New Book Teaches You How To Make & Launch Insanely Simple “Hyper-Casual” Games That Can Crush The App Store… Even If You Can’t Code

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.  

But before we continue I have a warning:  I am 
going to need you to NOT say 5 words.  

(Please, for the love of God, don’t do this while 
reading this letter.)

Every time I tell someone I own an app company I hear these same 5 words.  

Every.  Single. Time. 

The problem is, it’s the absolute WORST way to get started with apps.

Do you know what these words are?

“I have an app idea!”

That's what I constantly hear and guess what?  99.99% of the ideas I'm told are terrible

Seriously. 

It’s not their fault, and I’m not trying to be rude… but most people’s app ideas completely over complicate what REALLY works.  And what’s worse, when people go out and create that “genius app idea” they end up going broke.  

The thing is, it's not even about the app idea.  Not in the way people think.

I'll explain more in a second, but first...

“It was a total nightmare”

I literally know someone who spent almost $1,000,000 on a game and made back peanuts.

It ended his entrepreneurial career.  

Don’t do that.  Don’t overcomplicate things.  

That’s the first thing you’ll notice in this book.  We keep things VERY simple.  From the game idea and creation all the way through the marketing and release.

There’s more to it than that, but no question simplicity is my mantra.

“So what DOES work?“

Well, it’s pretty simple really.  It's what the whole book is about.

It’s exactly what we do, 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).

Let me give you 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 littered 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.

These games are called Hyper-casual games,
and they absolutely rule the app store.  

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 ever 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.

But the problem is...

The Hyper-Casual Rocket Ship

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 a 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.  

Now is the perfect time to get involved.  It’s right before the 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 ;)

So What’s This Book All About?

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, o
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.

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 proccesses on every aspect of my hyper-casual game business.

After Reading This You Will Be A 
Hyper-Casual Game Expert

Seriously, I mean it.  

I can’t guarantee you’ll go make a game (I mean, only you can know that), but you WILL be an expert if you read this book.

You’ll know more about the creation, marketing, and launch of hyper-casual games than nearly anyone on the planet.  You’ll know more than journalist, game developers and even most game publishers.  

Why?  

Because it’s so new that no one really knows what they’re doing except a few of us.  

You know who we are.  

You are constantly seeing and playing our games in the app store.

This book has everything you need to know 
to crush it

…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.

Here’s What To Do Next

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 is probably for you.

SEND ME THE BOOK

Oh Yeah… One More Thing

I’m probably going to lose money advertising this.  

Sad but true.  

It’s hard to break even on a $5.99 sale… so I have no clue how long I will keep this available.  

(Truth is, I’m nearly certain I’ll lose money promoting the ad, but I’m hoping to make it up in sales of our software)

Will it work?  

Who knows.  

I guess if you see ads still running in a few weeks the answer will be yes, but I will be honest: there is a damn good chance I will be shutting this down sooner rather than later. 

So if you are interested, I would jump on this while it’s here.

OK, thanks guys.  

Appreciate you reading and regardless if you buy this or not, I hope you have a blast building a game business. 

It’s seriously the coolest thing ever.

Take Care,

Trey Smith

P.S. -  I’m writing this letter, rather quickly, from San Francisco.  

We’re moving into a new house and are staying in Downtown SF at the Fairmont in Ghiradelli Square.  

If you’ve never been here, it's basically staring 
down Alcatraz, and I just had to share a quick pic 
of me writing this letter… because this view is 
amazing.

P.S.S. - 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.

TL;DR

  1. I make Hypercasual games 
  2. I wrote a book on how I do it
  3. I’m selling it for 5 bucks
  4. You can get it below.

Thanks!

Not sure if you can see it, but that’s Alcatraz in the center of the ocean there.  

Anyways, pretty cool and it just reminded me how much I love doing this stuff.  

I’m sitting here refreshing stats on our Bruce Lee game and writing about video games.

Not a bad way to spend a Thursday afternoon.

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.  

Hyper-Casual Take Off 

Games are bigger than ever, hyper-casual is taking over, and the whole thing is JUST STARTING 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 a few explosions like this.  

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

It's a bit of a "cagey community" at the 
top of hyper-casual land 

The truth is, no one really talks about how to do this stuff. There is too much money on the line, and they don’t want the competition.

Well, everyone but me. I really don’t care.  Because, see, I’m in a bit of a weird position.  

Here’s what I mean:

I also own a software company here in Silicon Valley called Buildbox.  

If you’re in the game development community, maybe you’ve heard 
of it.  It’s the go-to tool for creating Hyper-casual games.  (Huge hyper-
casual games like Color Switch were made with our software).

So unlike everyone else, I have a great reason to actually help people crush it in the app store.  The more people we help, the larger the Buildbox community gets ;)

It’s a win-win, and hasn’t caused a negative effect on our game business one bit, because the app store market is HUGE.  There’s a huge demand issue without much supply.  

(In my opinion, the cagey people are just being greedy anyways.)

A few of the hit games we've made

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.  

As you can see, 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.

Inside this book, I show you everything.  

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.

SEND ME THE BOOKSEND ME THE BOOK

©2018  8Cell, Inc | Privacy Policy | Terms

SEND ME THE BOOK

These games are called Hyper-casual games,
and they absolutely rule the app store.  

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 ever 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.

But the problem is...

  • 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: