The Turkish mobile gaming market did something in 2025 that almost nothing else in the industry managed. It grew while the rest of the market sat flat.
Domestic revenue climbed to $347M, up 6% year over year (AppMagic, 2026). The global mobile games market grew 2.9% to $103.0B in the same year, and most of that came from a narrow band of hits rather than broad expansion (Newzoo, 2025).
That gap is the whole story in miniature. Türkiye is not a big market by domestic spend. It punches several weight classes above its size, and the reason has almost nothing to do with what Turkish players pay at home.
I’ve watched this market for years, and the thing people keep getting wrong is treating Türkiye as a place where games get sold. It’s a place where games get made. The global puzzle and hybrid casual charts are downstream of decisions being made in Istanbul.
Here’s what the data says, and what I think it actually means for anyone running UA or building a studio.
What Is the State of the Turkish Mobile Gaming Market in 2026?
Turkish developers generated $2.76B in worldwide IAP revenue in 2025, up from $504M in 2020 (AppMagic, 2026). That’s a 450% increase over six years, at an average of 42% growth per year.
Their share of the global mobile games market went from 1% to 5% in that span (AppMagic, 2026).
The domestic market is a far smaller story. Players inside Türkiye spent $347M on mobile games in 2025 (AppMagic, 2026). The distinction between those two numbers is the single most important thing to understand about this market.
Key Findings
- Turkish developers earned $2.76B globally in 2025, a 450% jump since 2020, while their global market share rose from 1% to 5% (AppMagic, 2026).
- Puzzle generates 96.9% of all revenue earned by Turkish developers. Every other genre combined accounts for the remaining 3.1% (AppMagic, 2026).
- The domestic market grew 6% to $347M while downloads fell 4% to 1.8B, the signature of a market monetizing its existing base rather than adding players (AppMagic, 2026).
- Turkish studios raised roughly 24 funding rounds per year recently, with total funding since 2009 reaching $3.6B. Dream Games’ 2025 round alone was $2.5B (AppMagic, 2026).
- Mechanics born in Turkish games spread industry-wide. Royal Match’s Lava Quest event now appears in more than half of the top Casual and Hybridcasual games (AppMagic, 2026).
- The Turkish government reimburses 60 to 70% of user acquisition and digital marketing spend for eligible studios, a structural UA cost advantage most markets can’t match (Finahukuk, 2025).

How Big Is the Turkish Mobile Gaming Market?
There are two markets here, and conflating them is how analysts get this country wrong.
The first is the domestic market: in-app purchases spent by players located in Türkiye. It reached $347M in 2025, its best year on record, growing 6% year over year (AppMagic, 2026).
Downloads went the other way. They fell 4% to 1.8B (AppMagic, 2026).
That divergence, revenue up while installs slide, is the textbook signature of a market shifting from acquisition-led growth to monetization-led growth. Studios are squeezing more value out of the players they already have. Q1 2026 data shows the same pattern holding, with revenue still climbing but the pace cooling (AppMagic, 2026).
Looking ahead, Statista projects the domestic mobile games market to reach $500.8M by 2029, a 7.06% compound annual growth rate, with the user base hitting 24.6M (Statista, 2025). Steady, not explosive.
The second market is where the real money lives: the export market. Turkish developers pulled in $2.76B worldwide in 2025 (AppMagic, 2026).
So for every dollar Turkish players spend at home, Turkish studios earn roughly eight abroad. That ratio is the entire pitch for why this country matters out of proportion to its domestic spend.
| Metric (2025) | Domestic market | Turkish developers worldwide |
|---|---|---|
| IAP revenue | $347M | $2.76B |
| YoY revenue change | +6% | +25.6% |
| Global market share | n/a | 5% |
| 6-year revenue growth | n/a | +450% |
Worth noting: the broader Turkish games industry, counting mobile, console, and PC together, topped $1B for the first time in 2025, up from $810M in 2024 (Gaming in Turkey, 2026). Mobile is the dominant slice of that.
For context on the global backdrop these numbers are growing against, our mobile game market trends breakdown tracks the wider picture.
Why Is the Turkish Gaming Market So Dependent on Puzzle Games?
Puzzle accounts for 96.9% of all revenue earned by Turkish developers in 2025 (AppMagic, 2026). The next genre, Strategy, sits at 0.9%.
This is not a market with a strong puzzle segment. It’s a puzzle market with a few other things attached.
What makes the concentration interesting is that it doesn’t match what Turkish studios actually build. By title count, Puzzle is only 28.2% of Turkish games, with Arcade at 25.9% and Action at 18.9% (AppMagic, 2026).
So studios ship across plenty of genres. They just don’t earn anywhere except puzzle.
| Genre | Share of Turkish dev revenue (2025) |
|---|---|
| Puzzle | 96.9% |
| Strategy | 0.9% |
| Shooter | 0.4% |
| All other genres | 1.8% |
Compare that to how Turkish studios actually spread their output. By number of titles released, the catalog is far more balanced:
| Genre | Share of Turkish dev titles (2025) |
|---|---|
| Puzzle | 28.2% |
| Arcade | 25.9% |
| Action | 18.9% |
| Simulation | 11.8% |
| Strategy | 1.4% |
I’ll put it bluntly. The Turkish industry has solved puzzle and casual monetization at a level nobody else has matched, and it has not yet proven it can win outside that lane.
That’s the one real risk in an otherwise glowing story. A 96.9% revenue concentration is a vulnerability dressed as a triumph. A single soft year in match-three would be felt across the whole national P&L.
For the genre context behind that strength, our puzzle games report covers the segment in depth.

Which Turkish Studios Lead the Market?
Two studios carry an outsized share of the revenue.
Dream Games earned $1.7B worldwide in 2025. Peak Games earned $619.7M. Rollic Games came third at $207M (AppMagic, 2026).
After that, the numbers drop off fast.
| Publisher | 2025 worldwide revenue | YoY |
|---|---|---|
| Dream Games | $1.7B | +14.9% |
| Peak Games | $619.7M | +18.4% |
| Rollic Games | $207.0M | +137.5% |
| Gram Games | $70.4M | -16.5% |
| Grand Games | $57.9M | +1,932% |

Dream Games: The Focused-Portfolio Bet
Dream Games runs the opposite of a portfolio strategy. Two titles, Royal Match and Royal Kingdom, have generated more than $5.2B in combined IAP since launch (AppMagic, 2026).
No sprawling catalog. No constant new releases. Just two enormous games and relentless live operation on both.
It works well enough that the company raised a $2.5B round in May 2025, the largest funding round in Turkish history by a wide margin (AppMagic, 2026).
This is the part I find genuinely instructive. The conventional studio playbook is to spread risk across many titles. Dream concentrated everything into two and out-earned everyone.
That’s not a model every studio can copy. It requires getting the hit right first. But it’s a useful corrective to the assumption that diversification is always the safer path.
Peak Games: The Long Arc After the Big Exit
Peak is the proof that a major acquisition doesn’t have to flatten a studio.
Zynga bought it for $1.9B in 2020, still the largest exit in Turkish gaming history (AppMagic, 2026). Revenue dipped in 2021 and 2022 after the deal.
Then Peak reversed it with Match Factory!, which has earned more than $432M and pushed annual revenue from $334M in 2023 to $620M in 2025 (AppMagic, 2026).
Toy Blast and Toon Blast together have crossed $3.4B in lifetime IAP (AppMagic, 2026). The lesson for anyone evaluating a studio post-acquisition: one new hit can reset the entire trajectory.
Rollic Games: The Publisher Whose Hits Aren’t Its Own
Rollic is the most interesting structural case in the country.
After Zynga acquired it for $180M in 2020, it spent 2021 and 2022 buying smaller studios and shipping hypercasual at volume. But its biggest grossing titles today, Twisted Tangle, Screw Jam, Color Block Jam, and Knit Out, were all built by external teams like Dalak Games and Gybe Games, then published by Rollic (AppMagic, 2026).
Rollic’s revenue jumped 137.5% year over year on the back of games it didn’t develop.
The publisher-as-platform model, where the core competency is scaling other people’s games rather than making your own, is something I think more studios will copy. Rollic is the clearest example of it paying off.
What Is Driving Investment in Turkish Gaming Studios?
Money started flooding in after 2020 and hasn’t slowed.
Turkish studios now announce roughly 24 funding rounds per year, and total funding raised since 2009 has reached $3.6B (AppMagic, 2026).
The driver is straightforward. A track record of global hits plus relatively low development costs equals high ROI, which is catnip for investors. It helps that Turkish studios also run lower CPIs than most Western markets, so every UA dollar stretches further (Evren Özmen, 2025).
The headline number is misleading on its own, though. Dream Games’ $2.5B in 2025 is larger than every other Turkish round in history combined (AppMagic, 2026).
Strip Dream out and the picture is still strong. The rest of the ecosystem raised $234.03M in 2025, which is 32 times the 2020 figure (AppMagic, 2026).
So the boom is real and broad-based. But the top line is distorted by one mega-round. Read both numbers or you’ll misjudge the market.
The Hit-to-Funding Flywheel
The pattern across studios is consistent enough to name.
A studio ships a hit. The hit attracts a round. The round funds the next hit. I’d call it the hit-to-funding flywheel, and three studios show it cleanly:
| Studio | Signature title | Funding trajectory |
|---|---|---|
| Grand Games | Magic Sort! | $3M (2024), $30M (2025), $70M (2026): $100M in 16 months |
| Spyke Games | Tile Busters (~$60M IAP) | $55M (2022), $50M (2024) |
| Good Job Games | Zen Match ($92M before transfer) | $23M + $60M (both 2025) |
Grand Games is the standout. Founded in January 2024, it has already crossed $115M in combined IAP and raised $100M across three rounds in 16 months (AppMagic, 2026).
That’s the flywheel running at full speed.
Good Job Games is also a useful warning about reading developer accounts at face value. The studio looks like a one-hit shop on paper, but it generated more than $92M from Zen Match before transferring the title to Moon Active’s account (AppMagic, 2026).
Title transfers hide real performance. If you’re evaluating a Turkish studio by what’s currently sitting in its developer account, you’re probably undercounting it.
How Active Is M&A in the Turkish Gaming Market?
Acquisitions in Türkiye follow one dominant pattern: full buyouts, not partnerships. Global players come in and take the whole thing.
Zynga set the ceiling with the $1.9B Peak acquisition in 2020, then kept going, buying Gram Games for $250M and Rollic for $180M (AppMagic, 2026).
The most striking recent deal is Loom Games.
Founded in 2025, it reached a $1B+ valuation in under twelve months on the strength of a single title, Pixel Flow!, which has earned more than $77M. Scopely acquired it in February 2026 (AppMagic, 2026).
Launch to unicorn to exit in roughly a year. That timeline is not normal anywhere else, and it’s the cleanest signal that acquirers now treat Türkiye as a primary hunting ground.
| Studio | Acquirer | Deal |
|---|---|---|
| Peak Games | Zynga | $1.9B (2020) |
| Gram Games | Zynga | $250M (2018) |
| Rollic | Zynga | $180M (2020) |
| Loom Games | Scopely | $1B+ valuation (2026) |
What Trends Are Turkish Studios Exporting to the Rest of the Industry?
This is the section that matters most for UA and product people. The mechanics and creatives you’re competing against were very likely invented in a Turkish studio.
Türkiye doesn’t just earn from puzzle and hybrid casual. It sets the template the rest of the genre copies.
Royal Match and the LiveOps Arms Race
Royal Match runs more than 150 LiveOps events every month (AppMagic, 2026).
Its Lava Quest event, a sequential timed-stage challenge launched in April 2024, spread so fast that “Lava Quest” became a generic term. The mechanic now appears in more than 50% of all top Casual and Hybridcasual games (AppMagic, 2026).
When Royal Match added the Journey Offer in September 2025, a growth offer shown on the defeat screen, it reached 8% of payments and 11% of total revenue almost immediately (AppMagic, 2026).
The takeaway for anyone running a casual title: Royal Match is your real benchmark for LiveOps cadence, and the gap between its schedule and a typical mid-tier game’s is enormous.
Our deep dive on LiveOps unpacks why that cadence translates into revenue.

The “Save the King” Creative Playbook
Dream Games introduced the “save the king” ad concept in 2021. It has since become an industry-wide creative playbook adopted by Match Factory!, Toon Blast, Candy Crush Saga, and Gossip Harbor (AppMagic, 2026).
The reason it spread is simple. It converts.
In a market where creative is the largest lever on UA performance, a format that reliably converts gets cloned within months. If you produce casual ad creative and you’re not testing variations on this hook, you’re testing against everyone who is.
Hybridcasual Concept Replication
The replication speed in hybrid casual is the fastest I’ve seen in any segment.
When Rollic launched Knit Out in early 2025, the number of new titles using “knit” in their store listing went from zero in late 2024 to a steady stream within months (AppMagic, 2026).
The same thing is happening now with Pixel Flow!, which approached $100M in IAP by early Q2 2026 and held the #1 top-grossing hypercasual spot for several consecutive months. It triggered a wave of clones since December 2025 (AppMagic, 2026).
None of the clones has matched the original. That’s the recurring pattern. The first mover keeps the revenue and the imitators split the scraps.
For studios working this segment, our guides on hybrid-casual games and the broader hyper casual games market explain why speed-to-clone rarely beats the original.
How Does the Turkish Government Support Mobile Gaming?
This is the structural advantage almost nobody outside the region talks about, and it directly affects UA economics.
Through Ministry of Trade programs, eligible Turkish studios receive 60 to 70% reimbursement on user acquisition and digital marketing spend, plus 50% reimbursement on Apple and Google platform commissions (Finahukuk, 2025).
The framework got a major reset in early 2026. Presidential Decree No. 10962 consolidated a fragmented set of programs into one system, with IT and gaming companies explicitly in mind, and removed the minimum company-age requirement for the entry-level track (Hergüner, 2026).
Tax sits on top of all that. Software export revenue is taxed at just 4%, and companies in Turkish Technoparks pay 0% on software income through 2028 (Finahukuk, 2026).
Think about what a 60 to 70% UA subsidy does to media-buying math.
In a post-ATT world where rising CPIs have squeezed everyone, a Turkish studio effectively buys users at a fraction of the real cost. More tests. More scale. A longer runway on every campaign.
That’s not a minor perk. It’s a durable edge that compounds with the talent and the puzzle expertise.
The commitment behind it is serious, too. During the first five months of 2026, 71% of all startup investment in Türkiye went to gaming, and the country counts 744 active game startups (AppMagic, 2026).
If you want to understand why Turkish studios can outspend competitors on acquisition, start here. Then read our user acquisition strategy for mobile games for the tactics that subsidy funds.
What’s Next for the Turkish Mobile Gaming Market?
The market is maturing rather than slowing.
Domestic revenue keeps growing while download growth flattens, the classic profile of a market moving from expansion to optimization (AppMagic, 2026). The same maturation is visible globally, where mobile game downloads fell 7.2% in 2025 even as IAP revenue inched up (Sensor Tower, 2026).
The developer ecosystem has grown 3.1x since 2020, and investment remains broad-based even setting aside the Dream Games mega-round (AppMagic, 2026).
The open question is genre.
Every strength this market has is concentrated in puzzle and hybrid casual. The studios that figure out how to apply Turkish iteration speed and UA discipline to a genre outside puzzle will define the next phase.
My read: the talent, the capital, and the government backing are all in place, so the diversification will probably come. But anyone forecasting continued Turkish dominance is implicitly betting that puzzle and casual stay dominant globally.
That’s a reasonable bet today. It’s not a permanent one.
For UA teams and studios, the practical conclusion is the same either way. The mechanics, creatives, and LiveOps cadences setting the pace in casual and hybridcasual are coming out of Türkiye, and the studios producing them operate with a structural cost advantage on acquisition.
If you compete in those genres, you’re already competing with Turkish playbooks whether you’ve mapped them or not.
That’s exactly what we do. If you want UA and creative that holds up against the studios setting these trends, take a look at our mobile game user acquisition services.
References
- AppMagic, 2026. Turkiye Mobile Gaming Landscape 2026
- Evren Özmen, 2025. Turkey’s Mobile Gaming Sector: Why Foreign Investors Are Buying Studios in 2025.
- Finahukuk, 2025. Government Grants for Mobile Gaming Companies in Turkey.
- Finahukuk, 2026. Mobile App Incentives in Turkey.
- Gaming in Turkey, 2026. Türkiye Game Market Report 2025.
- Hergüner, 2026. New Incentive Regime for Service Exports: What Does It Mean for the Technology and Gaming Sectors?.
- Newzoo, 2025. Global Games Market Report 2025.
- Sensor Tower, 2026. State of Mobile 2026.
- Statista, 2025. Mobile Games – Turkey Market Forecast.






