Voodoo adds second monetization engine
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Voodoo
The company’s non-gaming apps, including BeReal, Wizz, Jamble, and Blitz, add a second consumer-app revenue line
Analyzed 5 sources
Reviewing context
This turns Voodoo from a games publisher into a mobile consumer holding company with two monetization engines. Games still drive most revenue, but apps like BeReal, Wizz, Jamble, and Blitz give Voodoo a second way to make money from the same core skill set, buying installs cheaply, improving retention, and layering in ads, commerce, or paid social features once usage is large enough.1 2
- BeReal shows the playbook most clearly. Voodoo bought it for €500M in June 2024, then helped turn a high usage but weakly monetized social app into an ad business, with BeReal launching U.S. advertising in April 2025 and reaching about $34M of revenue in 2025.1 2 4 5
- The other apps broaden the revenue mix by use case, not just by audience. Wizz is a teen social app, Jamble is live shopping, and Blitz puts multiplayer and cash prize competition into one app. That means Voodoo is no longer dependent on one genre of mobile game or one ad market cycle.1
- The closest internal comparison is less Supercell and more a mobile version of Bending Spoons or a lighter consumer counterpart to Discord. Instead of one flagship destination app, Voodoo is assembling a portfolio of apps where growth infrastructure is shared across products and revenue comes from different surfaces.1 6
From here, the likely path is more app acquisitions and more deliberate monetization inside the social and commerce portfolio. If Voodoo can keep using game cash flow to buy engaged but under monetized apps, then consumer apps should become a larger share of revenue and make the business less tied to hit driven game cycles.1 2
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