The History of Ketchapp (Hyper-Casual Publisher)

Before Voodoo, before the term “hyper-casual” was even widely used, Ketchapp was already running the playbook that would define a decade of mobile gaming. The French publisher, founded in 2014, racked up a chart-topping catalog through 2014-2016 — Stack, ZigZag, 2048, Twenty48 Solitaire — and was acquired by Ubisoft in 2016 in one of the more notable mobile games deals of the era. The history of Ketchapp is the prequel to the hyper-casual story that followed.
Key takeaways
- Ketchapp was founded in 2014 in Paris by brothers Antoine and Michel Morcos.
- Their breakthrough was publishing 2048 (Gabriele Cirulli’s original web game) as a mobile app in 2014.
- The publisher built a catalog of dozens of simple-mechanic games, many topping mobile charts in 2014-2016.
- Ubisoft acquired Ketchapp in September 2016 for an undisclosed sum reported to be in the tens of millions.
- Ketchapp’s role in Ubisoft’s mobile strategy diminished in the years that followed; the brand is much quieter in 2026 than at its peak.
The 2014 founding
Ketchapp was founded in 2014 in Paris by brothers Antoine and Michel Morcos. The studio’s initial focus was publishing simple mobile games — short-session, ad-supported titles with one core mechanic. The brothers were not, themselves, primarily game developers; Ketchapp’s model from the start was about publishing and user acquisition, not in-house development.
The mobile games market in 2014 was crowded with free-to-play games trying to monetize through deep in-app purchase systems. Ketchapp went the other direction — short, simple, ad-monetized games designed for quick sessions on subway commutes. The bet was that simplicity and volume could outperform complexity and depth, at least for a portion of the audience.
2048: the breakout
Ketchapp’s defining early move was publishing a mobile version of 2048. The original 2048 was a web game by Italian developer Gabriele Cirulli, released in March 2014 as a clone of an earlier game called 1024. It went viral on web within days.
Ketchapp shipped a mobile port quickly and benefited from the existing viral momentum. The Ketchapp version of 2048 climbed to the top of the App Store free games chart within weeks. The publisher’s name became associated with the game in a way that the original web version’s creator did not — a tension that was discussed at the time as part of the broader pattern of mobile app stores favoring polished publishers over original creators.
The 2048 success gave Ketchapp the audience and revenue to scale the publishing operation. The next year of releases came rapid-fire.
The Stack and ZigZag era
Through 2014-2016, Ketchapp published a steady stream of simple-mechanic games. Many of them charted; some became major hits.
Stack (2016)
Stack was a vertical block-stacking game where slides moved over a base, and you tapped to drop them. Misalign and the overhang was cut off, narrowing the platform for the next block. It became one of Ketchapp’s biggest commercial successes and was one of the most-downloaded mobile games of 2016. (Note: Voodoo also has a game with a similar mechanic; Stack as a hyper-casual format has had multiple publishers’ implementations.)
ZigZag
ZigZag was a simple bouncing-ball game where you tapped to switch direction along a zigzag path, trying to stay on the track. Like all of Ketchapp’s hits, the mechanic was learned in seconds and the difficulty curve emerged naturally.
Twenty48 Solitaire and other hybrids
Ketchapp also experimented with combining their successful mechanics with other casual genres. Twenty48 Solitaire merged 2048-style number combining with solitaire-style card placement. These hybrid titles extended the publisher’s reach without requiring entirely new IP development.
The Ubisoft acquisition
In September 2016, Ubisoft acquired Ketchapp for an undisclosed amount, reported in industry coverage to be in the tens of millions of euros. At the time, Ubisoft’s mobile games portfolio was modest compared to its console and PC business, and Ketchapp represented a substantial addition.
The acquisition rationale was straightforward: Ubisoft wanted a meaningful mobile presence, and Ketchapp had one of the larger ad-supported mobile audiences in the industry. The Ketchapp portfolio could also cross-promote Ubisoft’s other mobile efforts, including casual versions of major IPs.
The Wikipedia Ketchapp article covers the acquisition details and the publisher’s catalog.
The Ubisoft era
Under Ubisoft, Ketchapp continued operating as a publishing label. New titles continued to ship. The audience continued to grow for several years. Some Ketchapp games adopted Ubisoft IPs — Rabbids, Assassin’s Creed, and other franchises got hyper-casual treatment under the Ketchapp brand.
But the hyper-casual market itself shifted. Voodoo emerged as a dominant competitor with a more aggressive testing methodology. The cost of user acquisition rose as the format became saturated. The economics that worked beautifully in 2014-2016 tightened by 2019-2020.
By the early 2020s, the Ketchapp label was less prominently featured in Ubisoft’s mobile strategy. New Ketchapp releases became less frequent. The brand still exists, and the legacy catalog still generates revenue, but the publisher’s mid-2010s peak is long past.
The 2023 quiet period
By 2023, public Ketchapp releases had become sparse. The label hadn’t disappeared, but it was no longer the active publishing engine it had been at its peak. Ubisoft’s mobile games strategy has gone through several reorganizations through the 2020s, and Ketchapp’s role within that strategy has been correspondingly variable.
Specific claims about Ketchapp being “sold off” or fully wound down vary across reporting and are not always reliable. The conservative summary is: Ketchapp’s commercial peak was 2014-2017, the acquisition by Ubisoft preserved the brand and catalog, and current activity is much reduced compared to that peak.
The hyper-casual model Ketchapp pioneered
Ketchapp’s contribution to mobile games history is the publishing model it normalized. Several elements:
- Test-and-scale. Ship many small games, identify the ones that resonate, invest UA spend in the winners. Voodoo later industrialized this further.
- Ad-supported with optional removal. Free game, banner and interstitial ads, optional one-time purchase to remove them. Minimal IAP friction.
- Single-mechanic simplicity. Resist the temptation to add features. The mechanic is the game.
- Cross-promotion. Network effect across the catalog. Each game advertises the others.
This is now the standard hyper-casual playbook. Ketchapp didn’t invent every element, but the publisher demonstrated the model at scale earlier than most.
The IP credit question
Ketchapp’s history includes some discomfort around game attribution. Several of the games the publisher released were variants of mechanics from other developers — most notably 2048, which was a public-domain-friendly clone Ketchapp commercialized but didn’t originate. The pattern was common in the early hyper-casual era and contributed to broader industry discussion about IP and credit in mobile games.
The original 2048 web game by Gabriele Cirulli remains playable in browsers. Ketchapp’s mobile version remains downloadable. Both have coexisted for over a decade.
Ketchapp’s place in mobile games history
Ketchapp is one of the publishers that defined the early hyper-casual era. Voodoo is often credited with codifying the model; Ketchapp was earlier and arrived at a similar destination through a slightly different path. Together, the two publishers shaped what mobile games looked like in the mid-2010s.
For French mobile games specifically, Ketchapp and Voodoo together established Paris as a hyper-casual publishing hub. Both were founded there, both built global audiences from a Paris base, and both demonstrated that the model didn’t require San Francisco or Tel Aviv infrastructure.
Browser presence
Ketchapp’s catalog is mobile-first and most of the major hits don’t have official browser versions. Some have unofficial ports or clones on browser game portals — the simple mechanics make them easy to reimplement. The 2048 web original predated and outlived the Ketchapp mobile version on the browser side.
For a browser game with similar minimal-input design but a different lineage, the Chrome Dino game is right here, sharing the one-mechanic-is-the-game design philosophy that defined the Ketchapp catalog.
Frequently asked questions
Who founded Ketchapp?
Ketchapp was founded in 2014 in Paris by brothers Antoine and Michel Morcos. The publisher was focused on simple ad-supported mobile games from the start.
What was Ketchapp’s biggest hit?
2048 (published 2014) and Stack are the most-downloaded titles in Ketchapp’s catalog. Both topped mobile charts in their release years and became defining examples of the early hyper-casual format.
When did Ubisoft buy Ketchapp?
September 2016. The acquisition price was undisclosed but reported in industry coverage to be in the tens of millions of euros. Ketchapp continued to operate as a publishing label under Ubisoft.
Is Ketchapp still active?
The label still exists under Ubisoft and the legacy catalog continues to generate revenue. Active new releases have become much less frequent since the hyper-casual market matured in the early 2020s.
Did Ketchapp create 2048?
No. The original 2048 was a web game by Italian developer Gabriele Cirulli, released in March 2014. Ketchapp published a mobile port that benefited from the existing viral momentum and became closely associated with the brand.
The bottom line
Ketchapp was the publisher that normalized the hyper-casual model before “hyper-casual” was the standard industry term. The 2014-2016 catalog topped mobile charts for several years, and the Ubisoft acquisition validated the model at a corporate level. The publisher’s commercial peak is behind it, but its influence on how mobile games are made and shipped is still visible in every hyper-casual app on the chart today.








