The Subway Surfers world tour takes us back to Europa to visit Paris the city of love. In Paris Jake hooks ups with the newest member of the Subway Surfers crew the amazing mime Coco and along with Coco comes a brand new hoverboard. The new Subway Surfers update also gives us some cool new skins and token hunts.
Subway Surfers have reached 200.000.000 downloads and is still counting. Subway Surfers have been out for about a year now and have been an ever growing success with more than 6 fresh updates that takes us around the world. With the Subway Surfers World Tour the game have managed to stay fun and exciting. We would like to thank all you for downloading the game and being apart of this amazing journey that has only just begun.
The next stop on the Subway Surfers world tour is Miami city where you can enjoy new amazing content. Hunt down the pesky flamingos and collect special Subway Surfers rewards. It’s also time to reveal the newest member of the Subway Surfer crew, Nick. Along with Nick we would also like to introduce the brand new limited edition Subway Surfers boards. Enjoy!
BY ALDRIN CALIMLIM on Thu February 28th, 2013
Subway Surfers, which is my favorite endless running game bar none, has just pulled up at a new stop in its ongoing World Tour. And this particular stop is nothing but magnifico.
After taking us to the New York City Subway and treating us to the carnival in Rio de Janeiro, Subway Surfers is now transporting us to the streets of Rome.
Yes, the Subway Surfers World Tour is now taking place in a virtual version of Rome, which is, of course, filled with fountains, clotheslines, and pillars.
And like the previous World Tour stops, Subway Surfers Rome edition introduces a new character and new boards.
The new character comes in the person of Roberto, the Italian scooter kid. For a limited time only, you can add him to your character collection using 95,000 coins. Read more
BY Aldrin Calimlim on Fri July 13th, 2012
The most played game on my iPad has just been updated. I am, of course, talking about Subway Surfers.
Subway Surfers is Frisbee Forever 2 developer Kiloo Games own take on the genre of gaming pioneered by Temple Run. To be sure, it borrows a lot of gameplay elements from Imangi Studios hit game. But, come on, which post-Temple Run behind-the-back endless runner doesn’t?
The good thing is, the result of all that borrowing is something quite exciting and refreshing. So much so, in fact, that Subway Surfers nabbed the AppAdvice App of the Week distinction shortly after its release.
Subway Surfers lets you control a graffiti-loving teenager named Jake as he jumps and rolls across railroad tracks, away from an angry train inspector.
Aside from Jake, you can unlock other characters by collecting special objects from in-game tokens. You need bonnets for Tricky, stereos for Fresh, guitars for Spike, and UFOs for Yutani.
Ninja, one of the five new characters in Subway Surfers.
The new update to Subway Surfers brings five more characters. But instead of amassing collectibles in order to unlock them, you can do so by purchasing them with coins. The new costumed characters, arranged from least to greatest number of coins needed, are Lucy, Ninja, Frank, King, and Frizzy.
If you happen to be short on coins, the update has you covered, at least partially. Just by logging in to Game Center and Facebook, you get rewards of 250 coins and 5,000 coins, respectively.
The update also includes the following:
- New exclusive trophies to find
- Unique Game Center achievements
- Various bug fixes and optimizations, including fixed startup bug, fixed trophy token bug, and GUI redesign
The newly updated Subway Surfers is available as a free universal game in the App Store. I, for one, can’t wait to assume the role of a subway-surfing ninja. Cowabunga! Oops, wrong kind of ninja.
by Thomas Berger Tuesday, July 31st 2012
When the 2012 Unity Awards are handed out on august 23rd the two Danish games Subway Surfers and Back to Bed are amongst the finalist.
Most prominently the free to play game Subway Surfers coproduced by SYBO Games and Kiloo Games is nominated in the Community Choice category after having spend month at the top of the App Store charts.
“In the developer community, it’s a great honour to be nominated for the Unity Award since Unity is an absolutely essential tool in our every day production,” Sylvester Rishøj, Creative Director and Co-founder of SYBO Games, tells MCVnordic.
Also nominated is the game Back to Bed. It started out as a project at The National Academy of Digital Interactive Entertainment, an education making computer games done in collaboration between universities and art schools from all of Denmark. Back to Bed is nominated in the Best Student Project category.
SYBO Games and Kiloo Games collaborate on iOS endless runner, Subway Surfers
Published: September 19 2012
One this year’s runaway iOS hits, Subway Surfers has taken off since its release earlier this summer. At its core an endless runner that plays like Temple Run, Subway Surfers adds some crucial twists that help it stand apart from TR and its multitude of clones. Interestingly, the game was initially conceived well before Temple Run. “Back in the days, (studio co-founder Bodie Jahn-Mulliner) and I made a short animated film about a young graffiti rascal escaping a guard and his dog,” recalls Sylvester Rishoj, creative director and co-founder at SYBO Games. When they opened their studio’s doors, they hung onto the idea of the graffiti theme and started prototyping a platformer based on the short film they’d made. Sometime later, when talking to friends at fellow Danish studio Kiloo Games, they got some feedback: “Simon Moller from Kiloo (said to us): ‘Your short film kicks ass! Go make that game!'”
The graffiti game had been on hold while SYBO pushed ahead on other titles, but the decision was made to pursue the idea with Kiloo. “We were looking for a potential partnership, and asked them if they’d want to do it together,” says Rishoj. “In fact, Kiloo had been planning on doing publishing deals and co-productions in its near future, so the timing was perfect.
“We had been investigating swipe controls for awhile and had come across Temple Run, which was still fairly unknown at the time,” says Rishoj. “The size and mechanics of the game were a perfect base for what we were aiming at doing, and with plenty of room for playing around with improvements.” Still, they hadn’t nailed the theme of the game. “Then one day Simon calls us and says, ‘Guys! Let’s make a graffiti runner!'” And with that, Subway Surfers was born.
After this initial gestation period, the game itself began to take shape rather quickly. “As soon as we had the concept nailed, everything sort of just fell in place,” says Rishoj. SYBO had a small but solid team, and with its partners at Kiloo taking care of the social framework, metagames and GUI experience, it was able to focus its energies 100% on gameplay.
“We started prototyping the game while we were still negotiating contracts, because we were simply too eager to sit back and wait,” Rishoj continues. “Unity has been our main development environment since day one. Back when we were a small startup, we could afford to hire programmers only because Unity made the whole programming part that much easier.”
by Jon Jordan
Temple Run may have been making the headlines over the past 12 months, but it’s not the only endless runner that’s been dashing up the charts. If you haven’t read much about Subway Surfers, though, that’s because Danish developer Kiloo Games has been keeping its lips sealed. Still, before we get too deep into the numbers game, one vital aspect of Subway Surfers needs to be explained. Technically, Kiloo is only the game’s co-developer.
As creative director Simon Moller explains, the studio has pioneered the process – which it labels “co-production” – which sees it working with smaller start ups, providing the funding to get games made, as well as the marketing and promotional advice to make them successful.
In the case of Subway Surfers, the other co-developer is Danish studio Sybo, which Kiloo first worked with on a freelance basis over 2011 title Bullet Time. “Sybo does the in-game development work and we do everything else, including the user interface, social features, and database and server work,” Moller says. When the development costs have been paid back, revenue is split 50:50 between Sybo and Kiloo. And given the user numbers Kiloo has just announced, those revenues splits will be mighty healthy.
Having had over 130 million installs across iOS, Android and Amazon since its May 2012 release on iOS, Subway Surfers currently has 25 million daily active users and 75 million monthly active users. It’s an impressive number, particularly the engagement ratio of DAUs/MAUs of 30 percent. The latest update for Subway Surfers is its World Tour “This is really important for us,” Moller says. “We always try to put players first and that’s why we focus on our retention, not our monetisation. You can’t monetise players who have left your game.” In terms of how Kiloo has built this community, Moller says it’s all down to viral promotion.
Subway Surfers is a great-looking game that’s very easy to pick-up-and-play. He adds Kiloo doesn’t spend any money on marketing, although it’s active within cross-promotion networks such as Chartboost. Either way, Subway Surfers‘ daily download rate hovers between 750,000 to one million, and it’s expected to rack up 250 million lifetime downloads by the end of 2013.
As a service
The other big factor Moller highlights in terms of the game’s success is the value of updates. “I think we’ve updated our way to the top,” he states. To-date, the game has received eight major content updates, which are now rolled out on a monthly basis. “We missed one in September and we could see the drop in retention straight away,” Moller reveals. App Annie’s graph shows how Subway Surfers started to decline in the US iPhone top grossing charts in September when an update was delayed. He also keen to point out that updates go live across iOS, Android and Amazon almost simultaneously; usually ‘within the hour’. As you’d expect as it was the launch platform, iOS accounts for the biggest audience – around 15 million DAUs – and the best monetisation. Android is growing fastest, with 10 million DAUs since its September launch. Amazon has around 450,000 DAUs, but with an ‘iOS level of monetisation’. And underpinning direct monetisation options are the one billion monthly ad impressions Kiloo can use to generate indirect revenue from its players.
So to end where we begun, having experienced such success with its first co-production experiment, Kiloo is looking to refine and repeat. As well as continuing with its own Unity-based internal development team, the 50-strong company has another five games in co-development with teams in the US, Canada and Denmark. Spread across different genres, it plans to release two or three titles in 2013. “There are so many good things about the model,” Moller says. “We don’t want shares in other companies, and we don’t want to be a big developer. Even if we wanted, we wouldn’t be able to get our co-developers to relocate to Aarhus [Denmark’s second city].” The result is a loose network of companies who are making the most of the new global opportunities for free-to-play games in the most flexible manner possible. Another hit like Subway Surfers, and there’ll be plenty more companies experimenting with similar models.
by Brandy Shaul
When Subway Surfers launched last year, we praised the game for being an excellent endless runner that arguably tops even the biggest name in the genre: Temple Run. It looks like millions of other player agree with us, as the game has been downloaded over 130 million times across iOS and Android devices.
Built via a partnership between SYBO Games and Kiloo, Subway Surfers doesn’t just get players to download the game once and then walk away, as the game, according to Kiloo, sports a user retention rate that’s three times the industry average. The company has released some interesting stats about the game, letting us know that after their first day with the game, 91 percent of users come back to play the game the next day. The number drops off after that point, but all of the figures are still impressive.
After the first week, 81 percent of players are still coming back to Subway Surfers, and after a full 30 days, 60 percent of players are still gaming. Via content updates including “Subway Surfers Rio” and “Subway Surfers Rome” players have plenty of reasons to keep running and dodging trains, as new characters and environments keep the game feeling fresh, rather than allowing it to grow stale. This translates into the most impressive figure of all, as Subway Surfers currently pulls in 25 million players each day.
Subway Surfers definitely doesn’t seem to be slowing down anytime soon, but if you’ve yet to try the game for yourself, you can now download it for free on either iOS or Android.
Jeffrey Grubb March 6, 2013 11:30 AM
The mobile-development scene is beginning to settle. Once a lawless frontier for wild developers with crazy ideas, it is now just as common to see familiar names like Disney, Electronic Arts, and Activision ruling the top 10 games on Apple’s App Store and Google Play.
Smaller studios must get smart like Kiloo Games, which tried a new co-production development model and hit the big time. The Subway Surfers developer didn’t create the game on its own. Instead, it teamed up with another studio to leverage the strengths of both firms to create a more fine-tuned final product. “In May, we launched Subway Surfers,” Kiloo chief creative officer Simon Moller told GamesBeat. “It went number one in 50 countries, including U.S. and we’re really happy about that.” This endless runner is spectacularly popular. It has over 130 million total downloads and 25 million daily active users. It’s retention rates are also abnormally high, with 60 percent of players returning after 30 days of installing.
Kiloo thinks it can trace the success of the game directly back to the co-development environment the title was born out of. “It’s not just us making it,” said Moller. Kiloo worked with Sybo Games to produce Subway Surfers. “Kiloo did all of the user-interface stuff,” said Moller. “We designed the U.I. We coded the U.I. We coded the social features. We designed the entire backend that the game uses. Meanwhile, Sybo did all of the art and the characters. Basically everything after you press play is their turf, and everything before is ours.”
The two companies then split the revenue down the middle. It’s actually like an indie take on Ubisoft’s multiple-studio efforts. That publisher uses four to six studios to create games like Assassin’s Creed III. That model works for giant triple-A titles, and now it’s working on a smaller scale. Moller believes that this works because it pools knowledge and skills. Sybo worked as animators on a previous Kiloo project, so everyone knew they had development skills. Kiloo, on the other hand, understood the free-to-play model and how to implement it in the game. One of the key things about Subway Surfers is just how quickly the game starts. After loading, it presents a splash page. Click on the screen and suddenly you’re playing. That low barrier to action was a conscious decision by Kiloo’s designers.
Now, Kiloo is working on six other games, and at least five of those use the co-development model, but Moller isn’t under any illusion that it can easily reproduce the success of Subway Surfers.
“We made this game,” said Moller. “We’re here now. All we can do is look ahead and try to do better next time. And try to do different stuff next time. It’s difficult to tell if we can replicate this success in terms of reach, but in terms of being better? Maybe.”