It’s not just a matter of user reviews, but being active towards players and listening to their worries and issues (and fixing them) really keeps the user base healthy - they love to play our game and it’s up to us to keep the experience great. How important do you consider customer support and updates to be? What has been your approach to this?Ĭustomer support is of extreme importance in any game that wants to upkeep certain quality standards. The whole operation is led by the Hill Climb Racing 2 team lead and live operations manager and supported by our marketing and monetisation teams amounting to about five to seven people in total. How big is the team currently handling live ops?ĭay-to-day live operations of the game are handled as a multi-team collaboration. Daily active users are extremely steady and monetisation KPIs have improved from the launch with new features we’ve implemented, such as Trophy Road, Teams (clans) and live ops events.Īstonishingly, the original Hill Climb Racing is still attracting over 15 million installs organically every month despite being launched already back in 2012 and has reached over one billion installs during its lifetime. After the launch traction calmed down, the organic traffic stabilised well and it’s remained on the same level ever since then. Looking back now, the Hill Climb Racing 2 we released was quite different from what the game is today. Hill Climb Racing 2 launched in October 2016 on iOS and Android. The community took the game very positively and it was clear we’d done something right. The launch of Hill Climb Racing 2 exceeded all expectations, and we reached around 20 million installs during the first month the game was out. Therefore, the development team had increased pressure to deliver a game that would carry the core elements of the original Hill Climb Racing, but could still provide improved player experiences and introduce new elements. : With Hill Climb Racing 2 now more than five-year-olds, how do you reflect on its performance as a series – from launch to the title it is now?ĭaniel Rantala: First of all, I’d like to highlight that developing and releasing Hill Climb Racing 2 was a substantial effort, as the game’s prequel - Hill Climb Racing - had already developed a user base of hundreds of millions of players. That leads us to our semi-regular Live and Kicking series, where this week we spoke to Fingersoft director of business development Daniel Rantala surrounding the five year anniversary of Hill Climb Racing 2. Here at, we want to take the opportunity to highlight games that have bucked the trend and found an audience that has kept them thriving long after launch. Long gone are the days of developing and publishing a game without the need to tweak, adjust and patch it after launch, with new titles requiring constant operation and updates to keep them at the forefront of consumer thought. It is often said that nothing is truly finished and it's a saying the games industry has taken to heart in recent times.
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