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CRASH GAMES


When success becomes the hardest


benchmark


Shalva Bukia, CPO at SPRIBE, looks at why one of the biggest challenges in crash game development is figuring out what comes after a smash hit.


corners of the industry that the crash category has already matured, and that there isn’t much left to discover. I’d push back on that pretty strongly.


T


here is one question that every product team dreads, and it usually comes right after landing a hit game. Once you’ve built something that players love, with extraordinary numbers and industry attention to reflect that, someone will inevitably be asking what’s next.


After building Aviator – our crash game with over 77 million monthly active players and upwards of 400,000 bets placed every minute – that question carries a particular weight. Instead of being measured against the competition, our own track record becomes the benchmark.


THE TRAP OF THE SEQUEL MINDSET


The instinct, and a very natural one at that, is to try and replicate what worked before. You can take the same mechanics and dress them up differently, but crash games don’t work like slots.


Crash is a fundamentally social, real-time format. Players are coming back to Aviator because of the tension of that shared experience. The appeal is the collective decision-making and the thrill of watching others cash out. Changing the plane to a rocket and calling it ‘innovation’ won’t recreate the impact.


We’re now asking ourselves a harder question. How do you innovate within a


category you helped create, without undermining what made it work in the first place?


BUILDING SIDEWAYS, NOT UPWARDS


For us, the answer has been to think about product development in terms of expanding what crash can do, rather than simply reskinning previous crash games. That means investing in the ecosystem around the core experience. Tournaments, missions and social features like player chat are all extensions of the same design philosophy that made Aviator stand out. They give players agency and community, keeping them coming back beyond the next round.


It also means being brutally honest about which ideas don’t work well with real players. We prototype and kill concepts early if the data tells us they’re not landing. That discipline is much harder than it sounds when your company’s identity is so closely tied to innovation, but shipping something mediocre in the shadow of Aviator would do a lot more damage to our credibility than releasing nothing at all.


WHY CRASH GAMES STILL HAVE ROOM TO GROW


There seems to be a perception in certain


We’re still in the early stages of understanding what real-time multiplayer gaming can look like in an iGaming context. The social dynamics, the competitive mechanics and the potential for personalisation have plenty of room for evolution. The crash format has opened a door that the industry has only just started to walk through.


Aviator proved to us – and the industry – that players want more than spinning reels in isolation. They want to feel part of something, and they’ll show up in their thousands when you give them that. The next generation of crash products will push that further by deepening the experience in ways we haven’t explored yet.


THE HARDEST BENCHMARK When your biggest success becomes the standard everything else is measured against, it’s a different type of pressure. Every new product has to justify its existence alongside what came before, and ‘good’ doesn’t cut it when the comparison point is a game played by over 70 million people. But that’s a challenge we welcome. If we aren’t pushing ourselves harder than anyone else is pushing us, we probably aren’t doing it right. Crash is a category with plenty of untapped potential, and I’m convinced the most exciting work is still ahead of us.


GIO JUNE 2026 31


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