What’s in the book? 

Inside Crushing Hyper-Casual Games, you'll learn the step-by-step system used to create a massive game business based on building simple small games that hit the top of the app store.

Only $5.99

Ready to start building your own games? Grab your copy of this best selling digital book now:

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Hi There,  My name is Trey Smith.  

I’m the Founder and CEO of a mobile game business with more than 65,000,000 downloads.  I’ve decided to put everything I’ve learned into a brand new book that will show you exactly how to create a game business from scratch... even if like me you are NOT a programmer.

If you’ve ever wanted to create a mobile games before (or even apps), then you will not want to pass this book by.  As you'll see, there is nothing else like it out there.  

ABOUT THE AUTHOR: 
TREY SMITH

How To Make Simple Games That Crush The App Store

Well, it’s pretty simple really.

It’s exactly what we do in our game business, and it’s not exactly a secret (though there is a lot going on behind the scenes, especially in the marketing which you’ll see on page 92 of the book).

Here's a hint:

Take one look at the app store and you’ll notice a weird trend immediately.

You’ll notice the top of the app store is absolutely filled with those super simple games that are usually minimally designed, annoying as hell to play… but you can’t put them down.

We make those games.  

A lot of them.

You might have even played some of our games.  (We've had 8 games break the Top 25 of the App Store).

We’ve made top games like The Line Zen, The Pit, Bounce, Phases, Endless Sky, Jump Pack, Blue Edge, Wall Switch and even huge celebrity games like Bruce Lee: Dragon Run.

"OK, SO HOW DO YOU MAKE HIT SIMPLE GAMES?"

ENDLESS SKY

THE LINE ZEN

BRUCE LEE

THE PIT

BOUNCE

And if you think about it, this is pretty insane. These games are dead simple.  

I know this first hand, as I created one of the very first hyper-casual games 
on the app store.  It was called Phases (pictured), I made it in 2014, it broke 
the Top 25 of the app store, and has more than 6,000,000 downloads.

As you can see, it's not that complicated looking.  Hell, I made it by myself in
only two weeks (and I can't code).

Creating something like this is definitely not near as hard as a social game or, god forbid, a console game. Right now marks a very strange time in the gaming industry, when people can make millions with simple games they create themselves.

That has never happened before, and honestly, probably won't again.

"THESE GAMES ARE CALLED HYPER-CASUAL GAMES, AND THEY ABSOLUTELY RULE THE APP STORE."

Games are bigger than ever, hyper-casual is taking over, and the whole thing is JUST BEGINNING with no signs of slowing down.

In fact, hyper-casual is just now starting to make headlines 
(this article shown here is from June 2018). Throughout the 
app store’s history, we’ve seen very few explosions like this.  

I can tell you first hand, we’re very early and nearing the 
initial growth stage

I know this because I have been making apps since the 
beginning. 
I've seen many trends come and go in the app 
store, and some, like social games, have stuck around.  

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I know this because I have been making apps since the beginning.  

I've seen many trends come and go in the app store, and some, like social games, have stuck around.  Hyper-casual is one of these that is sticking around, and you can see it's taking off in a big way.

I just took a random screenshot of the app store just now from my iPhone.  6 of the 7 top games right now are hyper-casual.  Literally every game besides Fortnite.

That is pretty wild, and it was not like this even 2 weeks ago.  This is new.  This is right now, and it's happening.  We're watching  hyper-casual take over literally as I am typing this.

Now is the perfect time to get involved.  It’s before the true growth phase.  We're at that early part when you just start seeing news articles and chatter around the office. 

This is like seeing a news article in 2013 talking about Bitcoin breaking $100.  

Wish you would have taken action back then? 

Yeh, so do I, but at least I didn't miss this one.  Making games is more fun than staring at  bitcoin charts anyway ;)

The digital book is called The Hyper-Casual Bible:  How to conceive, create, and launch Hyper-casual games to the top of the App Store.  

First off, you will not find this book on Amazon, Barnes and Noble, or anywhere else.  

In fact, you won’t find a SINGLE BOOK about hyper-casual on Amazon.

I just looked, not one book has been authored on the subject. Such is life when 
you’re still in the “introduction” phase of a new trend.

When we hit the growth phase, which will be soon…  books will start surfacing, but 
they won’t be written by someone that has 65,000,000 downloads in the hyper-
casual market… for all the reasons I mentioned above. 

They’ll be written from people trying to ride the wave, not from founders who know 
what they're  doing.

"THESE GAMES ARE CALLED HYPER-CASUAL GAMES, AND THEY ABSOLUTELY RULE THE APP STORE."

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How I started my first game, how I came up with game ideas, created the games without coding and consistently get them to the top of the app store.

That last part — turning these games into hits — is probably the most important part. You’ll see on page 10 that I’ve tried everything, and that this one particular thing really stuck.  

(Hint:  I’m only focusing on this one thing for marketing now, and this alone has generated over 7 figures of revenue in our games.)

The book is 110 pages long and broken down into 4 major sections:  The Idea, The Build, The Game and The Launch.

"INSIDE THIS BOOK, I SHOW YOU EVERYTHING"

  • How to come up with killer game ideas for hyper-casual that can make it to the top of the charts (This is where you start.  It's on page 14)  

  • Creating games with wide demographics in mind (So important... on page 19)  

  • How to build games without writing a single line of code (I’ll show you both how to use drag and drop software and also another, arguably easier way, on page 57)  

  • How to make your game for  free (literally spend nothing, can’t beat that… I go into detail about this on page 45 in the creation chapter)  

  • Actionable tips and tricks to make your own art… even if you’re not an artist (I created all the art in our hit games like Phases and The Line Zen, and I’m far from an artist.  Page 59)  

  • The 5 rules you absolutely can’t break if you want to have success with hyper-casual games (number 3 is the most important, it’s about the “size” and it’s not how big your app is… see that on page 77)  

  • How to get millions of downloads without paying a single penny (seriously, we spend literally nothing on our games… more on page 105)  

  • Why App Store Optimization (ASO) is dead and focusing solely on keywords is a terrible strategy (Page 100)  

  •  The one type of game you seriously should never make (why is this always people’s first choice?!… Page 9)  

  • How to balance the line between original ideas and proven ideas (Page 22)  
      
  • Our model and improve system we use to create repeatable success (This is how we got 8 games to break the Top 25… Super important.  On Page 27)  

  • How to get signed to top tier publishers like Ketchapp, Voodoo and Fortafy (We work with all of them and signed more games to Ketchapp than any other developer… Page 108)  

  • The 10 biggest app launching mistakes we consistently see newbies making (avoid these and be very careful taking advice from blogs… these issues pop-up on them constantly.  Page 94)  

  • The difference between Surprise & Wonder, and why both are required in perfect balance if you want a hit game (pages 87-88)  

  • Why you should never make a hyper-casual game in landscape mode (this is obvious once you know it, but it took me forever to figure out… page 99)  

  • The big reason why totally new ideas can come back to haunt you, and how to fix it by still releasing unique games.  (Page 30).  

  • The weird trick that got me my first 1,000,000 downloads (See that on Page 7… it’s how I got my start)  

  • The even weirder trick that got me the next 10,000,000 (Page 104… this one was the big turn around for me)  

  • The free traffic source we now use that helped us get more downloads in the last 2 years than the previous 5 years combined (Page 106)  
      
  • And that’s just scratching the surface…

You’ll learn everything you need to know about building hyper-casual games, including:

It would take all day for me to type out all the bullet points from this book.  

It’s a complete collection of actionable systems and processes on every aspect of my hyper-casual game business.

…and I can’t wait to send it to you.  

As for the price, I don’t really care about changing a lot for this.

As I said above, it already benefits me in other ways to help people learn how to crush it in the app store.  So I’m just here to get the word out.

Most books I buy on Amazon are about $14, but they’re also a long read.  

This is not.  

This is a quick read.  

You can nail through it in an afternoon or two easy, and I made it like that on purpose.  

As you’ll see, I just present the facts in this thing.  I’m not here to include a ton of filler so you feel like “you got your money’s worth”.  

Instead, I just want to give you the important stuff, that you can use to build something killer right now.

That’s it.

The cost of the book is only $5.99

I picked that amount out of thin air.  

It seemed cheap, doable, and I think anyone who is serious can afford to spend that instead of a starbucks double-shot frappachino this afternoon (or a Philz if you're in San Francisco).

I’m only going to sell it on this website, and you can download it immediately after purchase. 

If you are interested in hyper-casual games, then click here to order now:

So that’s it.  

If you want to get involved in games, and like me you don’t know how to code (or you do and still want to know how to get apps to the top of the app store), then this book might be for you.  Thanks for checking it out!

"THIS BOOK HAS EVERYTHING YOU NEED TO KNOW 
TO CRUSH IT..."

"HERE'S WHAT TO DO NEXT"

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TL;DR - If you’re like me and probably don't read all this stuff and just scroll to the bottom... then let me give you a quick breakdown.

  1. I make Hyper-casual games 
  2. I wrote a book on how I do it
  3. I’m selling it for $5.99
  4. You can only get it here.

Thanks!

LEARN MORE ABOUT THE BOOK

©2018  8Cell, Inc | Privacy Policy | Terms

A FEW GAMES WE'VE MADE

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And if you think about it, this is pretty insane. These games are dead simple.  

I know this first hand, as I created one of the very first hyper-casual games 
on the 
app 
store.  

It was 
called Phases (pictured), I made it in 2014, it broke the Top 25 of the app store, and has more than 6,000,000 downloads.

As you can see, it's not that complicated looking.  Hell, I made it by myself in
only two weeks (and I can't code).

Creating something like this is definitely not near as hard as a social game or, god forbid, a console game. 

Right now marks a very strange time in the gaming industry, when people can make millions with simple games they create themselves.

That has never happened before, and honestly, probably won't again.

"THESE GAMES ARE CALLED HYPER-CASUAL GAMES, AND THEY ABSOLUTELY RULE THE APP STORE."

GET THE BOOK

Games are bigger than ever, hyper-casual is taking over, and the whole thing is JUST BEGINNING with no signs of slowing down.

In fact, hyper-casual is just now starting to make headlines 
(this article shown here is from June 2018). 






Throughout the app store’s history, we’ve seen very few explosions like this.  

I can tell you first hand, we’re very early and nearing the initial growth stage

I know this because I have been making apps since the
beginning. I've seen many trends come and go in the app store, and some, like social games, have stuck around.  

I know this because I have been making apps since the beginning.  

I've seen many trends come and go in the app store, and some, like social games, have stuck around.  Hyper-casual is one of these that is sticking around, and you can see it's taking off in a big way.

I just took a 
random 
screenshot of 
the app store 
just now from
my iPhone.  
6 of the 7 top
 games right 
now are hyper-
casual.  Literally 
every game besides Fortnite.

That is pretty wild, and it was not like this even 2 weeks ago.  This is new.  This is right now, and it's happening.  We're watching  hyper-casual take over literally as I am typing this.

Now is the perfect time to get involved.  It’s before the true growth phase.  We're at that early part when you just start seeing news articles and chatter around the office. 

This is like seeing a news article in 2013 talking about Bitcoin breaking $100.  

Wish you would have taken action back then? 

Yeh, so do I, but at least I didn't miss this one.  Making games is more fun than staring at  bitcoin charts anyway ;)

The digital book is called The Hyper-Casual Bible:  How to conceive, create, and launch Hyper-casual games to the top of the App Store.  

First off, you will not find this book on Amazon, Barnes and Noble, or anywhere else.  

In fact, you
 won’t find 
a SINGLE 
BOOK 
about 
hyper-
casual 
on Amazon.

I just looked, not one book has been authored on the subject. Such is life when 
you’re still in the “introduction” phase of a new trend.

When we hit the growth phase, which will be soon…  books will start surfacing, but they won’t be written by someone that has 65,000,000 downloads in the hyper-casual market… for all the reasons I mentioned above. 

They’ll be written from people trying to ride the wave, not from founders who know 
what they're  doing.

"THESE GAMES ARE CALLED HYPER-CASUAL GAMES, AND THEY ABSOLUTELY RULE THE APP STORE."

GET THE BOOK