EN
Back to the archive

The archive · Consumer Apps · Product decision · 2019–2026

Habby's Dicero! tops Korea iOS free charts at launch; $2B maker pivots to IAP

Habby (Archero, Survivor.io) launched dice-roguelite Dicero! on Apr 22, 2026, betting IAP over rewarded ads; day one: Korea #1, US and Japan top-10.

Habby (Habby Games)

The betIts proven casual+roguelike+RPG loop can win a third time midcore: cut rewarded-ad gating, push gear and gacha IAP, and bet high-ARPU retention over cheap casual traffic.Scaling

What the business is

Beijing-based Habby makes casual-hybrid mobile hits (Archero, Survivor.io, Archero 2, Capybara Go!); Dicero! (六六英雄) is its April 2026 dice-roll roguelite RPG for a global audience.

How it started

Habby built its formula on Archero (2019), then Survivor.io (peak monthly revenue above ¥300M) and Archero 2 (over $250M in its first year). By 2025-2026 revenue sat at a multi-year low while rivals cloned the playbook. In early 2026 it tested three new games — Dicero!, Zoo Dice: Arena and a kung-fu title — after partnering with Korean studio 111% (Lucky Defense). Dicero! soft-launched as 'Heround' in Vietnam, Thailand and Singapore in June 2025, was renamed in March 2026, and went global on April 22, 2026 with 2,000+ ad creatives that day.

What happened

On launch day Dicero! reached top-50 iOS game-free charts in 31 markets (Korea #1, Taiwan #3, US and Japan #6) and climbed to 40 markets by April 27, including 11 grossing top-50 markets (Taiwan #10, Korea #31; US #123, Japan #127). Diandian Data measured 230k day-1 downloads, 1.02M downloads and roughly $716k revenue in four days; 170+ countries got the global launch.

How it ended up

Still live and early: within two weeks (by May 3, 2026) Dicero! had 2.7M+ downloads and ¥17M+ revenue, held top-20 free-game positions in about 20 countries, and its WeChat mini-game sat at #25 on Tencent's top-selling chart. Industry critics warned that the no-ads, IAP-heavy design clashes with the casual creatives used to buy users, so whether the pivot sustains remains unproven.

Background

Habby is a Beijing mobile-game publisher whose winning formula — casual core gameplay plus roguelike upgrades plus RPG progression — produced Archero (2019), Survivor.io (peak monthly revenue above ¥300M) and Archero 2 (over $250M in its first year). By 2025-2026 the formula had been copied across the industry and Habby's own revenue had fallen to a multi-year low, so the company began testing what it calls the next stage of its model.

That next stage is Dicero! (六六英雄 / 点点英雄:骰子传说), a dice-based roguelite RPG that launched globally on April 22, 2026 across 170+ countries. The core loop is familiar — auto-battles, three-choice roguelike growth, deep meta progression — but combat power comes from poker-style dice combinations (pair, straight, full house, five-of-a-kind), and nearly all rewarded-ad placements were removed in favor of idle-resource surplus, gear synthesis and gacha spending.

Early results were strong: #1 on iOS game-free charts in Korea, Hong Kong and Macau on launch day, top-10 in the US and Japan, 31 markets in the top-50 by day one, then 2.7M+ downloads and ¥17M+ revenue within two weeks (by May 3, 2026). Habby's lifetime revenue passed $2 billion per AppMagic. Whether the heavier, IAP-first design retains the casual audience its ad creatives buy is the open question for the company's third act.

What has to be true

  • Revenue pressure: after years of hits, Habby's revenue was at a multi-year low and the market had copied its formula, forcing a search for the next scalable variable.
  • Dice as front-loaded randomness: moving random outcomes from post-kill upgrade picks into every battle round made chance visible, dramatic and cheap to explain in ads.
  • Monetization shift: removing rewarded-ad gates and deepening gear and gacha spend is a bet that high-ARPU core users can replace the ad-funded casual traffic that built the company.
  • Partnered learning: the joint venture with Korea's 111% (Lucky Defense) and tests of Zoo Dice: Arena show the dice direction was a portfolio bet, not a one-off.

What can be applied

When a formula gets commoditized and ad-funded casual economics stall, the exit can be a heavier core with fewer ads — but keeping the same bought audience decides if it works.

Aftermath

As of 2026-05-13, Dicero! was in early post-launch: top-20 free-game charts in about 20 countries, 2.7M+ downloads and ¥17M+ revenue (Diandian via Youxi Chaguan), with the WeChat mini-game version at #25 on Tencent's top-selling chart. Habby had disclosed no retention or pay-conversion figures; analysts worried the removed rewarded-ads layer would surprise casual players drawn in by light creatives, and that dice-probability design could draw fairness complaints like those Lucky Defense faced. No announcement had been made on a full China mini-game push.

Sources

spotted an error? The archive wants to know.

Your turn

You just read one. Describe what you are building, and see who is betting on the same thing.

Free account · 3 free questions · no card

Related cases