We continue our series of publications on games seeking investments or a publisher. Up next is material on the soft-launched word game, Word Masters.

This column is supported by the game search service for publishers and investors, WN Game Finder.

The project was discussed by Alexey Volkov, CEO of Incrdbl Games.

Alexey Volkov

Game Description

Word Masters is a casual word puzzle game with a midcore meta. The game operates on a free-to-play model, with monetization built on IAP and ads. The project is released on iOS as part of a soft launch.

This is a sequel to a successful word game. The project is based on one of the top-grossing word games in the CIS, "Word for Word," which has a 365-day retention rate of 3-5%.

Main Features

  • Visual Style: The game is distinguished by its bright and memorable graphics.

  • Diverse Game Modes: Word Masters offers several game modes, from PvP battles to clan wars. Players can use impressive boosters, attack other clans, complete joint tasks, and much more.

  • Clan and Tournament System: The game features a deep system of player interaction through clans. Clans can participate in exciting raids, joint activities unique to this genre, which keeps players engaged for a long time.

  • Personalization: Players can create unique appearances for their characters using various skins and clothing sets.

Target Audience

Our game is aimed at a broad audience. The bright visual style and ease of learning make it appealing to all age groups. However, our target audience consists of women aged 25 to 50.

Soft Launch Results

The game has been in soft launch since February 2022.

We continue to conduct tests, which can be quite varied in format. For instance, in the near future, we plan to change the game's main screen, based on the hypothesis that focusing the player on upcoming achievements will provide better guidance on what to focus on.

The tests are being conducted in five countries—the USA, the Philippines, Indonesia, Nigeria, and Kazakhstan.

In the Philippines, we managed to achieve a first-day retention rate of 37% and a Playtime D0 of 1296 seconds.

To date, more than 20 A/B tests have been conducted and over 150 changes have been implemented, significantly improving key metrics.

You can watch a playtest of a target audience player from the USA here.

Target Metrics

For a full market entry in the USA, we aim to achieve the following goals:

  • Day 1 Retention: 40%
  • Day 7 Retention: 20%
  • Day 0 Playtime: 1000 seconds
  • CR to Level 2: 30%
  • CR to Clans: 5%

Required Investments

The project is currently 100% complete, and we are now refining the initial stages of the game, targeting the "aha moment" for the U.S. audience, which differs from that of the Russian-speaking audience.

The game's development is 100% funded by internal resources and revenue from the existing project.

However, we are looking for $2 million for marketing. This amount will be used to rapidly grow the project and will only be utilized once we see the necessary figures in the early-stage metrics.

The launch P&L, based on the "Word for Word" game model, is available via this link.

We are seeking a publisher with a revenue share model but are open to considering other forms of collaboration.

How to Contact?

Alexey Volkov:

  • Telegram: @alevolk

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