Strategy

Getting Published by Supersonic: How the Process Works

Supersonic runs a staged path from first submission to a publishing deal, with a self-serve marketability test in the middle. Here is how the stages work and what to have ready for each.

Vectra Play 6 min read
A small team looking at a test dashboard on a laptop with a phone prototype on the table

Supersonic Studios publishing follows a staged path: you submit your game, run a marketability test that shows early ad performance such as CTR or CPI, iterate on the build with the team if the numbers are promising, and then discuss a publishing deal. Each stage is a gate, and the test result decides most of what happens next.

Who Supersonic is now

Supersonic built its name in hyper-casual and has been moving toward hybrid-casual, with titles like Going Balls and Hole It among its releases. It came to Unity through the ironSource merger.

In August 2026, Tripledot Studios announced it had bought Supersonic's publishing business from Unity. Reports say Supersonic continues as a standalone brand. Ownership changes can shift portals, terms and contacts, so check supersonic.com for the current process before you submit.

The structure below reflects what Supersonic has described publicly. Treat specifics as things to confirm, not guarantees.

The stages at a glance

StageWhat you doWhat you get back
1. SubmitRegister, upload your game details and a gameplay video or buildA decision on whether to test
2. Marketability testRun a short ad campaign through their self-serve platformEarly numbers like CTR and CPI
3. IterateWork with the team on build and creative changesFurther tests and retention data
4. PublishAgree terms and move to scaled launchA deal and a UA budget

Supersonic's own terms say the decision to test or publish is at its discretion. A submission is a request, not a guaranteed test slot.

Stage 1: the submission

You are asking for attention, so make the first ten seconds of your video count. Reviewers see a lot of games.

Have these ready before you register:

Most rejections at this stage are about the concept or the opening seconds, not the code. Our post on why most hyper-casual prototypes fail in the first ten seconds covers that window.

Stage 2: the marketability test

This is the heart of the process. The platform runs ads for your game to a small paid audience and reports how people respond.

Two numbers usually lead the read:

Supersonic has not published a fixed pass mark, and bars move with market prices and genre. Ask your contact what range they want for your genre before you test, and check our CPI benchmarks by genre for rough context.

How to prepare the creative

The test measures your ad as much as your game. Plan two or three short creatives that each show the mechanic in the first two seconds.

  1. Open on the most satisfying moment, not the menu.
  2. Show a fail or a near miss, which invites the viewer to try.
  3. Keep the hand or finger visible if the input is touch-based.
  4. End before the video gets repetitive.

If the CTR is strong and the CPI is weak, look at the store page and the install flow. If both are weak, change the creative before you change the game.

Stage 3: iteration with the team

If the early numbers look promising, the conversation shifts to retention and playtime. This is where hybrid-casual expectations show up.

Expect requests to add a light meta layer, tighten the first session, or try new creative angles. Work in short loops: change one thing, rebuild, retest. A team that can turn a new build in a week or less keeps momentum here.

You will typically need to integrate the publisher's SDK for analytics and testing at this point. Plan an afternoon for it, and see porting a prototype to a publisher SDK for the shape of that work.

Stage 4: the deal

Deals in this space usually involve a revenue share, with the publisher funding user acquisition. Read the terms on ownership, duration, minimum spend commitments, and what happens if you want to leave.

Get a lawyer to read the term sheet. Ask how the revenue share is calculated, whether UA spend is recouped first, and how often you will see reports.

A one-week prep plan

If you are submitting a prototype next week, here is a tight schedule.

What we would do

We would check the current Supersonic portal and terms first, since the ownership change is recent. Then we would talk to someone on their team before testing, ask what range they want for the genre, and build the creative to that.

We would also run our own small creative test before submitting, so the first official test is not the first time we see the numbers. A failed test with a publisher costs more than a failed test on your own budget.

The short version

If you want a prototype and creatives built for a Supersonic submission, start here.

Related reading: Homa, Voodoo, Supersonic, CrazyLabs: How Their Submission Bars Differ, The Publisher Submission Checklist

#Publishing#Prototype#CPI#Hyper-Casual#Deals
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