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When iOS was a younger platform three or four years back, every few weeks a little studio from some tiny corner of the world would emerge with a top-level favorite.

There were games from small towns in Northern Germany like Tiny Wings and afterwards there were titles like Angry Birds, which some companies like Rovio parlayed into businesses that eventually became worth nine or ten figures.

These hits out of left field, regrettably, are becoming rarer and rarer as both app shops become more expensive to contend in.

But they still exist.

One from in 2012 was Fun Run, the work of a handful of university student in Trondheim, a city in main Norway. Produced under the studio name DirtyBit, The platformer title went on to get 30 million downloads and 10 million regular monthly active individuals.

The company’s CEO Nicoaj Petersen stated he and his co-founders recalled into their youths to see exactly what games they delighted in and what they can revive in a simultaneous multi-player format. They silently launched Fun Run as a cartoonish platformer and it did not get much attention until a few months in.

After they prodded individuals to contend in contests, the game unexpectedly shot up to the top of the graphes and kept a leading 100 grossing spot in the UNITED STATE for three months. Gamers were sharing their handles on Twitter, and asking others to join in.

Even the most of the business still has a year left at college, they are looking to parlay their hit game into a proper studio with future titles in the wings. They are severe about it with scrum conferences early every morning, and sessions every day where they conform to see ways to improve it.

By doing that, they’ll follow the well-trodden paths of various other studios like Fruit Ninja-maker Halfbrick Studios, which is based from Australia, and Russia’s Zeptolab, which lags Cut The Rope. Some companies with early hits have decided to go greatly down a merchandising course like Rovio, while other developers like Supercell have chosen to focus simply on games. Some have actually decided to take substantial rounds of funding like Supercell, while others like Halfbrick have actually taken a decidedly indie technique without any external financing.

Petersen stated that all 8 of the studio’s workers have actually pretty much shifted to developing the business, which they’ll be introducing an additional game by year-end. They are uncertain on taking investment.

It’s worth keeping in mind that Norway has yet to develop a strong start-up culture, unlike various other Scandinavian markets like Sweden and Finland. While both of those nations have actually fostered business like Spotify, Rovio and Supercell, Norway has not had a big consumer-facing internet or mobile favorite startup in the last few years. Possibly it’s time.

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