Sub Club by RevenueCat · 2025-10-01
What Subscription Apps Can Learn About Monetization From Gaming — Mathias Gredal Nørvig, Subway Surfers
SYBO CEO Mathias Gredal Nørvig on how Subway Surfers (4.5B+ downloads, still top-5 downloaded every year) grows with a sub-10-person in-house content team and almost no ad spend, a truly free-to-play design with 80-85% of revenue from interstitial and rewarded ads, brand-safe ad serving for a young audience, traffic-swap collaborations with Brawl Stars, Crossy Road and 8 Ball Pool, and why apps should borrow season passes and rewarded ads from games.
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Numbers mentioned
| Who | Metric | Value | Context | When |
|---|---|---|---|---|
| Subway Surfers | downloads | 4,500M downloads approximate | Lifetime downloads; roughly half are reinstalls | |
| Subway Surfers | share | 50% approximate | Share of downloads (lifetime and daily) that are reinstalls | |
| Subway Surfers | downloads | 1M downloads/day approximate | New installs per day, 13 years after launch (half reinstalls) | |
| aggregateAll endless runner games using the Subway Surfers three-lane formula | downloads | 15,000M downloads estimate | Combined downloads of games using the formula ('more than 15 billion') | |
| Subway Surfers | users | 100M–150M users/month approximate | Monthly players | |
| Subway Surfers | share | 80–85% approximate | Share of revenue from advertising (interstitials and rewarded videos) | |
| Subway Surfers | count | 1,000M ad impressions/month approximate | Ad impressions served per month | |
| Subway Surfers | rank | 5 approximate | Top five most downloaded games every year since launch; some years #1; usually 3rd or 4th behind games that pay for traffic | |
| Subway Surfers | activity volume | 5–10 assetsper team /day approximate | Marketing content assets produced by the in-house team per day | |
| Subway Surfers | count | 2 vetoes | Times the CEO has said no to the marketing team's content in 12 years | |
| Subway Surfers | views | 100M viewsper video approximate | A pure-fun viral video by the team that viewers did not connect to Subway Surfers | |
| Subway Surfers | views | 75M viewsper video approximate | One of a new team member's first videos: dance in the guard mascot costume | |
| Subway Surfers | team size | 10 people approximate | Core content-production team, 'less than 10 people' (marketing overall also covers platform relations, growth, player support) | |
| Subway Surfers | ad spend | tens of thousands of dollars approximate | Total paid boosting of organic content that is already going viral; otherwise marketing spend is salaries only | |
| Subway Surfers | ad spend | a few hundred dollars approximate | Boost behind a piece of content that starts picking up | |
| Subway Surfers | count | 3 weeks | World tour cadence: a new city/part of the world every three weeks | |
| Subway Surfers | time to milestone | 12 months approximate | Lead time from first exploration to launch of a collaboration ('at least a year before') | |
| Crossy Road | downloads | bigger bump than Subway Surfers got estimate | Download lift from the Crossy Road x Subway Surfers collab | |
| Supercell | ltv | higher than Subway Surfers estimate | Brawl Stars LTV per player vs Subway Surfers |