ClashPop

mobile game, puzzle game

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July 29, 2026 ClashPop is Now!

Most people think match-3 is a solved genre. Candy Crush proved the model, and everyone copied it. But they all copied the wrong part — the single-player loop.

ClashPop flips this: two players, same board, same 60 seconds, one winner. It's the first real-time PvP match-3 on mobile.

The results speak for themselves: 651 MAU, 5-star rating, 0% crash rate, and 86.8% install retention — all with exactly €0 in marketing spend. Players aren't just downloading, they're staying.

The match-3 market generates over $7B annually, yet no one owns the multiplayer niche. ClashPop is built to capture it. With a working product already live on Google Play, a clear monetization roadmap (IAP, Battle Pass, tournaments), and unit economics ready for paid UA, we're raising €150K pre-seed to fuel growth in markets where we already have organic traction: India and Brazil.

The game works. The retention is real. Now it's time to add fuel.

9 Comments

  1. 2

    What caught my attention is that adding real-time PvP changes what players are optimizing for.

    In a solo puzzle game you're mostly trying to beat the level. Against another person, every move also becomes part of a competition. That's a pretty different experience, even if the core mechanics look familiar.

    1. 1

      Exactly, the mechanics are familiar, but the gameplay experience is completely different, more adrenaline-filled. To win against a real opponent, strategy is also required.

  2. 1

    Glad it resonated. I'd enjoy continuing the conversation outside the thread if you're open to it. What's the best email to reach you on?

    1. 1

      Hi, sure why not. you can provide me your telegram contact, I will write you.

      1. 1

        Thanks! You can reach me at hello@beryxa.com.

        Just send me a message there whenever it's convenient, and we can continue the conversation.

  3. 1

    Games live/die on retention. What’s keeping players coming back — progression, competition, or social features?

    1. 1

      At ClashPop, the focus is on competition. Players return to build their account and compete for the global rankings.

      Furthermore, as already announced, arenas and a battle pass will be coming soon. All of this makes for a dynamic, never-ending gaming experience.

      1. 1

        Love the focus on competition — but here's a segmentation risk I'd flag: In most mobile games, only ~5% of players are actually motivated by leaderboards and global rankings. The other 80% are driven by progression (unlocking new arenas/cosmetics), collection (battle pass tiers), or social features (guilds, co-op). If the entire retention loop is built around competition, you might be training your highest-LTV segment — the casual spender who buys battle passes for completion, not dominance — to churn because they feel they can never "win."

        The games that monetize best separate the competitive track (rankings, arenas) from the progression track (battle pass, cosmetics, account building) so both segments feel rewarded without competing against each other.

        Quick question: Have you seen a split in return behavior between players who engage with rankings vs. players who just log in to complete daily tasks? That's usually where the monetization gap hides.

        (Side note: I run PreLaunch AI — we do customer segmentation simulations for SaaS founders to catch exactly this kind of retention gap before launch. If you know any SaaS/tech founders who are wrestling with "who actually pays vs. who just uses the free tier," I'd love an intro — happy to send you a player retention framework either way.)

  4. 1

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About

Match-3 is the biggest mobile genre, yet every game is single-player. ClashPop adds real-time PvP: same board, same moment, one winner. 651 MAU with zero spend proves players want this.