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For many gamers, Pokémon GO was an exciting fad that ate up their summer and was just another chapter in a franchise. A lot of these people would already treat the game like some sort of nostalgic mid-2010s hit, but the game is minting cash from users at a more expansive rate that ever. A report in Sensor Tower this week estimated that 2019 was Niantic’s best year to date in terms of in-app purchase revenue from Pokémon GO users, noting that the company likely pulled in nearly $900 million according to its estimates.
The rate of user revenue is still lower now than it was following launch, Pokémon GO launched in just a few markets at the beginning of July 2016 and Sensor Tower estimates its revenue reached $832 million in the final six months of that year. But with higher year-over-year totals compared to 2017 and 2018, the estimates do suggest that Niantic’s aggressive updates to gameplay and its in-game social features helped boost revenues.

The truth is, every couple years there’s a new gaming title that accumulates users at a startling pace. What happens after the press cycle churns and the game is left to its own devices is where the great studios prove themselves. Niantic is in a cushy position as its breakout title fills its coffers, but the company still has some soul-searching ahead of it as it simultaneously aims to chase a follow-on hit and a developer platform.
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Pokémon GO and games like it can’t exist without waypoints — the in-game locations that correlate to real-world points of interest, acting as the Pokéstops, gyms, etc. The more waypoints they have around the world, the better the game becomes.
But building up these databases of waypoints is tough. A company can’t do it alone; that just doesn’t scale. Even if they open it up to user submissions, verifying new locations (so as to avoid a bunch of false/bad locations being thrown into the mix) is tough for a company to do alone.
Niantic has spent the last few years figuring out this process, building a user-driven and peer-moderated system that got its start way back with the company’s first game.
Next week, at long last, they’re opening the submission process to Pokémon GO players around the world.
Called Niantic Wayfarer, the submission system will be largely user-driven. One player nominates a location, submitting a photo of the location and answering a handful of questions to help determine eligibility. Other high-level players will review these submissions, helping to filter out the ones that are inaccurate, offensive or just not right for the game.
Niantic had previously opened up location submissions in select regions, including much of Central and South America and parts of Asia. With the launch next week, the submission system goes worldwide.
“This is going to be launched for Pokémon GO players next week,” Niantic CEO John Hanke told a handful of reporters at a press gathering yesterday. “So worldwide people will be able to submit and rate and review these locations. That’s for GO now, and it’ll be in other games in the future. You can imagine that Harry Potter: Wizards Unite, and other games as they come online, will also share this capability.”
If you’ve been following Niantic for a while, the Wayfarer system might seem familiar. It’s effectively a polished up, rebranded version of the “Portal Recon” system originally built into Niantic’s first game, Ingress. Niantic tells us that they’ve seen 27 million waypoint locations submitted by users so far, with 26 million having been reviewed, and 9.4 million approved and in-game. Even in these early stages, the company says it’s seeing about 1 million nominations per week.
One catch: At least initially, you’ll need to be level 40 (the highest level in Pokémon GO) to submit or review potential new stops. The company tells me you’ll also have to take a little quiz to confirm that you’ve got a good understanding of what makes for a good Pokéstop.
A common (constant?) complaint from Pokémon GO fans has been that players in rural areas are at a massive disadvantage compared to players in major cities — a portion of which, at least, boils down to rural areas having considerably fewer stops, gyms, etc. Opening the player submission system doesn’t completely fix the gameplay challenges in rural areas, but it should at least be a big step in the right direction.
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Sponsored locations aren’t new to Niantic games. Companies like Sprint, McDonald’s and AT&T have had sponsored locations in games like Pokémon GO and Harry Potter: Wizards Unite for a long while now. The idea: by turning your business into a big in-game beacon and giving players some reason to stop by, you increase foot traffic.
So far, though, the sponsorship system has really only been open to these mega chains. Starbucks got to turn all of its stores into sponsored Pokéstops at the height of the Pokémon GO craze, but the little mom-and-pop coffee shop down the street? No such luck.
That’ll change later this year, as the company opens a self-serve platform for small to medium-sized businesses looking to light up sponsored locations in-game.
Details are still somewhat light, but Niantic says that they’ll start accepting applications tomorrow and roll out an “early access” beta program later this year. As with pretty much everything Niantic does, they’re rolling it out on a region-by-region basis; in this case, it’ll only be open to U.S. businesses at first. The first new sponsored locations should start showing up in December.
“Sponsored” locations tend to have slight perks over their non-sponsored counterparts. Sponsored gyms in Pokémon GO, for example, are almost always “EX Raid” locations — which in GO-speak just means that battling there might get you a ticket to a bigger, badder, invite-only boss battle in the weeks that follow. Sponsored fortresses in Harry Potter: Wizards Unite give out more XP and more of the spell energy required to play.
Beyond being able to pay to have a sponsored in-game location, these businesses will also be able to pay to schedule things like Pokémon GO raids (read: bigger, co-operative boss battles that often require 5-10 players working together to win) during time slots when foot traffic might be slow. And because getting foot traffic is only part of the equation, sponsored businesses will also be able to offer up deals and promotions in-game to (hopefully) turn those passing by into paying customers.
Niantic also says that businesses will be able to host other on-site “mini-games” beyond GO raids in the future, but didn’t elaborate on what those might be.
According to this page, Niantic will offer two plans:
Niantic says that small businesses can have one stop or gym per physical location, and up to 30 per chain.
It’ll be interesting to see how this plays out, and if/how it impacts things in-game. While Pokémon GO isn’t the overwhelmingly popular monster of a game that it was at launch, it can still cause crowds to pop up out of nowhere — particularly when new Pokémon appear as raid bosses, or when they’ve got some limited-time event going on. Will sponsoring a raid cause fewer raids nearby (to maximize visibility of the sponsored spot), or will more of them pop up nearby to hook groups looking to do multiple raids in one swoop?
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Sami Khan began his work in the startup world by marketing mobile-based investment services like Acorns.
Now the marketer who helped grow that business to a nearly $1 billion valuation is turning his attention to location-based gaming in the hopes that he can take on leading contender Niantic with a faster, more flexible and fan-driven approach to game development with his new startup, Cerberus Interactive.
Khan’s pitch is that he’s taking the skills he honed building up services like Acorns or the browser extension for bargain hunters, Honey, to game development to make games more viral from their inception.
“The biggest thing is how do you de-risk what is perceived as a hit-driven industry?,” Khan asks. “Games are closer to digital apps than back in the days of the console and companies should ship it like an e-commerce concept… If adoption of the game is going to be the decision factor of whether a game fails or succeeds… why isn’t the adoption of the game tested before the title is built or while the game is being conceived?”
So for his first foray into gaming, Khan is combining a crowdsourced approach to the development of the game and applying it to what many people think is gaming’s next big frontier — the location-based game phenomenon that hit its stride with Niantic’s Pokémon GO.
“Right now in location-based games you have the behemoth which is Niantic,” says Khan. “Right now the gaming industry looks at location-based games as its own sub genre. But when we look at location-based games, we believe that location-based games have an aspect that it is a game mechanic within other games.”
The first game that Cerberus is developing is a base-building simulator akin to a title like “Age of Empires,” but based on real-world locations. “Simulation games or casual games with location built in will have a bonus or an advantage over the stationary games that we play today,” says Khan.
The “Atlas Empires” title that Cerberus is currently developing is being made in concert with the gamers who might want to play it. So far, an undisclosed number of customers are already paying to have a say in certain aspects of the game’s development — kind of like a premier tier within a crowdfunding campaign.
Khan, a New Orleans native who splits his time between Los Angeles and Austin, has enlisted some marquee investors in his bid to challenge both the traditional ways in which games have been developed and the current industry leader.
Strategic investor MobilityWare has signed on to back the company along with individual investors like Steve Huffman, the co-founder and chief executive of Reddit, and Blake Chandler, the chief business officer of the runaway social network hit, TikTok.
Khan traces his love of games to his time visiting his cousins in Bangladesh and playing “Prince of Persia” on an early Toshiba laptop. “I remember sitting around the computer, watching my oldest cousin play because my dad didn’t want any of the kids touching the laptop,” Khan says.
So far the beta version of “Atlas Empires” has had 50,000 downloads and has about 1,000 daily players, Khan says. The commercial version of the game is expected to go live in the first quarter of 2020, says Khan.
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By the end of 2019, the global gaming market is estimated to be worth $152 billion, with 45% of that, $68.5 billion, coming directly from mobile games. With this tremendous growth (10.2% YoY to be precise) has come a flurry of investments and acquisitions, everyone wanting a cut of the pie. In fact, over the last 18 months, the global gaming industry has seen $9.6 billion in investments and if investments continue at this current pace, the amount of investment generated in 2018-19 will be higher than the eight previous years combined.
What’s interesting is why everyone is talking about games, and who in the market is responding to this — and how.
Today, mobile games account for 33% of all app downloads, 74% of consumer spend and 10% of all time spent in-app. It’s predicted that in 2019, 2.4 billion people will play mobile games around the world — that’s almost one-third of the global population. In fact, 50% of mobile app users play games, making this app category as popular as music apps like Spotify and Apple Music, and second only to social media and communications apps in terms of time spent.
In the U.S., time spent on mobile devices has also officially outpaced that of television — with users spending eight more minutes per day on their mobile devices. By 2021, this number is predicted to increase to more than 30 minutes. Apps are the new prime time, and games have grabbed the lion’s share.
Accessibility is the highest it’s ever been as barriers to entry are virtually non-existent. From casual games to the recent rise of the wildly popular hyper-casual genre of games that are quick to download, easy to play and lend themselves to being played in short sessions throughout the day, games are played by almost every demographic stratum of society. Today, the average age of a mobile gamer is 36.3 (compared with 27.7 in 2014), the gender split is 51% female, 49% male, and one-third of all gamers are between the ages of 36-50 — a far cry from the traditional stereotype of a “gamer.”
With these demographic, geographic and consumption sea-changes in the mobile ecosystem and entertainment landscape, it’s no surprise that the game space is getting increased attention and investment, not just from within the industry, but more recently from traditional financial markets and even governments. Let’s look at how the markets have responded to the rise of gaming.
Image courtesy of David Maung/Bloomberg via Getty Images
The first substantial investments in mobile gaming came from those who already had a stake in the industry. Tencent invested $90 million in Pocket Gems and$126 million in Glu Mobile (for a 14.6% stake), gaming powerhouse Supercell invested $5 million in mobile game studio Redemption Games, Boom Fantasy raised $2M million from ESPN and the MLB and Gamelynx raised $1.2 million from several investors — one of which was Riot Games. Most recently, Ubisoft acquired a 70% stake in Green Panda Games to bolster its foot in the hyper-casual gaming market.
Additionally, bigger gaming studios began to acquire smaller ones. Zynga bought Gram Games, Ubisoft acquired Ketchapp, Niantic purchased Seismic Games and Tencent bought Supercell (as well as a 40% stake in Epic Games). And the list goes on.
Beyond the flurry of investments and acquisitions from within the game industry, games are also generating huge amounts of revenue. Since launch, Pokémon GO has generated $2.3 billion in revenue and Fortnite has amassed some 250 million players. This is catching the attention of more traditional financial institutions, like private equity firms and VCs, which are now looking at a variety of investment options in gaming — not just of gaming studios, but all those who have a stake in or support the industry.
In May 2018, hyper-casual mobile gaming studio Voodoo announced a $200 million investment from Goldman Sachs’ private equity investment arm. For the first time ever, a mobile gaming studio attracted the attention of a venerable old financial institution. The explosion of the hyper-casual genre and the scale its titles are capable of achieving, together with the intensely iterative, data-driven business model afforded by the low production costs of games like this, were catching the attention of investors outside of the gaming world, looking for the next big growth opportunity.
The trend continued. In July 2018, private equity firm KKR bought a $400 million minority stake in AppLovin and now, exactly one year later, Blackstone announced their plan to acquire mobile ad-network Vungle for a reported $750 million. Not only is money going into gaming studios, but investments are being made into companies whose technology supports the mobile gaming space. Traditional investors are finally taking notice of the mobile gaming ecosystem as a whole and the explosive growth it has produced in recent years. This year alone mobile games are expected to generate $55 billion in revenue, so this new wave of investment interest should really come as no surprise.
A woman holds up her cell phone as she plays the Pokemon GO game in Lafayette Park in front of the White House in Washington, DC, July 12, 2016. (Photo: JIM WATSON/AFP/Getty Images)
Most recently, governments are realizing the potential and reach of the gaming industry and making their own investment moves. We’re seeing governments establish funds that support local gaming businesses — providing incentives for gaming studios to develop and retain their creatives, technology and employees locally — as well as programs that aim to attract foreign talent.
As uncertainty looms in England surrounding Brexit, France has jumped on the opportunity with “Join the Game.” They’re painting France as an international hub that is already home to many successful gaming studios, and they’re offering tax breaks and plenty of funding options — for everything from R&D to the production of community events. Their website even has an entire page dedicated to “getting settled in France,” in English, with a step-by-step guide on how game developers should prepare for their arrival.
The U.K. Department for International Trade used this year’s Game Developers Conference as a backdrop for the promotion of their games fund — calling the U.K. “one of the most flourishing game developing ecosystems in the world.” The U.K. Games Fund allows for both local and foreign-owned gaming companies with a presence in the U.K. to apply for tax breaks. And ever since France announced their fund, more and more people have begun encouraging the British government to expand their program, saying that the U.K. gaming ecosystem should be “retained and enhanced.” But, not only does the government take gaming seriously, the Queen does as well. In 2008, David Darling, the CEO of hyper-casual game studio Kwalee, was made a Commander of the Order of the British Empire (CBE) for his services to the games industry. CBE is the third-highest honor the Queen can bestow on a British citizen.
Over in Germany, and the government has allocated €50 million of its 2019 budget for the creation of a games fund. In Sweden, the Sweden Game Arena is a public-private partnership that helps students develop games using government-funded offices and equipment. It also links students and startups with established companies and investors. While these numbers dwarf the investment of more commercial or financial players, the sudden uptick in interest governments are paying to the game space indicate just how exciting and lucrative gaming has become.
The evolution of investment in the gaming space is indicative of the stratospheric growth, massive revenue, strong user engagement and extensive demographic and geographic reach of mobile gaming. With the global games industry projected to be worth a quarter of a trillion dollars by 2023, it comes as no surprise that the diverse players globally have finally realized its true potential and have embraced the gaming ecosystem as a whole.
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Hello and welcome back to Startups Weekly, a newsletter published every Saturday that dives into the week’s noteworthy venture capital deals, funds and trends. Before I dive into this week’s topic, let’s catch up a bit. Last week, I noted my key takeaways from Recode + Vox’s Code Conference. Before that, I explored the bull versus bear arguments in regards to Peloton’s upcoming IPO.
Remember, you can send me tips, suggestions and feedback to kate.clark@techcrunch.com or on Twitter @KateClarkTweets. If you don’t subscribe to Startups Weekly yet, you can do that here.
Now, for some quick thoughts on what I’ll call the scooter funding desert. For months, electric scooter businesses were securing large rounds at even larger valuations. So much so that the venture capital funding extravaganza in e-scooters defined Silicon Valley in 2018.
But it’s 2019, and times have changed. In an effort to keep myself from falling into a scooter rabbit hole, I’ll just say this: raising capital is no longer a piece of cake for scooter companies. E-scooter companies have matured some and investors are more aware of the steep costs of building and scaling these hardware-heavy businesses.
Scoot, which recently sold to Bird, was unable to raise additional capital making an exit to Bird its only viable option, sources tell TechCrunch. Bird paid less than $25 million for Scoot, a significant decrease from Scoot’s most recent private valuation of $71 million.
A recent report from The Information suggests both Lime and Bird, the leaders in the U.S., may run out of cash if they don’t raise again soon. “Lime has raised a total of more than $1 billion in the last two years, and over the past eight months it has shuffled its executive team and put a deeper focus on how to squeeze more money out of each scooter ride. The company ran through its cash quickly last year, including a $23 million loss in one month, before raising $310 million mostly from existing investors in February,” The Information’s Cory Weinberg wrote.
Bird, for its part, is running on less than $100 million and is expected to raise again this summer.
Bird may be in a better position to secure fresh funds. The company enters VC deal talks hot off the heels of its acquisition of Scoot, which gives it access to San Francisco, a coveted market in the scooter universe. Lime, for its part, is said to be struggling. The company enters deal talks amid a number of personnel shake-ups. Multiple policy leaders at the business, including chief programs officer Scott Kubly, recently stepped down, as did Lime co-founder and CEO Toby Sun.
I’d wager that both Bird and Lime will announce mega rounds in the next few months, but at much smaller valuation step-ups than we’ve seen in the past, perhaps even at a flat valuation. It’s worth noting, however, that e-scooters are still exploding around the world. India’s Bounce, for example, closed on $72 million this week to scale its scooter rental business.
On to other news…

Slack’s big listing: It happened. Slack became a public company this week after completing a direct listing. The workplace communication software juggernaut debuted on the New York Stock Exchange up 48% Thursday, at $38.50 per share, after reports emerged Wednesday night that the business had agreed to a reference price of $26 per share. Slack, founded in 2009 as Tiny Speck, closed up 48.5% Thursday at $38.62 per share. The stock had climbed as high as $42 in intraday trading. Slack’s market cap now sits well above $20 billion, or nearly three times its most recent private valuation of $7 billion.
My inbox is full to the brim with unsolicited commentary on Slack’s direct listing. I’ll share some of the highlights.
— Kate Clark (@KateClarkTweets) June 19, 2019
Facebook’s new cryptocurrency: Explained
I know, I know, Facebook isn’t a startup, but Facebook’s attempts to create a new global financial system are worth learning about. TechCrunch’s Josh Constine wrote 4,000 words to help you understand the ins and outs of the new cryptocurrency, called Libra, which will let you buy things or send money to people with nearly zero fees.
The future of diversity and inclusion in tech
Here’s my must-read of the week. TechCrunch’s Megan Rose Dickey wrote what is perhaps the most comprehensive story on the state of D&I in tech today. She interviewed many leaders in the space, including Arlan Hamilton, Ellen Pao, Freada Kapor Klein and more, to provide a realistic rundown of the progress we’ve made in making the tech industry more inclusive — and what’s left to accomplish.
Is seed investing still a local business?
According to CB Insights, the number of seed-stage funding deals in the U.S. declined for the fourth straight year in 2018, continuing a trend that has seen the number of deals steadily drop, while the average size of deals increased. It’s safe to say this is the new normal. Yet, there continues to be a huge surplus of available capital and there are more funds out there than ever before. Here are three things entrepreneurs must remember when investors come calling from abroad.
Meero raises $230M for its on-demand photo business
Postman raises $50M to grow its API development platform
Navigator, the new project from the creators of Mailbox, launches with $12M
Nigerian motorcycle transit startup MAX.ng raises $7M
Humanising Autonomy pulls in $5M to help self-driving cars keep an eye on pedestrians
Armoire gets $4M to become the everyday Rent the Runway
Probably Genetic lands VC backing to launch D2C genetic testing business

San Francisco is getting closer to banning the sale of e-cigarettes in the city in a bid to prevent minors from accessing them. The city’s Board of Supervisors voted unanimously this week to approve two proposals: legislation that would ban the sale or delivery of e-cigarettes in San Francisco and a separate proposal that would prohibit the sale, manufacturing and distribution of tobacco products, including e-cigarettes, on property owned or managed by the city. It seems designed to take aim at Juul, since the company’s headquarters are in city-owned buildings at San Francisco’s Pier 70. Juul has already started lobbying to stop the ban.
If you’ve been unsure whether to sign up for TechCrunch’s awesome new subscription service, now is the time. Through next Friday, it’s only $2 a month for two months. Seems like a no-brainer. Sign up here. Here are some of my personal favorite EC pieces of the week:
The VCs behind Libra, Facebook’s new cryptocurrency
If you enjoy this newsletter, be sure to check out TechCrunch’s venture-focused podcast, Equity. In this week’s episode, available here, TechCrunch editor Danny Crichton and I discuss Facebook’s cryptocurrency, the scooter funding desert and more. You can subscribe to Equity here or wherever else you listen to podcasts.
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Harry Potter: Wizards Unite, the highly anticipated new mobile game from Pokémon GO makers Niantic and Warner Brothers’ games division, is off to a good start, but it’s not breaking Pokémon GO records. According to preliminary estimates from Sensor Tower, the new game has been installed some 400,000 times in its first 24 hours in its launch markets of the U.S. and U.K. — where the game arrived ahead of schedule on Thursday. Gross player spending in these markets hit around $300,000 across both iOS and Android during this time.
This is not the full picture, however.
The game was also available in Australia and New Zealand during a pre-launch beta trial of sorts, and is only now rolling out to worldwide users on a country-by-country basis. During its beta test period, Sensor Tower estimates the game grossed around $80,000.
But in the same number of days, Pokémon GO grossed $1.6 million in those two markets.
Following its U.S. launch, it took Harry Potter: Wizards Unite around 15 hours to reach the No.1 position on the iOS App Store. This ascension is also going a bit slower than Pokémon GO did when it arrived. That game was an immediate hit, debuting at No. 1 on its launch day of July 6, 2016. It was then installed 7.5 million times in the U.S. during its first 24 hours. And it didn’t reach the U.K. until seven days later.
In its first 24 hours, Pokémon GO became the No. 1 app by revenue in the U.S., as well. The new Harry Potter title is ranked No. 102 overall for iPhone revenue and No. 62 among top grossing games, Sensor Tower says. It’s also No. 48 for U.K. revenue. (It’s not yet ranked on Google Play.)
App Annie hasn’t yet put out numbers related to Harry Potter: Wizards Unite’s revenue, but the company tells us it hit No. 1 in the U.S. for downloads as of 12 AM on June 21, 2019. And for consumer spending, App Annie says the game broke into the top 100 grossing games by hitting No. 63 as of 7:00 AM June 21 on iPhone in the U.S.
The new game’s lesser demand compared with Pokémon GO could be attributed to a number of factors. Pokémon GO was hugely anticipated, had a massive fan base ready to download and was one of the first compelling use cases of AR in gaming.
Harry Potter’s fan base is active as well, but they’ve also had other games to play before now.
For example, Jam City has a Harry Potter: Hogwarts Mystery game that’s been getting a huge boost since yesterday’s news of the new Niantic title. That points to a case of mistaken identity or perhaps clever App Store SEO… or both.

It’s also worth noting the App Store itself has changed in the years since Pokémon GO’s launch.
In September 2017, Apple introduced its brand-new App Store that took the emphasis off its Top Charts as a means of discovery, and instead features apps in editorial “stories” on its Today tab. Within the dedicated apps and games section, the revamped App Store points users to editorial collections, with Top Charts only found upon scrolling down the page quite a bit.
We’ve heard from some developers that these changes reduced their downloads, as getting into the Top Charts doesn’t drive numbers like it used to. They said getting into the Today tab’s feature editorial doesn’t send as many installs, either. But this is all anecdotal — and of course, Apple doesn’t talk about numbers like this. Further investigation is needed.
In any event, the two app store intelligence firms — App Annie and Sensor Tower — both predict big numbers for the new Harry Potter title over time.
Sensor Tower estimates the game will pull in $400 million to $500 million in revenue in its first year. However, the firm notes that Harry Potter isn’t as popular in Asia — a market that delivers Pokémon GO over 40% of its revenue.
App Annie, meanwhile, predicts the game will hit $100 million in consumer spend in its first 30 days. (Pokémon GO hit this milestone in two weeks.)

“Pokémon GO shattered mobile gaming records, clearing $100 million in its first two weeks and becoming the fastest game to reach $1 billion in consumer spend,” noted App Annie. “While we don’t expect it to surpass Pokémon GO’s launch, Harry Potter: Wizards Unite is set to clear $100 million in its first 30 days — which is no small feat.”
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Just shy of three years ago, Pokémon GO took over the world. Players filled the sidewalks, and crowds of trainers flooded parks and landmarks. Anywhere you looked, people were throwing Pokéballs and chasing Snorlax.
As the game grew, so did the company behind it. Niantic had started its life as an experimental “lab” within Google — an effort on Google’s part to keep the team’s founder, John Hanke, from parting ways to start his own thing. In the months surrounding GO’s launch, Niantic’s team shrank dramatically, spun out of Google, and then rapidly expanded… all while trying to keep GO’s servers from buckling under demand and to keep this massive influx of players happy. Want to know more about the company’s story so far? Check out the Niantic EC-1 on ExtraCrunch here.
Now Niantic is back with its next title, Harry Potter: Wizards Unite. Built in collaboration with WB Games, it’s a reimagining of Pokémon GO’s real-world, location-based gaming concept through the lens of JK Rowling’s Harry Potter universe.
I got a chance to catch up with John Hanke for a few minutes earlier this week — just ahead of the game’s US/UK launch this morning. We talked about how they prepared for this game’s launch, how it’s built upon a platform they’ve been developing across their other titles for years, and how Niantic’s partnership with WB Games works creatively and financially.

Greg Kumparak: Can you tell me a bit about how all this came to be?
John Hanke: Yeah, you know.. we did Ingress first, and we were thinking about other projects we could build. Pokémon was one that came up early, so we jumped on that — but the other one that was always there from the beginning, of the projects we wanted to do, was Harry Potter. I mean, it’s universally beloved. My kids love the books and movies, so it’s something I always wanted to do.
Like Pokémon, it was an IP we felt was a great fit for [augmented reality]. That line between the “muggle” world and the “magic” world was paper thin in the fiction, so imagining breaking through that fourth wall and experiencing that magic through AR seemed like a great way to use the technology to fulfill an awesome fan fantasy.
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After a year of teasing out Harry Potter: Wizards Unite, Niantic (the company behind Pokémon GO) and WB Games have at long last announced an official release date for the game: June 21st.
The news came this evening at a press event held just outside of Universal Studios’ Wizarding World (where else?). Though details were light, Niantic also confirmed plans to hold events similar to its Pokémon GO Fests for this new Potter title.
The game first rolled out in a limited “beta” phase in early May, available only in Australia and New Zealand. I asked if the June 21st date was for a worldwide release, and was told that June 21st marks the beginning of a wider country-by-country rollout, with the U.S. and U.K. getting access first.
Curious as to what Niantic’s Potter-themed follow-up to Pokémon GO is like? We went hands-on with an early build about three months ago, and you can find our impressions here.
Update: The launch trailer just dropped (embedded below) and sure enough, the video description confirms that it’ll arrive in the U.S. and U.K. first.
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Well, here’s a bit of surprise news this evening: At some point in the future, Pokémon GO is going to wrap the player’s sleep habits into the gameplay.
It’ll come as part of a wider initiative by The Pokémon Company to — as CEO Tsunekazu Ishihara put it in a press conference this evening — “turn sleep into entertainment.” Which… well, we’ll see how that goes.
Niantic CEO John Hanke took the stage at the press conference for a moment, but didn’t really offer much in the way of details. Said Hanke:
Niantic pioneered a new kind of gaming by turning the whole world into a gameboard, where we can all play and explore. By creating a new way to see the world and an incentive to go outside and exercise, we hoped to encourage a healthy lifestyle and to make a positive impact on our players and on the world. We’re delighted to be working with The Pokémon Company on their efforts to encourage another part of a healthy lifestyle: getting a good night’s rest.
At Niantic, we love exploring the world on foot. And that can’t happen unless we have the energy to embark on these adventures. We’re excited to find ways to reward good sleep habits in Pokémon GO as part of a healthy lifestyle. You’ll be hearing more from us on this in the future.
Ishihara also announced that The Pokémon Company is working with SELECT BUTTON (the company behind the 2017 mobile title Magikarp Jump) to make a separate game called Pokémon SLEEP. Next to no details on that one yet, though, besides a launch window of sometime in 2020 and the logo:

All of it will tap a just-announced device called Pokémon GO+ Plus (Yeah. Two plusses, one written. Go Plus Plus.) It’s a follow-up to the original GO+, which was built primarily to let you play Pokémon GO without actually looking at your phone’s screen. The GO Plus Plus will do everything the GO+ did (letting you tap a button to spin Pokéstops, or catch nearby Pokémon) but also has a built-in accelerometer allowing it to be laid on your bed to track sleep habits and send ’em back to your phone via Bluetooth.

And here’s a screenshot of a video that played alongside the announcement, showing the device as it’s meant to be used:

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