Customer Story
Capybara Go!
by Habby
How Habby Transformed Capybara Go’s Soft Launch Success into a $100M+ Global Hit
From meme to mobile sensation, how Habby scaled Capybara Go with regional targeting, player behavior insights, and event optimization powered by ThinkingEngine.
Behind a Blockbuster Global Launch
After an extremely successful soft launch in Southeast Asia in August 2024 that earned them up to $800K in revenue per day, Habby turned their attention to key markets including South Korea, Taiwan, and the U.S. Powered by meme-driven momentum and supported by ThinkingData’s real-time analytics, the game quickly climbed the charts in those markets as well.
- $33.3M in revenue in December 2024
- $32.1M in January 2025
- $1.4M daily record following the v1.5 update in late January
From launch day, Habby used behavioral insights to drive monetization, UA, and LiveOps strategy, positioning Capybara Go for immediate impact across markets.
Scaling Smart from Day One
Regional Segmentation & UA Efficiency
- Habby reallocated budget to high-ROI regions like South Korea and Taiwan, where LTV was strong and retention was more stable.
- In contrast, UA spend in Western markets like the U.S. was paced more conservatively, only scaling when early cohorts showed promising conversion.
Monetization Breakdown by Cohort
- In the U.S., ~700K downloads post-launch translated to ~$1M in IAP revenue, indicating room to grow monetization via shop offers and live events.
- ThinkingEngine also helped pinpoint where ad monetization could be layered in without harming player experience. While IAP made up 85–90% of total revenue, IAA filled key gaps in lower-spending markets, contributing a consistent 10–15%.
Event Cadence Optimization
- The TMNT collaboration in June 2025 delivered a 48% RPD spike on iOS, validating the power of IP-driven events.
- But more importantly, ThinkingEngine helped the team avoid event fatigue by pacing releases based on engagement patterns, ensuring that content remained fresh without overwhelming players.
“ThinkingEngine gave us the visibility we needed to act fast, test smarter, and grow in new markets. Our UA and product teams could finally speak the same language with the data to back every decision.”—Habby
- $109M+ in player spending
- Top revenue contributors:
- South Korea – 28%
- Taiwan – 17%
- United States – 15%
- Data-informed UA pacing based on regional LTV
- LiveOps planning rooted in real user behavior
- Monetization strategies tailored to player segment and market
From Flash Trend to Long-Term Strategy
- By December 2024, the game had generated $40M+ overseas just weeks after its global launch.
- By February 2025, it crossed $109M in global revenue, ranking among the top idle RPGs on Android in the U.S.
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Data-driven results for over 8,000 games
ThinkingData has served more than 1,500 game companies, including well-known game companies such as FunPlus, SEGA, IGG, Habby, River Games, Century Games, LoadComplete, 37 Games and so on. More than 8,000 games have been integrated into ThinkingEngine.