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HypeHype

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A game technology and platform company

Helsinki, FinlandFounded 2012Consumer Services
Valuation $50–100M Last recorded · 2021
Revenue <$1M Latest reported FY
Headcount <100 Current team size
Total funding $10–50M Disclosed equity funding
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About HypeHype

HypeHype Inc., operating from Helsinki, Finland, is a game technology company that has evolved from its origins as the mobile game studio Frogmind. Founded in 2012 by Johannes Vuorinen and Juhana Myllys, former colleagues from RedLynx, Frogmind gained significant recognition for developing the award-winning BADLAND game series, which amassed over 200 million installs. Vuorinen, with a background in computer graphics and game programming at companies like NVIDIA and THQ Wireless, brought his technical expertise to the venture, initially creating the successful premium game BADLAND with a two-person team. The company's trajectory shifted following a long-term partnership with Supercell, which began in 2016 with a $7.8 million investment for a 51% stake and was followed by a further €13 million ($14.6M) investment in November 2021 to fuel the development of a new platform. This strategic pivot led to the company's rebranding from Frogmind to HypeHype, reflecting its new mission to empower a global community of game creators.

The core of HypeHype's business is a mobile-first, user-generated content (UGC) platform that allows anyone to create, share, and play games without needing to code. The platform, available on mobile, PC, and Mac, provides a visual, no-code editor with pre-made assets and templates, enabling rapid game development. A key feature is the ability for users to "remix" any existing game on the platform, allowing them to modify or build upon others' creations, with the platform maintaining a history of creator ownership. This model targets aspiring game developers and hobbyists, fostering a collaborative community where users can instantly publish their games and find an audience. The platform is often described as a hybrid of TikTok's mobile-first, creator-centric approach and Roblox's expansive UGC gaming universe.

HypeHype's revenue model is centered on its creator economy. The company facilitates monetization for its users through two primary channels: engagement-based payouts and in-game purchases. Creators earn revenue based on player playtime and retention; the more a game is played, and the more frequently players return, the more the creator earns. Additionally, creators can implement their own in-game shops to sell items like skins, power-ups, or special abilities, using the platform's virtual currency, HypeX. While initially offering 100% of net revenue to creators during its early access phase, the model has been updated to an 85% revenue share for in-game purchases. To stimulate activity, HypeHype has hosted competitions with significant prize pools, such as a $100,000 challenge, and has already distributed hundreds of thousands of dollars to its creator community.

Source: Dealroom company data

At a glance

Status
Operational
Founded
2012
Headquarters
Helsinki, Finland
Employees
30
Open positions
None listed
Dealroom signal
58.7/100
Industry
Gaming
Sub-industry
Mobile Gaming
Sector
Consumer Services, Nordic Rising Star 2022
Technology
Mobile app
Business model
SaaS
Client focus
b2c

Funding history

1 recorded event

Company financing events and reported valuations.

Deal typeDateAmountValuationInvestorsSource
LATE VC✓Equity / VC Nov 2021 $15M $58M Supercell ↗
Showing the latest 1 of 1 recorded eventsBook a demo for the full funding history →

Financials

Revenue, earnings and profit over time

Revenue, earnings and other financial measures where available. Years marked “E” are estimates.

Company filings, research estimates and Dealroom dataBook a demo for the full financial model →

Growth signals

HypeHype website traffic

Latest recorded traffic for HypeHype is 16K monthly website visits, down 11.1% over the last three months. HypeHype's team declined 21.1% over the past year.

Latest monthly visits16K 3-month web change-11.1% 1-year team growth-21.1%
Summary metrics are public; monthly history is available with a demoCompare with peers →

Investments and acquisitions

Capital deployed

Recent portfolio relationships for companies that also act as investors or acquirers.

Investors

1 investor on the cap table

From Dealroom's funding and investor records, grouped by the round each investor first entered.

Series B and later1 investor entered at this stage

  • Supercell
Team profiled 6 named & role-tagged
Founders Hidden — book a demo/100 quality score
Key operators 1 quality Hidden — book a demo/100
Potential founders Hidden — book a demo likely future founders
Startup mafia Hidden — book a demo alumni-founded startups
Talent movements Hidden — book a demo in · Hidden — book a demo out past 12 months

Source: Dealroom Talent Intelligence.

Global footprint

Workforce and web traffic by country
Workforce by country
3 countries with
team presence
🇫🇮 Finland92.9%
🇬🇧 United Kingdom3.6%
🇵🇱 Poland3.6%
3 countries shown

Market sentiment

Posts on X, past 7 days

An AI-synthesised read of the highest-engagement posts about HypeHype on X, ranked by likes and reposts, corporate channels excluded.

Reading the room on X — pulling top posts and synthesizing themes…

Source: X recent search ranked by engagement (likes + retweets) · Synthesis by Claude · Cached for 1 hour

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