

How big is the team currently handling live ops at Dodreams? Actually, we’ve been improving on our KPIs since last year. And there are no signs of Drive Ahead slowing down anytime soon. Originally it was a game with a hyper-casual core (before the word even existed), but now it’s developed into a more comprehensive free-to-play experience. If you look at how the game has evolved over the years, you also see how our team has developed as free-to-play professionals. The original Drive Ahead game was made by a fairly young team. There are no signs of Drive Ahead slowing down anytime soon. It’s certainly been quite the roller coaster ride as we’ve surpassed the 100 million downloads mark a while ago already, but at the same time it feels like our best days are still to come.

And time really flies when you’re making games that dreams are made of. At Dodreams we like to say that we do more than games - we do dreams. PocketGamer.Biz: With Drive Ahead about to pass its four year anniversary, how do you reflect on its performance – from launch to the mature title it is now?Įrik Pöntiskoski: It’s really hard to believe it’s been four years already. In this entry of our Live and Kicking series, we caught up with Dodreams CEO Erik Pöntiskoski following the fourth anniversary of its car combat Drive Ahead. Here at we want to take the opportunity to highlight games that have bucked the trend and found an audience that has kept them thriving long after launch. Long gone are the days of developing and publishing a game without the need to tweak, adjust and patch it after launch, with new titles requiring constant operation and updates to keep them at the forefront of consumer thought. It is often said that nothing is truly finished and it’s a saying the games industry has taken to heart in recent times.
