← FranceThe Exclusive FeatureShare your journey
The people who built France’s companies · November 2026

Mobile games publishing and consumer apps

Voodoo

Publishing a very large number of tiny hypercasual games built by outside studios, then scaling the ones that tested well.

For the first four years, Voodoo barely worked. Gabriel Rivaud, who later ran the games side, has said the company struggled until it changed strategy in 2015. That sentence sits oddly beside what came later: revenue of about 380 million euros in 2020, up from roughly one million in 2016.

It began with school friends. Alexandre Yazdi and Laurent Ritter had been friends since lycee. In 2012 they set up Studio Cadet, a small firm building apps for other people. It paid bills, but the plan was always larger. They wanted to be a publisher, the name on the product rather than the contractor behind it. Voodoo was incorporated in Paris on 15 April 2013, with Rivaud there from the start.

Voodoo shifted toward hypercasual games, tiny titles that a player understands in seconds, made with a network of outside studios.

Then came the lean years. Building apps for clients and publishing your own games are different trades, and the second is a lottery that most players lose. What nobody outside the company saw during that stretch was the grind of trying, and failing, to find a hit.

The turn in 2015 was a change of method. Voodoo shifted toward hypercasual games, tiny titles that a player understands in seconds, made with a network of outside studios. Hundreds of partner teams joined, and the company tested ideas and scaled only what worked. In May 2018 Goldman Sachs invested about 200 million dollars, the biggest French tech fundraising since 2015. Tencent took a stake in 2020 at a 1.4 billion dollar valuation, and in July 2021 the Belgian holding GBL paid 266 million euros for 16 percent.

Then the market turned. Hypercasual saturated, players left quickly, and Apple's tracking changes squeezed advertising. Voodoo cut its partner studios from around 700 to around 100 and moved up toward richer casual games. In December 2022 France's data regulator fined it three million euros for tracking Apple users who had opted out, a penalty upheld in 2024. The company bought BeReal in 2024 for a reported 500 million euros and reported 778 million dollars in revenue for 2025, up 16 percent.

The quiet lesson: four years of near-failure with friends you trust is survivable. Voodoo's fortune came not from a better game but from a better way of choosing games.

The Chronology year by year

  1. 2012
    • Studio Cadet
  2. 2013
    • Voodoo founded
  3. 2015
    • change of strategy after four hard years
  4. 2018
    • Goldman USD 200m
  5. 2020
    • revenue about EUR 380m
  6. 2021
    • GBL invests, Mob Control
  7. 2024
    • BeReal acquired for EUR 500m
  8. 2025
    • revenue USD 778m

The Money Trail how it was funded

  1. May 2018 about USD 200m (Goldman Sachs West Street)
  2. 2020 Tencent minority stake (valuation USD 1.4bn)
  3. July 2021 EUR 266m for 16% (GBL, valuation EUR 1.7bn)

Principal backers: Goldman Sachs, Tencent, Groupe Bruxelles Lambert

The Close Calls what nearly broke it

  • First four years struggling until 2015 pivot
  • 2021 hypercasual saturation and Apple tracking changes, partner studios cut from about 700 to 100
  • Dec 2022 CNIL EUR 3m fine (upheld May 2024)

In Their Own Words from the record

Spotted something wrong? Send a correction.

Startup Talk · Preview edition · Figures are from public sources and may be out of date
About · Contact · Terms · Privacy · Badge · Share your journey