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.

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
| Stage | What you do | What you get back |
|---|---|---|
| 1. Submit | Register, upload your game details and a gameplay video or build | A decision on whether to test |
| 2. Marketability test | Run a short ad campaign through their self-serve platform | Early numbers like CTR and CPI |
| 3. Iterate | Work with the team on build and creative changes | Further tests and retention data |
| 4. Publish | Agree terms and move to scaled launch | A 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:
- A 20 to 30 second raw gameplay capture showing the core mechanic immediately
- A one-line pitch that names the mechanic and the hook
- An Android build that installs and runs cleanly on a mid-range phone
- Your company details for the account
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:
- CTR, the click-through rate, meaning the share of people who saw the ad and tapped it. It tells you whether the concept grabs attention.
- CPI, the cost per install, meaning what it cost to get one person to install. It tells you whether that attention is cheap enough to scale.
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.
- Open on the most satisfying moment, not the menu.
- Show a fail or a near miss, which invites the viewer to try.
- Keep the hand or finger visible if the input is touch-based.
- 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.
- Day 1: Final pass on the first 30 seconds of gameplay.
- Day 2: Capture raw gameplay and cut the submission video.
- Day 3: Build two or three test creatives.
- Day 4: Clean Android build on a mid-range device, fix crashes.
- Day 5: Register, submit, and write down what you will change if CTR or CPI comes back weak.
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
- Supersonic's path is submit, test, iterate, then deal.
- The marketability test reports early ad numbers like CTR and CPI.
- No fixed public pass mark exists, so ask for the range for your genre.
- Expect hybrid-casual asks like a light meta layer at the iteration stage.
- Tripledot bought the publishing business in August 2026, so confirm current process on the portal.
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
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