![]() Lights, camera, action! So the story began. So that’s pretty much that: Hill Climb Racing (2012 →) and Hill Climb Racing 2 (2016 →) hit it big, and we decided to turn our eyes towards the potentially lucrative, but hard to reach China. ![]() Three years later (May 2020), Hill Climb Racing 2 has reached 300M+ installs globally, and has over 20M monthly active users. We managed to keep the original feeling of HCR, but improved the game pretty much on every aspect with the main focus being on multiplayer. We were expecting some success based on positive player feedback from the soft launch, but it took us completely by surprise how well the game was taken. The development of Hill Climb Racing 2 took almost two years and multiple iterations, but in December 2016 when it was published on Android and iOS, we knew we’d gotten something right. With the success of Hill Climb Racing (and a loud community of fans), it felt right to develop a sequel that would realize many of the learnings and player requests we’d gotten from the original game’s development and launch. The Android launch went amazingly well, and along came other platforms such as iOS and Amazon, as well. Little did we know that the game would eventually reach over 1 billion installs, and literally become an iconic game among titles such as Angry Birds, Subway Surfers or Temple Run. True to its name, that’s what everything began with in 2012 when Hill Climb Racing was first released on Google Play. You climb hills and race against time, and try to survive as long as possible without breaking your neck. ![]() If you’re a game developer or marketer reading this, there’s a high chance you already know our games, but let’s take a look nevertheless. ![]() We figured that it’s about time to share some of these insights - which is exactly what we are going to do in this post.īefore we start digging into what we’ve actually done in China, let’s take a very brief look at our games. After almost 500 million accumulated installs in China, we’ve gathered many learnings about what steps to take (or not to take) when entering China with your game. We have learned that the hard way, for sure. Authors: Ville Rauma, Chief Operating Officer / Daniel Rantala, Business Development Director ForewordĮven if you have a globally successful mobile game, it doesn’t mean it will be easy to break into the Chinese mainland mobile market. ![]()
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