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Peak Games
Peak Games
from Wikipedia

Peak Games is a mobile gaming company based in Istanbul, Turkey. The privately held company was acquired by Zynga in June 2020 for $1.8 billion.[1][2] The company launched the games Toy Blast in 2015 and Toon Blast in 2017, both collectively have more than 12 million average mobile daily active users as of June 2020.[3]

Key Information

History and overview

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Peak Games was founded by Sidar Sahin in October 2010. The company was founded as a mobile technology company that designed and developed casual puzzle games for Android and iOS platforms.[4] In 2017, Peak Games sold its mobile card games to Zynga for a reported $100 million. The acquisition included card games Spades Plus, Gin Rummy Plus and Okey Plus.[5][6]

According to a Harvard Business School case study, Peak Games was Europe’s third biggest grossing online gaming company with an audience of over 350 million users worldwide as of 2018.[7]

The company was backed by venture capital with a total funding of $18 million.[8] It was acquired by American social game developer, Zynga in a cash and share deal worth $1.8 billion in June 2020.[9] After the acquisition, Peak Games operates independently with its 100 employees.[10]

Games developed

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Peak Games have designed and developed notable mobile games.[11][12][13]

  • Toy Blast (launched 2015)
  • Toon Blast (launched 2017)
  • Lost Bubble (launched 2013)
  • Lost Jewels (launched 2012)
  • Match Factory! (launched 2023)

References

[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Peak Games is a Turkish mobile company founded in 2010 by Sidar Şahin and headquartered in , specializing in casual puzzle games such as Toy Blast and Toon Blast, which have collectively reached over 400 million players worldwide. The company began as a startup with a vision to build innovative consumer technology products, quickly gaining prominence in the mobile gaming sector through its introduction of engaging match-3 puzzle mechanics, including the popular "" style popularized by its flagship titles. Toy Blast, launched in 2015, features tap-and-blast gameplay with colorful toy-themed levels and has achieved over 200 million downloads, while Toon Blast, released in 2017, incorporates social features and novel user experiences, attaining 100 million users in its first year and ranking as a top-5 grossing game in the United States. In 2017, acquired Peak's card games studio for $100 million, marking an early partnership that strengthened Zynga's casual gaming portfolio. Peak's growth culminated in a landmark acquisition by in 2020 for $1.8 billion—comprising $900 million in cash and $900 million in stock—which boosted 's daily active users by over 60% and represented one of the largest exits for a Turkish tech company. Following the deal, Peak continued to operate as a key studio under (which was acquired by in May 2022), releasing additional titles like Match Factory!, a 3D match-3 puzzle game launched in 2023, and maintaining its focus on global expansion and user engagement. With a of around 100 employees at the time of acquisition, Peak has been recognized for disrupting the casual puzzle and fostering a -oriented culture dedicated to solving complex product challenges.

History

Founding and early years

Peak Games was founded in November 2010 by Sidar Şahin in , , initially as a mobile technology company focused on developing engaging social games tailored to emerging markets such as , the . Şahin, who attended , brought prior entrepreneurial experience from co-founding Izlesene.com, a popular video-sharing platform in that he later sold. The company's early efforts centered on board and card games inspired by local traditions, aiming to create culturally resonant experiences for regional players. Key titles included adaptations of , a traditional Turkish launched around , which quickly gained traction with over 19 million users by late 2012, and Spades, a variant that built on similar social mechanics. These games emphasized multiplayer features and were primarily distributed via social platforms like , capitalizing on the growing penetration in target regions. In 2012, Peak Games marked its entry into the puzzle genre with the launch of Lost Jewels, a match-3 featuring mythical themes and gem-matching mechanics designed to appeal to casual players. This was followed in 2013 by Lost Bubble, a title that expanded the portfolio with time-travel elements and puzzle challenges, achieving early downloads and engagement primarily in emerging markets through mobile and social channels. To fuel its growth, Peak secured initial funding, including a $5 million in May 2011 led by Earlybird , which supported expansion into new titles and markets. This was followed by an additional $11.5 million funding round in September 2011 from Earlybird , Hummingbird Ventures, and a strategic investor. The team, starting with just three members, rapidly scaled to around 200 employees by late 2012, establishing offices in and beyond to handle increasing development demands. By 2013, this foundational phase had positioned the company for a broader shift toward global puzzle games.

Expansion and key milestones

Peak Games experienced significant growth following its early years, marked by the launch of its breakthrough puzzle game, Toy Blast, in after initial development in 2014. This match-3 title introduced innovative tap-to-blast mechanics, where players clear colorful cubes by matching three or more, and quickly gained traction worldwide, surpassing 100 million downloads by 2017. The game's success was bolstered by engaging level design and booster systems, establishing Peak as a key player in the casual mobile gaming sector. Building on this momentum, Peak released Toon Blast in August 2017, a sequel-like puzzle game featuring cartoonish visuals, animal characters, and expanded systems for combo-based . It achieved rapid adoption, reaching 100 million users within its first year and topping charts in multiple countries, including the and several European markets. This hit further solidified Peak's focus on hyper-casual puzzles, driving user engagement through social features and endless content updates. A pivotal strategic shift occurred in November 2017 when acquired Peak's card games division, including titles like Spades Plus, Plus, and Plus, for $100 million in cash. This divestiture allowed Peak to refocus exclusively on its burgeoning casual puzzle portfolio, streamlining operations and channeling resources toward high-growth areas. The transaction closed in late 2017, marking a key milestone in Peak's evolution from a diversified studio to a puzzle game specialist. Peak's expansion extended internationally, with games localized in multiple languages to appeal to global audiences in , , and beyond, contributing to widespread adoption. Revenue grew substantially during this period, from modest figures in the early to over $200 million annually by 2019, primarily through in-app purchases for boosters and lives, alongside advertising revenue. To support this scaling, the puzzle-focused team stabilized at around 100 employees by 2019, emphasizing data-driven development practices such as to optimize user retention and monetization.

Acquisition by Zynga

On June 1, 2020, Zynga announced an agreement to acquire Peak Games, the Istanbul-based mobile gaming company, for approximately $1.8 billion, consisting of $900 million in cash and $900 million in Zynga stock, marking one of the largest exits for a Turkish technology firm at the time. The deal was expected to close in the third quarter of 2020 and aimed to enhance Zynga's portfolio with Peak's popular match-3 titles like Toy Blast and Toon Blast, which together generated significant revenue and user engagement. The acquisition closed effective July 1, 2020, with the total purchase price reaching about $1.85 billion, allowing Peak to operate as an independent studio under Zynga while benefiting from shared resources in marketing, analytics, and global distribution. Zynga's strategic rationale included boosting its daily active users by over 60% and strengthening its match-3 game offerings, leveraging Peak's expertise in casual mobile puzzles to drive long-term growth. Post-acquisition, Peak maintained its creative culture and brand identity, continuing to update existing titles such as Toy Blast and Toon Blast with new levels and events. In the years following the acquisition, Peak launched Match Factory!, a merge-style 3D puzzle game, on November 7, 2023, which quickly achieved commercial success with over $300 million in revenue by late 2025, demonstrating Peak's ongoing innovation within Zynga's ecosystem. The deal positioned Peak as Turkey's first "Turcorn" (Turkish unicorn), inspiring local startups and contributing to the rapid growth of the Turkish gaming sector, which saw increased investment and international attention. As of 2025, Peak remains a key studio within —now part of following Zynga's 2022 acquisition—focused on developing and maintaining casual mobile games, with no major leadership changes reported beyond the initial integration.

Games

Major titles

Peak Games' major titles primarily consist of puzzle games featuring match-and-blast mechanics, designed for casual mobile audiences. These games emphasize intuitive , vibrant visuals, and to drive engagement. The portfolio has evolved from early match-3 experiments to innovative 3D merging puzzles, with Toy Blast, Toon Blast, and Match Factory! standing out as the core franchises generating the bulk of the company's success. Toy Blast, launched in 2015, is a cornerstone title where players tap groups of colorful blocks to clear levels and achieve objectives like collecting toys for the . The game combines simple tap-to-blast mechanics with boosters, daily challenges, and tournaments, creating an addictive progression system praised for its accessibility and replayability. By 2025, it has surpassed 200 million downloads worldwide, reflecting its enduring popularity. Toon Blast, released in 2017, builds on similar blasting principles but introduces duo-character animations with Cooper Cat, Wally Wolf, and Bruno Bear navigating cartoon worlds. Players match and blast cubes to solve puzzles, unlocking episodes and competing via leaderboards and events, which enhance its social appeal and vibrant design. The title achieved over 100 million downloads in its first year and has since become a top-grossing puzzle game, earning accolades for its engaging UX and content depth. Match Factory!, debuted in 2023, shifts to a 3D merge-based format where players sort and match objects to build factories and manage resources, incorporating hidden object elements for added challenge. This innovation in puzzle mechanics, including tile-clearing and level goals, has driven rapid adoption, reaching over 43 million downloads by late 2025. Earlier titles like Lost Jewels (2012), a mythical match-3 adventure involving jewel collection, and Lost Bubble (2013), a bubble-shooter with themes, served as precursors to Peak's blast genre but receive no active support today. Each garnered 10 million to 20 million downloads during their peaks, establishing the studio's initial puzzle expertise. Collectively, Peak Games' titles have generated over $5 billion in lifetime revenue from in-app purchases, predominantly from Toy Blast (approximately $2 billion) and Toon Blast (over $2.5 billion), with Match Factory! contributing more than $300 million. The games have received positive reception for their accessibility, balanced monetization through optional boosters, and features like leaderboards that foster community interaction, evidenced by consistent 4.6 to 4.8 ratings across app stores. However, some users criticize the frequency of interstitial ads and progression gates in later levels.

Development approach

Peak Games specializes in developing casual mobile puzzle games optimized for brief play sessions, typically lasting 2-5 minutes per level, to encourage frequent during users' downtime on and Android devices. This design philosophy prioritizes accessibility and quick gratification, allowing players to complete levels without long commitments, which aligns with the hyper-casual and mid-core segments of mobile gaming. The company's development process is heavily data-centric, relying on analytics tools to iterate on game elements through . For instance, data scientists at Peak Games evaluate variations in level designs, power-ups, and features—such as adjusting booster costs based on player drop-off rates—to enhance retention and . This iterative approach ensures that updates refine based on real-time user behavior metrics, fostering continuous improvement across titles. Art and sound design play a crucial role in creating an inviting experience, with an emphasis on vibrant, whimsical visuals featuring cartoonish characters and colorful environments, as seen in the toy-themed worlds of Toy Blast. Audio feedback is equally intentional, providing satisfying sound effects for actions like blasts and merges to reinforce positive interactions and boost player satisfaction. Technologically, Peak Games builds its titles using the engine, enabling seamless cross-platform compatibility between and Android while integrating services like and for social sharing and leaderboards. This stack supports efficient development of 2D puzzle mechanics and rapid deployment of updates. Innovation at Peak Games involves evolving core mechanics, such as transitioning from traditional match-3 puzzles to hybrid tap-blast systems in Toy Blast, which combine matching with explosive chain reactions for more dynamic gameplay. Following the 2020 acquisition by , the studio incorporated AI-driven personalization, using models to generate tailored level difficulties and recommendations based on individual player patterns. User feedback loops are integral, with bi-weekly updates adding new levels and events informed by community input, resulting in thousands of levels across major titles by 2025 to maintain long-term engagement.

Operations

Leadership and organization

Peak Games was founded in October 2010 by Sidar Şahin, who served as its CEO until the company's acquisition by in 2020. Şahin, a graduate of , brought prior experience in tech entrepreneurship from founding Izlesene, a video-sharing platform, which positioned him to build Peak into a leading mobile gaming firm focused on emerging markets. Following the acquisition, Şahin transitioned from his operational role at Peak to focus on investments, partnering with Earlybird Venture Capital and engaging in angel investments in the tech sector. Peak's leadership integrated into Zynga's broader structure, with co-founder Buğra Koç appointed as and overseeing the Istanbul-based team, ensuring continuity in operations. No significant executive changes have been reported as of 2025, allowing the studio to maintain its focus on casual puzzle games. As a of since 2020—and indirectly under following its $12.7 billion acquisition of in 2022—Peak reports to 's headquarters while retaining significant autonomy in creative and development decisions. This structure supports localized innovation in , with the studio operating as an independent label within the parent company's portfolio. Peak's organizational structure emphasizes autonomous teams comprising talent from diverse backgrounds, including graduates of over 35 universities, fostering a of and through embracing challenges and learning from setbacks. During its 2015-2019 growth phase, the company expanded its C-suite by recruiting specialists in mobile monetization to scale global operations and optimize revenue strategies for titles like Toy Blast and Toon Blast. The emphasis on cross-disciplinary collaboration and people-centric values has sustained a dynamic environment, with perks such as options implemented post-2020 to enhance flexibility.

Headquarters and workforce

Peak Games is headquartered in Istanbul, Turkey, where its primary operations are centered in a modern office space overlooking the Bosphorus, designed to promote collaboration among teams. Following its 2020 acquisition by and the impacts of the , the company has integrated capabilities to support flexible operations. As of , Peak Games employs over 220 people, reflecting growth from pre-acquisition levels of around 100 due to expanded operations within the broader structure. The workforce is predominantly Turkish, drawing from local talent in , while incorporating international expertise in areas such as and to foster a diverse team environment. This composition contributes to a young and dynamic culture, aligned with the fast-paced mobile gaming industry. Peak Games prioritizes work-life balance through initiatives like flexible hours and opportunities, alongside a hybrid work model that allows employees to blend remote and in-office arrangements post-COVID-19. Core operations remain anchored in , with limited global footprint including potential small teams in European locations like and for specialized tasks such as localization. The company faces challenges from Turkey's ongoing economic fluctuations, including high , but benefits from stability provided by Zynga's shared resources and global scale following the acquisition.

References

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