


Unique daily active users hover around 20 million players and our retention remains best in class. Visiting new cities around the world every three weeks is also key in showcasing our talents in Copenhagen.Īny KPIs such as downloads, DAU or retention you’re willing to share? Fun always comes first.Īnd then we make sure to have cool, recognisable characters you want to engage with. How have you gone about ensuring that Subway Surfers maintains a sizeable and active player base long after its launch, and continues to generate a huge number of downloads?įun core gameplay. Our fans are the reason we get up in the morning! Many new initiatives have been introduced over the last years, and I think the players are really enjoying it.Īs creators of the universe, at Sybo we do our best as well to support our fan base with fresh content, behind-the-scenes insight and fun clips. We have huge numbers of players every day, so I know they are doing their utmost to handle the traffic. How important do you consider customer support and updates to be? How have significant updates been responded to by players? How big is the team currently handling live ops on Subway Surfers?ġ5 on our team are doing creative content, feature development and optimisation, and there are 10 on the publisher and co-developer (Kiloo) side doing player support, social integration, interstitials and feature development. Subway Surfers is maturing like a good bottle of wine, only getting better every year.

We really love the fact that our fans keep enjoying the game - and they follow us on our journey visiting new cities every three weeks on the world tour. It was the most downloaded game in Q1 of 2017, and is the most downloaded game every Christmas. Mathias Gredal Nørvig: Subway Surfers is still a solid game. : With Subway Surfers now more five years old, how do you reflect on its performance - from launch to the mature title it is now? Subway Surfers is one of the most downloaded mobile games of all time, and today it celebrates its fifth birthday. In this entry, we speak to Mathias Gredal Nørvig, Managing Director of Subway Surfers co-developer Sybo Games. In an attempt to find out, this regular feature will talk to the developers behind maturing live games about their experience so far. has long been investigating the Making Of notable games soon after their launch, but what happens long after a game is released? These are games-as-a-service that require constant operation and updating, often over a period of several years. These aren't boxed products released onto shop shelves, never to be worked on again. It's often said in the world of free-to-play development that launching a game is the beginning, not the end.
