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How did the new game "Dicero!" perform in its global public beta as a turning point for Habby?
Diandian_official
04/29/2026
2560

When it comes to Habby, one cannot avoid its product template of "addictive mild gameplay+Loguelike+peripheral development system" established through a series of popular games such as "The Legend of Arches and Arrows", "Shell Special Forces", "Capybara Go!", etc.

Due to the repeated market validation of this template, the success rate is extremely high, and there are many manufacturers who have learned from it, based on recent cases. Renowned Japanese manufacturer Square Enix released "Dragon Quest: Beyond the Limits" on April 21st. The game rose to the top of the Japanese iOS game free list on the first day, thanks to its IP influence and gameplay similar to "The Legend of the Bow and Arrow". On the fifth day of public testing, the global cumulative download volume reached 750000, and the total revenue was close to 5.55 million US dollars (about 38 million yuan).




However, while other manufacturers were still utilizing classic templates, Habby had already begun new innovations and shifts,



01

The new game 'Dicero!' has been launched globally

Open beta for 4 days, daily revenue increased from $74000 to $310000


In March of this year, DianDian went global and tested three new games on Habby, which earned over 3 billion yuan from eight products last year. At the beginning of 2016, one of the games had a gameplay and commercialization that was eye-catching and could become a new hit! ”As mentioned in the article, Habby tested three new games, Dicero!, Zoo Dice: Arena, and Grand Theft Auto, at the beginning of the year. They analyzed in detail the market data and gameplay of Dicero!, which was in its first expansion test at the time, and predicted that it might become Habby's next global hit.




On April 22nd, Dicero! Officially went public in over 170 countries and regions worldwide, becoming Habby's first truly online new game of 2026.

In terms of the list, on the day of the public test, the game reached the top 50 of the iOS game free list in 31 regional markets (ranking first in South Korea, third in Taiwan, China, sixth in the United States and Japan, twelfth in Canada, and 32nd in Germany). After that, the overall list did not decline, but was further improved.




At present (April 27), it is in the top 50 of iOS game free list in 40 regional markets (South Korea 1st, Taiwan, China 2nd, the United States 9th, Japan 13th), the top 50 of iOS game best-selling list in 11 regional markets, among which Taiwan, China 10th, Singapore 29th, South Korea 31st, the United States and Japan are respectively in the 123th and 127th, still rising slowly.





In terms of market data, Dicero! Will be tested on the App Stores in Vietnam, Thailand, and Singapore in June 2025 under the title of Heround. At that time, the testing time was short and daily downloads were hovering around the top 100;

In early February of this year, the game began to be launched, and small-scale tests were conducted on the App Store in some regional markets, resulting in the first measurable transaction data. During this period, although the peak monthly and daily downloads once reached four digits, they quickly declined, and the peak daily flow reached over $1000. However, the same trend is difficult to stabilize (monthly downloads are 12000, monthly flow is 11000);

In March, the game was officially renamed "Dicero!" and launched on some markets such as Google Play. In mid month, it entered the stage of expansion testing, with monthly downloads of about 50000 and little change in monthly revenue of 13500 US dollars;




Starting from mid April, Dicero! Gradually entered the global market, with downloads skyrocketing to over 30000 on the 17th. Since then, daily downloads have grown rapidly, reaching 163000 on the day before the public beta (21st). Although the revenue increased during this period, the growth rate was not "steep";




Until the arrival of the public beta on April 22nd, the data underwent a new round of qualitative change. In terms of download volume, it achieved 230000 daily downloads on the first day and increased to 270000 the next day, still maintaining this level.

On the flow, the first day's earnings were $74000 (approximately RMB 510000), and on the fourth day, it increased to $310000 (approximately RMB 2.1 million), a month on month increase of 56.7%.

In the four days of public beta, the total download volume of the game was about 1.024 million. The United States, Brazil and Japan ranked the top three with 27.46%, 8.03% and 5.84% of the total, with a total flow of about 716000 dollars (about 4.88 million yuan). Taiwan, China, the United States and Hong Kong, China ranked the top three with 36.03%, 1761% and 15.02% of the total (the cumulative download volume of the test so far is 1.57 million, with a total flow of about 852000 dollars, or 5.81 million yuan).



02

Sieve mechanism and explosive delivery help short-term explosive growth

Raising the numerical threshold and reducing incentive advertisements, the new model is both a solution and a challenge


In fact, the explosive growth of data after the official launch of Dicero! Is not surprising. Dian Dian Hai mentioned in an analysis article in March that the game has made new adjustments and innovations in Habby's expertise in Roguelike framework, "deeply binding and blending the dice rolling and rolling type with the corresponding in-game skill enhancement system of Roguelike. The randomness of the two directions combines and influences each other, and the cultivation of outsiders further affects the diversity of in-game reinforcement items and the depth of the numerical curve. These make the game more dramatic and strategic while maintaining excellent long-term ability.




With the support of good product strength, Habby adopted a concentrated and high-volume strategy for this new game's public beta, which also contributed to the impressive performance of the game.

Specifically, before April this year, the advertising for this work was relatively scattered and the intensity was relatively small. It was not until mid April that the scale significantly increased.




According to DataEye, on the day of the public beta, the game had over 2000 sets of daily material releases. According to the majority, after 30 days of deduplication, the creative output on the Apple app was 8860, and on the Google app it reached over 15000. Among them, China, Hong Kong, Macao, Taiwan, and the United States were the key markets for release.




In addition, it is worth noting that the usual formula for popular products under Habby, such as "Bullet Shell Special Forces" and "The Legend of the Arrow 2", is "low threshold operation (convenient use of advertising to attract general users)+incentive video monetization (maintaining daily activity and basic monetization)+RPG value pit (responsible for long-term retention and deep payment)".

However, the game removes the "light skin" and places more emphasis on RPG tracks, while significantly reducing advertising monetization. The design of advertising placement is more like a "gain option" rather than a "progress checkpoint". The pre decision approach in gameplay distracts players' attention from a large amount of in-game strategy games, and the game tends to use resource overflow to push players into equipment synthesis and card drawing. The numerical threshold is raised, and payment nodes are pre positioned.





This change may be due to Habby's proactive efforts to increase revenue, product transformation under long-term buying pressure, and a desire to hedge low DAU with high ARPU, or a combination of both.

However, some practitioners have expressed concerns about Habby's new model, mainly because Dicero! Still adheres to creating a casual and relaxed atmosphere in terms of purchasing materials to attract a wide range of users. Correspondingly, the complex numerical system in the game is likely to cause players to lose control of their expected management, resulting in pressure on secondary retention and payment conversion rates.



03 Summary


Overall, with a solid gameplay framework and more aggressive explosive advertising, Dicero! Has achieved impressive market results as expected. However, the shift in the focus of monetization structure and the contradiction between the usual advertising path have added a lot of uncertainty to its long-term performance. This more moderate and heavy new model requires the integration of ecology and season content, and requires long-term optimization. DianDian Hai will continue to pay attention to the performance of the game after its release.