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.

Its 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.

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.

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.

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.

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.

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.

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.

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The sources

  1. Habby上演“师徒对决”:自家新游《点点英雄》上线,“大佬徒弟”日本畅销榜夺冠 GameLook · gamelook.com.cn ·
  2. 新游《Dicero!》全球公测,这款Habby的转向之作成绩如何? Diandian Chuhai via 163.com · m.163.com ·
  3. Habby新作《Dicero!》全球上线冲榜:骰子,能否成为“Habby公式”的下一个变量? DataEye via TMTPost · tmtpost.com ·
  4. After earning $2 billion, this Beijing-based company made a "non-traditional" decision Youxi Chaguan (Game Teahouse) · youxichaguan.com ·