out of 10 of August鈥檚 fastest-growing mobile publishers came from Asia. 馃審馃摫
Sensor Tower鈥檚 latest IAP growth ranking shows just how dominant Asian publishers were in August: 4 from China, 3 from Japan, and 2 from South Korea. Roblox, at #8, was the only North American publisher in the top 10.
A hidden-object puzzle built around tile excavation. Players chip away at a covered grid to uncover buried objects, with each action gradually revealing shapes and clues beneath the surface.
Simple, tactile, and immediately satisfying. The digging creates a strong sense of discovery, especially when part of an object starts to emerge and the player can infer what is still hidden.
The core progression appears to come mainly from new excavation layouts, object sets, and increasingly tricky placements. The mechanic is strong enough to work with a relatively light meta, though collections or themed treasure sets would fit naturally around it.
The format creates obvious opportunities for rewarded hints, extra digging actions, or reveals when players are close to identifying an object but run out of efficient moves. Because curiosity drives the loop, monetization can sit around information rather than raw power.
It repackages a very familiar excavation fantasy into a clean mobile puzzle loop. Anyone who remembers the mining minigame from Pok茅mon Diamond/Pearl will recognize the appeal immediately: uncovering just enough of an object to guess what lies underneath is the hook.
A first-person physics artillery game built around knocking every object off a raised platform within a limited number of shots. Different materials cans, wooden crates, bricks, and other carnival style props react differently, so good shots rely on both aim and an understanding of how the structure will collapse.
Heavy, tactile, and highly satisfying. Strong impact effects, convincing physics, and exaggerated destruction make each shot feel meaningful, especially when one hit triggers a large chain reaction.
The focus appears to stay close to the level-based core loop rather than leaning on a heavy meta layer. Progression is mainly driven by increasingly complex structures, material combinations, and shot constraints.
The limited ammo structure creates natural pressure points for rewarded ads, extra shots, or retry opportunities. It also gives boosters or more powerful projectiles an obvious place in the economy without changing the core mechanic.
It takes the familiar carnival can-knockdown fantasy and turns it into a polished physics puzzle with meaningful material behavior. The closest reference is something like Cannon Fest in Toon Blast, but here the destruction mechanic is strong enough to carry the entire game on its own.
A minimalist tap-away puzzle built entirely around directional arrows. Players remove arrows only when their path is clear, and the simple visual language allows the game to build surprisingly large, maze like boards that take real time to untangle.
Clean and easy to read, but intentionally very bare. The solving itself is satisfying, especially on dense boards, though stronger sound effects or haptic feedback would make successful taps feel much more rewarding.
The game appears to rely mainly on level progression rather than a heavy secondary meta. Its strength comes from gradually increasing board size and complexity instead of layering on decoration or collection systems.
The puzzle structure naturally supports rewarded hints, extra help, or skip options when players get stuck. Because later levels can become lengthy and visually dense, frustration points are likely where monetization has the most leverage.
It is a good example of how far a very simple mechanic can scale with almost no visual complexity. The arrows look almost too minimal at first, but that simplicity is exactly what lets the game create huge, intricate puzzles without becoming unreadable.
A color matching puzzle where players drag either the head or tail of long-body gecko into a hole of the same color. The core loop remains close to its earlier Slither Rush version, but newer levels add more puzzle depth through intertwined, multi-colored geckos that need to be cleared in sequence.
Much more polished than the earlier snake theme. The gecko characters, brighter art direction, and cleaner presentation make the mechanic feel more playful and approachable without changing the underlying interaction.
The game still seems primarily level driven, with complexity coming from new board arrangements and mechanic variations rather than a heavy out-of-level meta. The gecko re-theme gives Rollic more room for character-based progression or collection later if they choose to expand it.
The puzzle naturally creates strong stuck moments, especially when several geckos overlap or block one another. That makes hints, extra moves, undo-style help, or retries obvious rewarded-ad opportunities.
The interesting part is not the mechanic itself, but the product evolution. Rollic appears to have validated the core loop under the Slither Rush theme, then rebuilt it with a stronger visual identity and moved it onto their main account, a good example of how a tested prototype can be repackaged into a more scalable product.