Moon Active and Supersonic Chasing After Homa's $130M Success

Homa now faces meaningful competition in the Eat & Grow category it has dominated. We break down exactly how Supersonic and Moon Active are reshaping the segment that once looked like a one-game market.

— Lera Kalashnikova

Moon Active and Supersonic Chasing After Homa's $130M Success

Eat & Grow games have been around for more than a decade. It all started as a chaotic and rather bloody concept: play as a hungry shark and eat everything in sight. Games like Hungry Shark Evolution or Hungry Shark World defined the niche for years, building on that core. Yet in late 2024, the rising Hybridcasual wave washed away all the sharks, turning it into something cuter and tastier.

All in Hole by Homa became the title that pushed the segment into its next phase. Instead of predators and prey, players now put colorful items like fruits, cakes, or toys into a hole to make it grow. That satisfying gameplay fits well as a loop you can pick up for a few short levels to relax, while also giving players goals to achieve and enough complexity over time. And the core mechanic was only part of its success. A packed LiveOps schedule and an IAP-first monetization ensured players stayed longer and kept spending.

Eat & Grow market dashboard

That mix quickly secured about $130M in IAP revenue for All in Hole. The game practically overtook the entire category, reaching the highs it’s never seen before. No wonder it drew attention from developers looking for the next fast-rising trend. According to our Advanced Search, around 120 games were released in the category between 2025 and 2026, yet All in Hole remained firmly ahead in revenue, only growing stronger.

Today, the niche may still look like a one-game market. Under the surface, however, a major shift is beginning to emerge. Two titles—Hole It 3D and Hole Stars—are now steadily rising right behind the almighty leader, pushing the whole segment forward. And what makes this trend especially noteworthy is the caliber of studios driving it.

How Big Publishers Eat A Small Niche To Grow

Released by Supersonic Studios in January 2025, Hole It 3D has been growing steadily ever since, now exceeding $10M in IAP revenue. This is not only a notable shift within the niche, but also a major step into Hybridcasual for a studio best known for its UA expertise and Hypercasual hits like Bridge Race or Build A Queen.

By taking a new route, the team shifted its focus toward deeper monetization, and it is clearly paying off. Hole It 3D has already become Supersonic’s top-grossing title by lifetime IAP revenue, surpassing games that have been on the market for years. The numbers are still rising, and so is the title’s RpD, further highlighting how effectively the game is converting its player base into revenue.

Supersonic Studios’ top-grossing titles (all-time)")

So what exactly made it work? The core loop is largely the same one we’ve seen in All in Hole and many of the games that followed in its footsteps. What sets it apart is the strong execution of strategies that consistently work for top-performing Hybridcasual games.

Instead of betting on ads alone, the game’s monetization relies heavily on an easy-to-grasp loop that gradually becomes more challenging, guiding players toward the fail offer right when the tension to win reaches its peak. The impact is shown in its top IAPs: the $4.99 fail offer regularly ranks as the #2 offer on the App Store, driving a significant share of revenue growth alongside bundles. It’s a strategy we’ve already seen across many successful Hybridcasual titles—and also explored in-depth in our recent article—which originally found its footing in the Casual Puzzle space.

App Page History: Hole It 3D

Supersonic wasn’t alone in spotting the opportunity within the Eat & Grow segment. In late 2025, another big player joined the race: Moon Active global-launched its new title, Hole Stars. Years of Casual expertise proved a natural fit for the niche, blending an easy-to-grasp core with deeper systems meant to support engagement and revenue growth over the long term.

It wasn’t an explosive breakthrough by the studio’s standards, but the results were still notable. The game has already reached $8M in IAP revenue and secured a place among the category’s top 3 this year. Now the title continues its steady rise, slowly narrowing the gap with other leaders.

Hole Stars revenue, downloads, and RpD

Notably, this move is only one part of Moon Active’s broader strategy to expand the Coin Master franchise. The team had already been testing Coin Master - Board Adventure before launching it globally in early 2026. That title stayed close to the IP’s familiar territory, building on a Coin Looter foundation with a board game-style experience. But Hole Stars is a completely different story. It opens the door for the franchise into the world of Hybridcasual arcades—a growth hotspot where a highly recognizable IP can immediately stand out.

Feels like something we’ve seen before. Back when MONOPOLY GO! brought a major IP into the Coin Looter genre, it helped the game overtake *Coin Master*’s top spot. Now, Moon Active has a chance to turn the tables in a similar way for All in Hole. Well, given the studio’s deep Casual expertise—the very genre where many Hybridcasual monetization tricks come from—it won’t be much of a surprise.

Challenging Homa’s Monopoly

It’s fair to note that both Hole It 3D and Hole Stars still trail far behind All in Hole in revenue. But for the first time in a while, Homa now faces meaningful competition in a space it has dominated. The growth of the Eat & Grow category is no longer tied to a single leading title, as Hole It 3D and Hole Stars are already making a notable contribution to the niche’s increasing revenue.

For a long time, studios were chasing the secret behind *All in Hole*’s rise. They entered the market, tested and refined their games, yet weren’t able to get closer to the original. Now, Supersonic and Moon Active might finally be cracking the code, creating games built not only to survive in the niche, but to scale along with it.

What this also shows is how large studios continue to see strong potential in a category that, for months, appeared stagnant and heavily dependent on a single game’s popularity. Just when it seemed the genre had reached its limit, Supersonic and Moon Active saw a bigger opportunity. In doing so, they have helped reignite the trend, and its next chapter may only be getting started.

This article was featured, along with other pieces, in our biweekly AppMagic Newsletter from June 17, 2026. If you’d like to receive insights like this ahead of others, subscribe here or in the form bellow.