Supercent Taps 'Pororo' as First IP Collaboration Partner for 'Snake Clash
Supercent has selected 'Pororo the Little Penguin' as its first IP licensing collaboration partner. The collaboration introduces Pororo characters into 'Snake Clash!', a hyper-casual game with over 200 million cumulative…

Supercent has selected 'Pororo the Little Penguin' as its first IP licensing collaboration partner. The collaboration introduces Pororo characters into 'Snake Clash!', a hyper-casual game with over 200 million cumulative downloads. Having grown as a mobile game publisher, this marks Supercent's first case of using its titles' global service network as a distribution channel for external IP. It serves as a testbed for expanding its domain from game services to IP business.
On the 22nd, Supercent announced that it is conducting a collaboration with Iconix's 'Pororo the Little Penguin' in its game 'Snake Clash!'. The collaboration began on the 16th and will run through October 14.
Both IPs boast impressive global metrics. 'Snake Clash!' has accumulated 220 million downloads and 4 million daily active users (DAU). It ranked 4th in global hyper-casual downloads in 2025 and was named 'Best Hyper-Casual Game' at Sensor Tower's 'APAC Awards 2025' in February. 'Pororo the Little Penguin' has aired in 130 countries, recording 27 million subscribers on its official YouTube channel and 21 billion cumulative views.
Behind this collaboration is an overlapping user demographic. Pororo boasts high recognition not only among toddlers and young children but also among people in their 20s and 30s who grew up watching its initial broadcasts. 'Snake Clash!' also targets adult players in their 20s to 40s. The collaboration was designed so that the generation that grew up with Pororo can reunite with the character in a game they play as adults. For the IP holder, it provides an opportunity to secure new touchpoints outside of toddler content.
Supercent views games as a channel for IPs to engage with new audiences. By exposing characters to regions and age groups that were difficult to reach through traditional animation or licensed merchandise alone, games allow users to encounter characters through interactive experiences rather than passive video watching.
'Snake Clash!' has a heavy reliance on the North American market, with the U.S. accounting for 30% of its total revenue. The company explained that this collaboration will serve as an opportunity to introduce the Pororo IP through in-game experiences to players across 150 countries, particularly in North America, a market known for its large scale and strong purchasing power.
Supercent plans to use this structure as a collaboration model to propose to future IP partners. The strategy involves providing the global service network of its titles as an IP distribution channel, demonstrating how an IP can be implemented within a game and what user demographics it reaches. Leveraging its proven user metrics, the company aims to expand its partnerships with IP holders.
This update introduces in-game skins and profile frames featuring 'Pororo', 'Crong', and 'Loopy'. During the collaboration period, a 'Pororo Collection Event' is being held, allowing players to earn Pororo skins as they play. Additional rewards can be obtained through the 'Lucky Spin', and a new 'Pororo Rush' visual effect has been added to the game.
The collaboration format follows the existing monetization model of 'Snake Clash!'. In addition to in-game ad impressions, the game has strengthened its revenue structure through in-app purchases (IAP) focused on skins and packages. The company stated that it has improved both profitability and user feedback through this approach, and that this collaboration is an extension of that strategy.
In the hyper-casual genre, where ad revenue typically accounts for a large share, skins featuring highly recognizable IPs serve as a driver for user purchases. This collaboration serves as a test case to gauge both Supercent's IP business potential and the scalability of its in-app purchase model.
Gong Jun-sik, CEO of Supercent, said, "The first thing IP partners ask is how their IP will be implemented inside the game and what kind of players it will reach. This Pororo collaboration demonstrates that answer through a real-world example rather than a pitch deck, showing that games are an effective pathway to expand IPs into markets they have yet to reach."
This article was originally written in Korean and translated with the help of AI. It was then edited by a native English-speaking editor. All AI-assisted translations are reviewed and refined by our newsroom. [Read Original]- NEWS
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Doohyun "Biit" Lee
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