The bottom line
Subway Surfers still earns over $1M a month because a simple runner is wrapped in missions, characters, free gifts and rewarded ads at natural breaks. Its mechanics are easy to copy, so a new game wins only with built-in distribution or a clear difference.
Key takeaways
- The endless runner formula is proven, because clones of it earn well too. 1:12
- Minion Rush (2013) gets about 900,000 iOS downloads, Talking Tom Gold Run (2016) about 100,000 dollars a month, and Tag with Ryan about 70,000 dollars a month.
- Subway Surfers itself reached 6 million downloads in July 2020, and it launched in 2012.
- Missions and characters add variety to very simple gameplay. 4:17
- Being just short of the coins needed for a mission makes the player want to play and earn more.
- Characters unlock in many ways: free with a Facebook login, free with any purchase, 5 dollars, or collected coins.
- Free gifts, token boxes and prize wheels give players a reason to come back. 7:06
- Crossy Road shows a "next gift in eight hours" timer that pulls people back beyond the gameplay itself.
- Sales on starter packs drive revenue, but too many teach users to wait for the next discount.
- Rewarded ads work best at natural breaks, when a win or a near miss makes players want more. 10:49
- The "save me" prompt appears when a run ends close to a top score, and players watch an ad to continue.
- After a run, players can watch an ad to double their coins, and a bigger coin bank also helps retention.
- Copying the gameplay is easy, but without an existing audience a new game needs its own twist. 13:27
- Minions, Talking Tom and Ryan (tens of millions of YouTube subscribers) already had audiences to reskin the game for.
- Homescapes is an example of a twist: a high-retention match-three game with home design built on top.
The gameplay will work, you know that, but how are you going to differentiate it?
Steve P. Young
Chapter summaries
0:00 A 2012 runner that still tops the charts
Subway Surfers is the most downloaded mobile game ever, and its gameplay has fed a whole family of earning clones.
- Subway Surfers still grosses over $1M a month on iOS alone. 0:10
- The last report showed 2.7 billion downloads.
- It has likely passed 3 billion.
- Few mobile games stay in the top charts for this long.
- The clone figures come from Sensor Tower.
- Clones copy the gameplay and reskin it with characters that already have fans. 2:51
- Talking Tom was already well known before its runner.
- Tag with Ryan launched in 2018 and has about 200,000 downloads.
- It is a niche kids' app and still earns well.
- The speaker's daughter plays it, and he sees Talking Tom Gold Run ads inside it.
3:43 What the gameplay does right
Missions, ads and characters keep a very simple runner fresh and profitable.
- Missions and modes keep a simple loop from getting old. 4:17
- Color Switch does the same with very simple play.
- Interstitial ads pop up often, which likely explains much of the revenue.
- A "watch an ad" button sits at the top of the screen.
- The graphics were strong from launch.
- Characters and boards let players customize, and each unlock path gets something from the player. 5:11
- Fun Run and Crossy Road use the same idea.
- Some unlocks ask for a Facebook login or a purchase, not just coins.
- Hats are sold in sets of three.
- The player always has a choice: pay out right or collect coins.
7:23 Layering offers, gifts and ads
Crossy Road blends sales, free gifts and ads so players always have a reason to tap.
- Free offers mix ads, purchases and virtual currency in one place. 8:18
- Watching an ad pays up to 10,000 coins.
- Finishing an ad opens another gift box.
- The welcome pack is a starter pack that past clients sold at a huge discount.
- Interstitial ads are frequent, the nature of the beast these days.
- Players should always be able to double any virtual currency by watching an ad.
- Small touches and mission twists keep the same run fresh. 9:56
- Subtle character animations make a big difference.
- Spelling a word mid-run, like "sunny", triggers a new mission.
- Different scenes, such as trains and ice, vary the same gameplay.
- The game is older, so the launch version may have looked different.
- Ads feel natural when they follow something finished. 11:25
- After a level, give away currency so players want to double it.
- A free gift follows the "save me" ad.
- Players can also earn extra rewards by watching a video after a run.
12:13 Building on a proven core
A copied core works, but it needs a different spin and a way to reach players.
- A high-retention core can carry a new theme. 12:41
- Homescapes ads show only home design, yet match three sits underneath.
- Look for games with long-haul retention and build on top of them.
- The idea came from a game design talk at a virtual summit.
- Branded games can reskin a core without changing much. 13:01
- Their monetization is already known to work.
- Without a name, add something on top of very similar gameplay.
- Imitating is easy, but distribution is the hard part. 13:27
- Minion Rush and Tag with Ryan start with a built-in audience and brand name.
- Without one, the question is how to differentiate.
- The gameplay will work, but reaching players is separate.
In the growth library
Steve P. Young, Founder of App Masters, app marketing agency. An audit of Subway Surfers and its clones shows how missions, characters, rewarded ads, gift boxes and starter packs keep a simple endless runner earning over $1M a month on iOS years after launch. It also shows that cloning the gameplay is easy, but distribution is what decides whether a clone works.
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