

Voodoo
A French mobile-entertainment company that develops and publishes mobile games and consumer apps (BeReal, Wizz) at massive scale.

Overview: The company that made mobile gaming's fastest factory, then bet the winnings on staying power
Voodoo built a machine that ships a mobile game almost every week, tests it against real retention data, and kills the losers fast. That machine made it the world's biggest hypercasual publisher and, on its own count, one of the three largest mobile publishers anywhere behind Google and Meta, with 8 billion downloads and 150 million people playing every month.
Founded in Paris in 2013 by Alexandre Yazdi and Laurent Ritter, the company hit a rough patch when privacy rules gutted the ad economics that hypercasual depended on. Its answer was to move up-market into hybrid-casual games and to buy its way into consumer apps, most visibly the €500 million acquisition of Gen Z darling BeReal in 2024. Revenue reached $780 million in 2025, and the harder question now is whether a firm famous for disposable hits can own products people actually keep.
What They Do: One playbook, two businesses: publish the hits, then monetize the attention
Voodoo does two things that feed each other. It develops and publishes mobile games, both from its own studios and from a network of thousands of outside creators, and it runs the apps and ad infrastructure that turn all that playtime into money.
The creative side is a funnel: prototype fast, measure playtime and retention, and pour marketing behind whatever the numbers say works. The business side is an in-house growth and ad-tech stack, including a proprietary ad network and a real-time bidding platform, that squeezes revenue out of Voodoo's own first-party data. Games like Mob Control and Block Jam 3D sit on one end; BeReal, Wizz, and the Blitz real-money gaming app sit on the other.
Problems: Turning a coin-flip business into something that compounds
A single mobile hit is a lottery ticket. Voodoo's whole reason to exist is to make the odds boring: run enough cheap prototypes through a data-driven publishing pipeline that the winners show up on schedule instead of by luck. For the thousands of small studios it works with, it solves the other half of the problem, distribution and monetization, the parts a two-person team in Ukraine or Turkey cannot build alone.
The deeper problem it is now attacking is durability. Hypercasual revenue is fragile and got hit hard by ad-tracking changes, so the pivot into hybrid-casual games and sticky consumer apps is really an attempt to trade a stream of quick spikes for revenue that lasts.
How it Happens
Who It's For: Casual players on one side, indie studios and advertisers on the other
Voodoo serves three crowds at once. The obvious one is the everyday mobile player: a broad, global audience described in the company's own ad materials as roughly half men and half women, mostly aged 18 to 54, who spend about twelve minutes a day playing.
The other two are commercial. Independent and aspiring game studios come to Voodoo for a publishing partner that handles user acquisition, monetization, and product coaching, sometimes through its free Voodoo Academy program with cash rewards attached. Brands and advertisers, including what Voodoo says are 100+ Fortune 500 US companies, buy access to that huge, engaged, family-safe gaming audience.
Ideal Customer Profiles
- Wants easy, satisfying games to play in short daily sessions
- Cares little about depth; churns fast if a game is not fun immediately
- Can build a game but cannot fund user acquisition or monetize it
- Needs product coaching and market feedback to turn a prototype into a hit
- Wants a large, engaged, brand-safe mobile audience
- Needs targeting, A/B testing, and viewability guarantees on campaigns
Products: From Paper.io to BeReal, a portfolio built to outlast any single trend
Voodoo's catalog spans throwaway fun and genuine habit. On the games side, hybrid-casual titles like Mob Control and Block Jam 3D each grossed close to $100 million, and older hypercasual hits like Paper.io and Helix Jump drove much of the early download avalanche.
The apps side is the newer bet. BeReal, the once-a-day authentic photo app, brought a Gen Z social network with tens of millions of users; Wizz is a chat app for young people with millions of monthly users in the US and UK; and Blitz turns casual games into cash tournaments. Underneath it all sits a publishing platform and SDK that outside studios plug into for analytics, A/B testing, and ad monetization.
Business Model: Free to play, paid by ads, in-app purchases, and now real money
Voodoo makes money the way most of mobile does, just at enormous scale. Its games are free to download and earn through in-app advertising and in-app purchases, with a growing chunk coming from its own ad network selling that inventory directly to brands rather than through open exchanges.
The portfolio adds two newer revenue shapes on top: consumer apps like BeReal that are building their own advertising businesses, and Blitz, which takes a cut of real-money gaming tournaments. There is no published price sheet for advertisers, brand deals are sold as managed campaigns and programmatic deals through a sales team.
Voodoo's games are free to download and monetize through in-app advertising and in-app purchases, with a growing share sold directly through its own ad network rather than open exchanges. For advertisers it has no public rate card, brand campaigns are sold as managed service and programmatic deals (PMPs and PGs) through a sales team, and it also runs Voodoo Academy, a free program that pays creators cash rewards for prototypes and hit launches.
Good to know
- Games are free-to-play; revenue comes from in-app ads and in-app purchases
- Advertising sold as managed campaigns plus programmatic deals (PMPs, PGs) with no published rate card
- Blitz monetizes via real-money gaming tournaments
- Voodoo Academy is free for developers and pays cash rewards: $600 for first three prototypes, $1,000 per high-potential prototype, up to $1M for a successful launch
Competition: Where a hits factory stacks up against the rest of mobile
Voodoo competes on two fronts. In hypercasual and casual publishing it goes up against the likes of AppLovin, Supercell, Playrix, and Rovio; on the consumer-app and social side, BeReal and Wizz land it in the same conversation as the big social platforms it likes to define itself against.
Its edge is the machine, not any one game: a decade of prototype-test-scale muscle memory, a proprietary ad and growth stack fed by first-party data, and a partner network of thousands of studios. The strategic bet now is diversification, moving weight from fragile hypercasual spikes toward hybrid-casual games, sticky apps, and real-money gaming.
Competes with
Their edge
Where they're betting
- Hybrid-casual and mid-core games
- Consumer social apps (BeReal, Wizz)
- Real-money gaming via Blitz
- Growing the in-house ad network and external advertiser business
- Global expansion, over half of revenue now outside Europe
Proof: The numbers Voodoo leans on
Voodoo's case is mostly a case about scale. It reports 8 billion downloads, 150 million monthly active users, and $780 million in 2025 revenue, and it published record 2024 results of €623 million revenue, up nearly 20%, with €135 million in EBITDA.
The growth engine is just as loud: the marketing team says it produces 25,000 creatives and serves 250 billion ad impressions a year. On the studio side, Voodoo Academy points to solo developers turning single prototypes into 10-million-download hits, evidence the publishing playbook can travel.
What People Say: Admired for the machine, questioned on the substance
The recurring praise for Voodoo is about reach and craft: it is genuinely good at building, marketing, and scaling mobile products, and its Paris office even won a best-office award in France. Job seekers point to a fast, learning-fast culture where small teams can ship things billions of people touch.
The recurring criticism is the flip side of the same coin. Voodoo is often knocked for favoring quantity and monetization over depth, and the pace is described as demanding with uneven work-life balance. The pivot to hybrid-casual and BeReal is partly an answer to the first complaint.
Widely respected for its scale and growth machine, but questioned on the substance and durability of its games and on work-life balance.
Voodoo Academy gave me the insights I needed as a solo developer from Ukraine to create Color Clash, a hit game with over 10 million downloads.
- Genuinely strong at building, marketing, and scaling mobile products
- Small teams can ship products used by billions
- Fast, learning-fast culture and a highly rated Paris office
- Often criticized for favoring quantity and monetization over game depth
- Fast pace can mean demanding hours and uneven work-life balance
- Career progression described as inconsistent by some
Funding: $800M-plus raised, a roughly $2B price tag, and heavyweight backers
Voodoo has never been short of institutional money. Goldman Sachs put in $200 million back in 2018, Tencent took a minority stake in 2020, and in 2021 Groupe Bruxelles Lambert bought about 16% for €266 million, a deal that valued the company near €1.7 billion.
Reported total funding sits above $800 million, and third-party trackers have pegged the valuation in the $2 billion range. Rather than raise fresh equity for its 2024 shopping spree, Voodoo funded the BeReal deal and refinanced through debt, securing €175 million-plus from a banking consortium in April 2025.
Total raised
Latest round
Backers
Team & Culture: Roughly 800 people, a 30-day hiring sprint, and a bias for speed
Voodoo runs lean and fast for its scale: around 800 employees spread across Paris headquarters and offices in cities like Istanbul, Barcelona, Helsinki, Tokyo, Seoul, and Los Angeles. The culture it advertises is built for velocity, with values that prize speed, risk-taking, direct feedback, ownership, and a running fight against bureaucracy.
That shows up in hiring, where the goal is a decision inside 30 days through a recruiter chat, a case study, a Q&A, and a final round with senior leadership. Perks skew generous and Paris-centric, from fully covered healthcare and gym memberships to unlimited vacation and remote days, with relocation support for people moving to France.
- Values
- Speed and fast iteration, Risk-taking, Direct feedback, Fighting bureaucracy, Ownership, High standards, Long-term thinking
- Work policy
- Hybrid and remote, varies by team; many Paris roles offer set remote days, relocation support available for moves to France.
- Hiring
- Hiring broadly across gaming, apps, engineering and data, growth, and corporate roles, concentrated in Paris with hubs in Istanbul, Barcelona, Helsinki, Tokyo, Seoul, and the US. Fast 30-day hiring process.
- Backend
- Go, Node.js, NestJS, TypeScript, Python, OpenRTB, gRPC/real-time bidding services
- Data
- SQL, BigQuery, dbt, Airflow, Spark, Flink, Pub/Sub, Kafka, PostgreSQL, Redis, Cloud Spanner
- AI/ML
- Python, PyTorch, A/B testing, feature store / ML pipelines, real-time model inference
- Infrastructure
- Google Cloud, AWS, Kubernetes, EKS, Docker, Terraform, GitHub Actions, Grafana, Prometheus
- Mobile
- Unity, iOS, Swift, SwiftUI, Firebase
Engineering & Data culture at Voodoo
- Small, high-ownership squads that own the full lifecycle from design to production monitoring
- Revenue-critical, high-scale systems, e.g. an ad network processing millions of bid requests per second
- The ~60-person Ad-Network is run as an autonomous product group
- Values psychological safety, pragmatism, and craft
Benefits & perks
- Competitive salary based on experience
- Swile lunch voucher
- Gymlib membership, 100% covered by Voodoo
- Premium healthcare with SideCare, 100% covered for you and your family
- Unlimited vacation policy
- Remote days (varies by team, e.g. remote Mondays/Tuesdays/Fridays)
- Wellness activities in the Paris office
- Childcare via Les Petits Chaperons Rouges
- Relocation support for moves to Paris
- Award-winning office (Best Office Space in France)
- Benefits vary by the country you are based in
Open roles · 137
View all roles →Voodoo is hiring 137 roles across software engineers, marketers, other roles, designers, and more.
Security & Legal: A French SAS in the heart of Paris, built on a privacy-first data posture
The company behind the brand is Voodoo SAS, a French société par actions simplifiée registered at 12 place Dauphine in central Paris and listed on the Paris Trade and Companies Register under number 792 483 307. Its data practices lean deliberately light: Voodoo says it usually does not collect data that directly identifies players, working mostly from advertising IDs, device data, and gameplay signals.
Because it is EU-headquartered and consumer-facing, GDPR shapes how it handles consent, advertising, and the partner studios and ad networks it shares data with. Its apps are not intended for anyone under 16.
Legal entity
Registered address
Data residency
Certifications
Data practices
Backed by Goldman Sachs
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