Snap Games

2019 - 2022
dead us
snap games was snapchat's in-app html5 gaming platform, announced at the april 2019 partner summit alongside a bitmoji-for-games sdk. the pitch was multiplayer titles launchable from a rocket button inside any group chat, no download, no sign-up, your bitmoji as your avatar. the launch slate included bitmoji party from snap's in-house studio and tiny royale from zynga. peak numbers cited by snap ran to about 200 million lifetime players and around 30 million monthly by 2021. on 31 august 2022 snap disclosed a 20% workforce cut, roughly 1,200 positions, and ended investment in games, minis, snap originals and the pixy drone in the same breath. the full games shelf was pulled from the app by february 2023.

~ the obituary ~

snap games was the kind of thing built for the demographic i had aged out of a decade before it launched. by 2019 i was 35 in ankara, running edge inference work on drone camera feeds. snapchat was an app whose whole ui i found illegible on principle. the rocket button inside a group chat was not a place my thumb was going to end up.

the launch happened at the snap partner summit on 4 april 2019. the whole pitch was html5. any partner studio could build against the sdk, ship a game that ran instantly inside the group chat, use bitmoji as the character skin. the first slate had eleven titles. bitmoji party was the in-house tent-pole, tiny royale from zynga was the recognizable name from an outside studio. the technical piece that got attention was the bitmoji-for-games sdk, which let other apps embed the 3d bitmoji as a drop-in character rig.

this is mostly reconstructed from the outside. by 2021 snap's own numbers put lifetime players at around 200 million and monthly at 30 million, which is a plausible-looking teen-social top of funnel that never quite converted into anything you could ad-monetize the way ar filters converted. the games shelf lived on with new partner titles but the revenue story never turned into the thing snap needed it to be against tiktok's rise.

~ the case file ~

Born4 April 2019 at the snap partner summit, launched with bitmoji party and partner titles from zynga and others
Peakabout 200 million lifetime players, 30 million monthly by 2021
Killed31 August 2022 in the same restructuring memo that ended snap originals
Lifespanabout three years and four months
Made bySnap Inc. gaming and platform team
Killed bythe 2022 snap cost-cut, weak revenue against ar and community priorities

~ how it actually ended ~

on 31 august 2022 evan spiegel sent the workforce cut memo. about 20 percent of snap headcount, roughly 1,200 positions. the sec filing that came with it listed the discontinued investments by name: games, minis, snap originals and the pixy drone. the framing was that these lines could not contribute to snap's stated priorities around community growth and ar revenue. games was expensive to run against the ad revenue it generated. the shelf stayed operational for several more months while partner contracts wound down.

the full removal from the snapchat app happened in february 2023, quietly. no farewell page, no partner announcement, the rocket button just was not in the group chat anymore. the bitmoji-for-games sdk stayed available for the outside partners already using it, but the platform stopped being maintained as a place to ship new titles.

~ the funny part ~

the same 31 august 2022 disclosure killed snap originals and snap minis in one sentence, alongside the pixy drone experiment. a whole layer of snapchat's ambient product experiments got zeroed out at once, leaving the app narrower and closer to what it had been before 2018. the ar filters and camera stayed the whole product, everything bolted on around them peeled off in that quarter.

~ what carried over ~

the sdk pattern of running full html5 games inside a chat surface did not die with snap games. wechat mini-programs had been doing something similar in china since 2017 and the pattern kept spreading. facebook instant games ran on the same logic and outlasted snap games by a few years. what snap could not solve was the monetization gap between an ad load a teen would tolerate inside a five-minute mini-game session and the cost of hosting real-time multiplayer for thirty million monthly players. once that math tilted the wrong way in the 2022 ad slowdown, the whole shelf became a rounding-error cost line, and rounding-error cost lines are what workforce-cut memos zero out first.

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other gaming: Legends of Norrath, Marvel Avengers Academy, Hyper Scape, Ultimate Play the Game

also died in the 2020s: Noteable, Gumstix, Google Web Light

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