How Rollic Kills 1,000 Games a Year to Find Hits (Part 3)

Talent philosophy, the 3-month hit machine, test-and-cut discipline, and hybrid monetization as a result—not a strategy.

Rollic team meeting focused on hybrid monetization strategies and long-term growth plans.
May 20, 2025 9–11 min Game Development

This final part focuses on team craft, the “three-month hit” rhythm, why Rollic kills fast and often, and how hybrid monetization emerges naturally once the core loop sustains month-scale attention.

Hire for creativity, not just execution

Rollic’s leadership are core gamers, and they hire for gamefeel instincts first. In saturated genres, polish alone rarely breaks through. What moves the needle is a fresh verb, a surprising risk-reward, or a fair fail that teaches. Execution then “catches up” to the idea that already pulls players back.

Heuristic: If someone can’t describe the difference between “satisfying dodge” and “forgiving collision” without opening an engine, they’ll struggle to design sticky loops under time pressure.

The three-month hit machine

The studio’s cadence is simple: prototype the verb → test for stickiness → scale only after a clean signal. Color Block Jam went from nonexistent to a Top-50 earner in roughly three months. The lever wasn’t headcount; it was focus on a crisp loop and a small team able to iterate daily on feel, clarity, and mastery ramps.

The 1,000-kill rule (and why it’s healthy)

Rollic reportedly kills 1,000+ projects per year with only ~40 reaching soft-launch. That isn’t waste; it’s organizational hygiene. By declaring clear KPI gates—marketability, D1/D3 retention, early engagement minutes—teams avoid the content-bloat trap. If the loop doesn’t sing at three levels, thirty won’t save it.

Designing month-scale engagement

To hold attention beyond the novelty week, games need legible mastery ladders. Rollic’s approach layers difficulty across three axes: input precision, information timing, and route planning. Players who can name the mistake they made will retry. Players who feel random loss churn.

Hybrid monetization is a result, not a strategy

Rollic didn’t “decide” to go hybrid. Once loops hold month-scale attention, IAP emerges naturally—players want expression, time compression, and mastery accelerators. Ads remain for broad-revenue coverage, but never block core agency.

Founder playbook: stay light, know yourself, play everything

Burak Vardal’s advice to founders is disarmingly simple: stay light (don’t over-expand teams or overspec products), know yourself (hire to cover your weaknesses), and play everything (treat great studios as your university).

10-point checklist before soft-launch

Pitfalls that still nuke good ideas

Want to feel honest mastery ramps? Try Hole People Level 312 for planning depth, Level 78 for onboarding clarity, and Level 420/189 for speed-skill tuning. If you decide to retry before minute 2, that’s your loop doing work.