KIMO

Publisher & Media Owner · B2C Consumer App / Platform · vs · Publisher & Media Owner

King vs Moon Active

Structured technology and market comparison · 2026

Direct Feature Comparison

King · vs · Moon Active
Market Cluster / Sector
KingPublisher & Media Owner · B2C Consumer App / Platform
Moon ActivePublisher & Media Owner
Platform Focus
King

Casual mobile game publisher behind free-to-play puzzle franchises.

Moon Active

Mobile games publisher built on freemium titles and live-ops.

Company Size
King1,001–5,000 employees
Moon Active1,001–5,000 employees
Headquarters
KingSweden
Moon ActiveIsrael
Year Founded
King2003
Moon Active2011

Analyze all overlapping signals and tech stacks for King and Moon Active

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Comparison Analysis

What is the main difference between King and Moon Active?

When comparing King and Moon Active, both platforms operate within the Gaming Platform, In-App, and Publisher & Media Owner ecosystem. King is positioned as Casual mobile game publisher behind free-to-play puzzle franchises, whereas Moon Active focuses on Mobile games publisher built on freemium titles and live-ops. Decision-makers evaluate both solutions when orchestrating their commercial monetization and technology stack.

What are the top alternatives to King and Moon Active?

When evaluating King and Moon Active, enterprise buyers also consider other platforms in Gaming Platform, In-App, and Publisher & Media Owner. You can discover the full competitive landscape and evaluate other alternatives by viewing their respective footprint profiles on Polaris7.

How do the corporate scale, structure, and headquarters of King and Moon Active compare?

King is headquartered in Sweden (founded in 2003) with 1,001–5,000 employees. Moon Active is based in Israel (founded in 2011) with 1,001–5,000 employees. Complete ownership, subsidiary trees, and corporate affiliations are documented across Polaris7.

Market Signals

Recent Market Signals & Activity: King vs Moon Active

Documented market movements, strategic partnerships, product releases, and regulatory developments mapped across Polaris7.

KI

King

Recent Signals

  • ·GamesIndustry.bizRegulation

    UK ASA bans misleading mobile game ads from King, Scopely

    The UK Advertising Standards Authority (ASA) has banned mobile ads from King, Scopely, Omnilojo, and Vistrex for misleading consumers. The ads featured gameplay elements not present in the actual games, such as cinematic sequences, unattainable scenarios, or false award badges. Notably, King's Facebook ad for Farm Heroes Saga showed a saw and nails, which are not part of the game, and the ASA ruled that a 'Not actual gameplay' disclaimer did not mitigate the misleading nature. Similarly, Scopely's Loom Games' Pixel Flow ad, Omnilojo's Dark War Survival ads, and Vistrex's Idle Zombie Miner ads were found to misrepresent gameplay. These rulings underscore stricter enforcement of advertising standards in mobile gaming, emphasizing transparency and accurate gameplay representation.

    • The ASA banned mobile ads from King, Scopely, Omnilojo, and Vistrex for misleading gameplay.
    • King's Farm Heroes Saga ad showed a saw and nails, elements not in the game; disclaimers did not help.
    • Scopely's Loom Games' Pixel Flow ad was banned for featuring elements not in the actual game.
  • ·Mobilegamer.bizMonetization / Game Advertising

    Creator Decompiles Games to Expose Monetization Tactics

    Data scientist and content creator Ayo Omolewa, under the handle Ayoships, is gaining millions of views on Instagram and TikTok by reverse-engineering popular mobile games to reveal their monetization mechanics. His analyses of Hungry Studio's Block Blast, Sybo's Subway Surfers, and King's Candy Crush Saga claim to uncover dynamic difficulty adjustment, player profiling, and ad-serving algorithms designed to maximize revenue. For Block Blast, he alleges the game adjusts difficulty to encourage failures and prompt ad views. For Subway Surfers, he claims 158 attribute trackers profile players to tailor shop items and ads. In Candy Crush Saga, he asserts dynamic difficulty and a 'pass proximity' metric influence IAP and ad offers. His videos have attracted significant engagement, though the involved companies have not commented.

    • Ayo Omolewa (Ayoships) claims to have decompiled Block Blast, Subway Surfers, and Candy Crush Saga.
    • The Block Blast video has 1.4 million likes on Instagram and 1.6 million views on TikTok.
    • The Subway Surfers video has 64,000 likes on Instagram and 607,000 views on TikTok.
  • ·PocketGamer.bizHiring

    Stillfront appoints Marcus Jacobs as CEO

    Stillfront Group, a Swedish gaming firm behind titles like Albion Online and BitLife, has appointed Marcus Jacobs as its new President and Group CEO, effective November 1, 2026. Jacobs brings over 25 years of games industry experience, including roles as director of monetisation at Electronic Arts, seven years on King's Candy Crush executive team, and chief commercial officer at Embark Studios. He also served on Stillfront's Board of Directors from 2022 to 2026. Jacobs will succeed Alexis Bonte, who remains in the role until the handover. The announcement accompanied Stillfront's Q3 2026 results, which showed net revenue of SEK 1,291 million (~$130 million), down 1% year-on-year, and adjusted EBITDAC of SEK 366 million (~$36.8 million), a 16% decline. Bonte attributed the dip to deprioritized catalogue games, while key franchises like Big, Empire, and Board grew organically for the fifth consecutive quarter.

    • Marcus Jacobs becomes Stillfront's President and Group CEO on November 1, 2026, succeeding Alexis Bonte.
    • Jacobs has over 25 years of games industry experience, including roles at EA, King, and Embark Studios, and served on Stillfront's Board from 2022 to 2026.
    • Stillfront reported Q3 2026 net revenue of SEK 1,291 million (~$130 million), down 1% year-on-year.
MO

Moon Active

Recent Signals

  • ·PocketGamer.bizMobile Gaming Analytics

    Puzzle Games Out-Earn RPGs Long-Term Despite Slower Start

    A new report from AppMagic, titled 'The First $1m: What 158 Mobile Games Tell Us About Launching in 2026', analyzes 158 mobile games that surpassed $1 million in player spending this year. The report finds that while RPGs reach the $1 million milestone faster (median 62.5 days) than puzzle games (median 126 days), puzzle games achieve higher median lifetime revenue ($4.3 million) compared to RPGs ($2 million). Puzzle games, especially merge-2 and sort subgenres, dominate with 80% of puzzle revenue. IP-based games have a head start, with 48% reaching $1 million within 30 days, but the lifetime revenue gap between IP and original games narrows significantly. The report suggests that a quick start is not always a reliable indicator of long-term success, and puzzle games' strong performance warrants closer attention.

    • AppMagic report analyzed 158 mobile games that surpassed $1 million in player spending in 2026.
    • Puzzle games take a median of 126 days to reach $1 million, compared to RPGs at 62.5 days.
    • Puzzle games have a higher median lifetime revenue of $4.3 million, while RPGs have $2 million.

Compare their exact ecosystem overlaps.

Explore all deep relationships in Polaris7. Discover exactly which mutual clients, integrated technologies, and overlapping partners King and Moon Active share across the market ecosystem.