Playkot Team

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Playkot Team Building the future around evergreen games Our diverse team of over 300 people spans 25 countries, blending the best of both office and remote work.

Welcome to Playkot, a vibrant international game development studio where passion and creativity unite to win players' hearts. Since 2009, we’ve been growing and developing our mobile and social games, including the world-renowned SuperCity, Age of Magic and Spring Valley, while crafting exciting new gaming experiences. We are headquartered in Limassol, with a dynamic hub in Belgrade. At Playkot, we play big and start with great gameplay. We forge a strong team and power up its growth. We embrace responsibility, set the bar high, and stay goal-driven—risking it for the biscuit. All this makes Playkot a place where creativity, ambition, and openness are not just encouraged, but celebrated. If you’re ready to shape the play, join our team of game changers and help deliver exceptional gaming experiences.

When does adding more detail actually make game art worse?In a long-running mobile RPG, art direction isn’t only about m...
15/10/2026

When does adding more detail actually make game art worse?
In a long-running mobile RPG, art direction isn’t only about making every new character more elaborate. It’s about knowing what needs to stay recognizable, what can evolve — and where additional polish stops creating value for the player.

In a new article for Mobidictum, Valeria, Art Director at Age of Magic, shares how the team approaches that balance.

Among the lessons from Age of Magic:
— Start with a recognizable archetype, then find the one or two details that make a character memorable
— Treat character art as part of the interface: silhouette, weapons, proportions and VFX should help players understand what a hero does
— Build factions as visual systems, so individual heroes can experiment without breaking the identity of the world
— Don’t spend production time polishing details players won’t notice. On mobile, readability and focal points can matter more than maximum detail
— Standardize repeatable LiveOps production, then invest more art effort where player attention actually goes

The broader lesson is simple: mature art production isn’t about endlessly increasing visual complexity. It’s about making better decisions about where creativity, time and detail actually matter. Read full article here: https://mobidictum.com/good-game-art-lesssons-age-of-magic

Playkot is on stage at WN Conference Yerevan 2026 this week—with two speakers bringing different sides of game developme...
12/10/2026

Playkot is on stage at WN Conference Yerevan 2026 this week—with two speakers bringing different sides of game development into the conversation.

— Alina Stepanova, Community Manager at Age of Magic, will give a solo talk, “Translating Player Feedback: From Emotional Outbursts to Actionable Tasks”, sharing how player feedback can be turned into clearer, more useful signals for game teams.

— Uliana Khristus, UA Manager at SuperCity, will join the panel “Beyond UA: How Games Will Find, Convert, and Keep Players in 2027”, discussing how acquisition is changing — and what game teams may need to rethink when it comes to finding, converting, and retaining players.

It’s great to see expertise from across Playkot’s studios contributing to industry conversations — from community and player feedback to UA and long-term growth 💜

See you at WN Yerevan!

What does growth look like when getting bigger is no longer the goal?In a new feature for Cyprus Business News, we talk ...
09/10/2026

What does growth look like when getting bigger is no longer the goal?
In a new feature for Cyprus Business News, we talk about the next chapter of Playkot - one built around focus, autonomous studios and games designed to keep evolving for years. Our SuperCity and Age of Magic studios now own their product strategies, roadmaps, P&Ls and day-to-day ex*****on, while Playkot provides shared capabilities that help teams operate sustainably and make decisions closer to their products and players.

At the center of this model are evergreen games: products that accumulate years of player trust, product knowledge, technical complexity and LiveOps experience and continue to evolve rather than simply being maintained. And from our headquarters in Limassol, we are doing all of this with a global perspective: building teams and products for players around the world while staying focused on long-term resilience rather than scale for its own sake. Read the full story in Cyprus Business News: https://www.cbn.com.cy/article/133198/from-limassol-to-global-players-how-playkot-is-building-its-next-chapter-around-evergreen-games

Alina, Community Manager for Age of Magic, explains how the team turns player feedback into actionable product insights....
23/09/2026

Alina, Community Manager for Age of Magic, explains how the team turns player feedback into actionable product insights.

In the interview, she talks about the Insiders, a private group of experienced players who help the team understand the context behind community feedback. They don't speak for the entire community, but their experience helps the team dig deeper into the issues players raise.

The principle is this: "I don't like it" is only the starting point. To make feedback useful, the team needs to understand what exactly isn't working, why, and how it affects the player experience.

Read the full interview with Alina on Mobidictum: https://mobidictum.com/how-to-structure-player-feedback/

Looking Back on 8 Years of Age of Magic: $120M in Revenue and Nearly 20M Installs!With Age of Magic recently passing $12...
21/09/2026

Looking Back on 8 Years of Age of Magic: $120M in Revenue and Nearly 20M Installs!

With Age of Magic recently passing $120M in lifetime revenue and approaching 20M installs, we took a moment to look back at the game's eight-year journey.

Age of Magic has become one of Playkot's core live service titles. The game is still changing: the team keeps building out its progression systems, adding content, and finding new reasons for players to come back.

The game's latest milestones were covered by PocketGamer, GamingonPhone, WNhub, Game World Observer and other games media.

Behind these numbers are eight years of work and thousands of decisions, big and small. Congratulations to the entire Age of Magic team! 💜

Read full article: https://www.pocketgamer.biz/age-of-magic-surpasses-120m-revenue-as-installs-near-20m/

At the upcoming WN Limassol, Playkot will have two speakers on stage 🎤Alexander Pavlov will take part in the roundtable ...
18/09/2026

At the upcoming WN Limassol, Playkot will have two speakers on stage 🎤
Alexander Pavlov will take part in the roundtable “Welcome to the End Times: The Future of Games.” Together with other industry leaders, Alexander will discuss what’s happening in game development today — from industry trends and AI to changing player behavior and where the industry might be heading next.

Denis Adlerberg will host the workshop “Unlocking More Revenue from Existing Players: LiveOps Lessons from SuperCity,” sharing insights from
SuperCity on how to work with an existing player base, evolve LiveOps, and find new growth opportunities in a long-running game.

Come and hear from our speakers!

Our team is nominated for Cyprus Game Industry Awards 2026 by WN Events!Cyprus has a special place in our hearts, and we...
14/09/2026

Our team is nominated for Cyprus Game Industry Awards 2026 by WN Events!
Cyprus has a special place in our hearts, and we’re proud to be part of the island’s rapidly growing gaming industry.
Support Playkot Team in two nominations: follow the link to vote: https://wnhub.io/event-info/cyprus-awards

Cats on Belgrade rooftops, bowls of water on a balcony, and about ten colleagues who joined in along the way. That's how...
11/09/2026

Cats on Belgrade rooftops, bowls of water on a balcony, and about ten colleagues who joined in along the way. That's how a small initiative by the Playkot team members got started. Serbian site Ljubimci Telegraf recently covered the story.

At first, our colleagues simply put out food and water for the cats. Then they started arranging vet treatment and spaying and neutering, got in touch with local volunteers, and built a small local support network.

This next bit may sound a little corporate, but this story really is Playkot through and through: spot a problem, don't walk past it, and take matters into your own hands.

We're retelling the story in the cards. Swipe through 🐈

Read the full story in Serbian: https://ljubimci.telegraf.rs/vesti-i-dogadjaji/srbija-ljubimci/4381458-desetak-clanova-playkot-tima-pokrenulo-inicijativu-za-pomoc-ulicnim-mackama-u-beogradu

SuperCity turned 15 this July. Over the years, the game has reached 40 million installs and generated more than $100 mil...
03/09/2026

SuperCity turned 15 this July. Over the years, the game has reached 40 million installs and generated more than $100 million in lifetime revenue.

In a new piece for GameWorldObserver, we look back at the project’s journey: the early SportVille and Fitness City concepts, the international launch, the transition from Flash to HTML5, the introduction of expeditions, and the evolution of LiveOps.

In this piece, we also share what it takes to run SuperCity today: understanding an audience that has grown alongside the game, balancing familiar experiences with new ideas, navigating the “SuperCity's Central Bank mode,” and testing small MVPs instead of relying on occasional large-scale product overhauls.

It’s a detailed story of a mature game and the thousands of decisions that have kept it evolving for 15 years.

Read the full article on GameWorldObserver: https://gameworldobserver.com/2026/08/25/from-sportville-to-an-evergreen-game-how-supercity-has-been-running-for-15-years-and-turned-age-into-an-advantage

Two years ago, Nikita, QA Engineer at SuperCity, had never written an automated test. Today, he builds AI-assisted QA sy...
21/08/2026

Two years ago, Nikita, QA Engineer at SuperCity, had never written an automated test. Today, he builds AI-assisted QA systems that can catch issues before a feature is assembled.

In our latest interview with The AI Journal, he explains how the team cut narrative checks for game expeditions from two working days to 1.5–2 hours and moved part of testing upstream to the documentation stage.

Human judgment now sits one level higher: defining what “correct” means, designing the system, and owning the outcome.

Read the interview: https://aijourn.com/from-manual-testing-to-qa-architecture-how-supercity-is-moving-testing-upstream-with-ai/

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