ADDEDb959rel/studios-leadership4 min read
SYBO Rides a Million Installs a Day at Zero UA Cost as Subway Surfers Nears 15
Subway Surfers still draws a million installs a day at zero UA cost, says SYBO's Mathias Gredal Nørvig, as City pivots and a new game targets a 2026 soft launch.

Patch notes
Subway Surfers still generates roughly 1 million installs a day at near-zero UA cost, with 4.8-4.9 billion lifetime downloads.
Almost 90% of revenue on the original Subway Surfers comes from ads.
Subway Surfers City has 40-50 million downloads since its February launch and is profitable, but the team is working on a pivot.
SYBO, ~125-130 staff in Copenhagen, has been part of Miniclip since 2022 after a sale process with more than 10 bids.
A new game outside the runner format will most likely soft launch in early 2026.
Subway Surfers still pulls around one million new installs a day at essentially zero user-acquisition cost, SYBO CEO Mathias Gredal Nørvig said ahead of the franchise's 15th anniversary next May. The endless runner has passed 4.5 billion lifetime downloads, making it the most downloaded mobile game of all time. Nørvig, who took the top job in 2017, puts the true figure even higher: 4.8 to 4.9 billion, roughly half of them reinstalls.
"We have some people that get a new phone and get it again, then it's a testament to its stickiness," he told Game Dev Wire's parent interview at PGC Nordic. "Or people who either get old enough or affluent enough to get their first smartphone. So we are still growing."
SYBO, a Copenhagen studio of roughly 125 to 130 people and part of Miniclip since 2022, credits what Nørvig calls "the craftsmanship of the core design," the art team, live ops and marketing for the durability.
What does zero UA actually mean?
Apart from the occasional $1,500 test campaign, the billions of downloads "came at zero cost of UA" (user acquisition, the paid install-buying that dominates most mobile budgets). Nørvig doesn't think it's repeatable. "I think we managed to get through a window of bliss in 2012 and that's hard to go back and enter. I don't believe it's luck either."
The free growth has an organic engine. When Conan O'Brien used Subway Surfers gameplay in an Oscars gag this year, people assumed SYBO had paid. "We didn't pay," Nørvig says. "We're just one of the most used hashtags on TikTok." The studio's rule: "We will meet the fans where they are." That means dancing clips, raw gameplay, a Squid Game honeycomb mashup and a Last of Us spoof. "They love that we are not buttoned up," he says.
How do the two games make money differently?
Almost 90% of revenue on the original comes from ads. "That means that we can keep it truly free," Nørvig says. "You can play for an hour without ever watching an ad." The catch: the model only works while the game stays viral, because the heaviest players "are perhaps not spending other than their time. And we love them for it."
Subway Surfers City, launched globally in February, flips to in-app purchases. "Let's go higher resolution. Let's try more customisation. Let's allow the players to grind," Nørvig says of the design brief. City gets "really hard" after five to 15 minutes, pushing players into a meta game of character upgrades and map exploration, where the original's flow "almost becomes like a musical game."
Why is City pivoting?
City has 40 to 50 million downloads and is "generating nice profits," but Nørvig is blunt about its positioning. "The verdict, I think, is still out. It was probably a little too close to Subway Surfers. And the team is now working on sort of a pivot to make sure that it stands firmly on its own two feet." He's also firm on hierarchy: "There will never be another Subway Surfers."
The pivot tightens each game's lane. The original can go to outer space; City stays "very true to the underground of hip-hop, graffiti and breakdancing." Not every experiment survived: puzzle spin-offs "were not super successful," though players signaled the IP could stretch beyond runners when Subway Surfers Tag's shooter format met demands for "more runner."
What did the Miniclip deal change?
SYBO's 2022 sale followed a process of roughly 20 pitches and more than 10 bids. "We have been able to inspire both some virality and some funk and some originality into the Miniclip group," Nørvig says. "But I think we also have had amazing learnings on productivity, on predictability, and also on product design." He attributes the tougher operating climate to industry-wide consolidation and higher growth expectations for established titles, not to Miniclip.
What's next?
The original remains the studio's "bread and butter," with City updates rolling out in the months ahead. A new title, outside the classic runner format, is "already showing a promising playable" and will "most likely soft launch early next year." The long-gestating movie? "We've had to acknowledge that Hollywood works at a certain pace. We are working on something, but until it's there, it's not there."
Watch the unnamed title's soft launch window in early 2026 — it's the first real test of whether SYBO's design craft translates beyond the Subway Surfers formula.
via pgconnects.com (Original)
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Market editor covering technology and product news in video game industry at Game Dev Wire.
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