This week’s episode of WWE Raw is still on hot on the tongues of all of us at Voices of Wrestling as well as all hardcore wrestling fans, but there’s another way WWE lovers are getting their kicks without watching the show.
World Wrestling Entertainment recently launched its own collectible card game, WWE SuperCard. But this game’s got something a little more special than just a simple pack of cards being fought over by kids at recess — it’s available in app form.
Developed by Cat Daddy Games and Visual Concepts, both of which belong to games developer 2K, the game has been described as a “fun, engaging game for mobile game enthusiasts.
The game is relentlessly addictive, challenging players to make teams from the WWE Superstars, Divas and Legends rosters. In true management style, players can train their teams into world renowned super stars and lead them into battle through a variety of match types from classic ringside action to cage fights.
WWE SuperCard has more than 400 cards in active play, each featuring one of seven different rarity levels, and gives users the chance to collect content and purchase their own individual card packs.
The game is available on the App Store, Google Play Store and Amazon App Store, and is already causing a storm amongst WWE fans, having broken records in the few days since its launch. Chris Snyder, Vice President of Marketing at 2K, said: “In less than one week, WWE SuperCard broke 2K’s records and became one of the company’s most popular free-to-play games to date,” said Chris Snyder, Vice President of Marketing at 2K.”
The results speak for themselves. The game has been downloaded more than 1.5 million times, and a recorded 18 million unique sessions took place simultaneously across a network of iOSand Android devices. A further 82 million victories in ‘Exhibition Mode’ were reported, and 575,000 players commenced King of the Ring season-based sessions.
WWE SuperCard has followed in the footsteps of successful online casinos, who have reported fantastic revenues by making the transition from real life to online game play. Casey Collins, Executive Vice President of Consumer Products at WWE, said: “Surpassing 1.5 million downloads globally for WWE SuperCard in less than one week is truly an incredible accomplishment.
“2K’s video game expertise combined with WWE’s strong brand appeal and passionate fan base set the foundation for a successful mobile application.”