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A Thinking Ape

Winter 2008Acquired

We build communities through massively multiplayer mobile games

Save
A Thinking Ape logo

A Thinking Ape

Winter 2008Acquired

We build communities through massively multiplayer mobile games

Save
Company details

Proudly recognized as one of CANADA'S TOP SMALL & MEDIUM EMPLOYERS for 2018!

Mission: We build communities.

Surrounded by mountains and water in beautiful Vancouver, BC, we are smart people who like smart people. We create mobile games with a social core that engage players and provoke us with creative new problems. We value data, informal leadership and keeping it all balanced.

When we set out to make games with massive online communities, we knew that we first had to create the ideal environment for building ambitious things: a place where brilliant and inspiring people come together to build games that make millions of players happy. We realized that we needed to find incredibly talented people and get out of their way. Since then we've paid careful attention to how we like to work together - these are some of our guiding principles: Ownership; Have Wonderful Arguments; The Best Ideas Win; Keep Growing.

We are artists, designers, and engineers. We leverage our talent with small, independent teams. And we know that a happy builder is an efficient builder.

Location
Vancouver, BC, Canada; Remote
Founded
2008
Category
Gaming
YC profileathinkingape.com
Founders
  • KA
    Kenshi Arasaki
    Founder/CEO
    X / TwitterLinkedIn
  • ED
    Eric Diep
    Founder
    X / TwitterLinkedIn

Proudly recognized as one of CANADA'S TOP SMALL & MEDIUM EMPLOYERS for 2018!

Mission: We build communities.

Surrounded by mountains and water in beautiful Vancouver, BC, we are smart people who like smart people. We create mobile games with a social core that engage players and provoke us with creative new problems. We value data, informal leadership and keeping it all balanced.

When we set out to make games with massive online communities, we knew that we first had to create the ideal environment for building ambitious things: a place where brilliant and inspiring people come together to build games that make millions of players happy. We realized that we needed to find incredibly talented people and get out of their way. Since then we've paid careful attention to how we like to work together - these are some of our guiding principles: Ownership; Have Wonderful Arguments; The Best Ideas Win; Keep Growing.

We are artists, designers, and engineers. We leverage our talent with small, independent teams. And we know that a happy builder is an efficient builder.

Location
Vancouver, BC, Canada; Remote
Founded
2008
Category
Gaming
YC profileathinkingape.com
Founders
  • KA
    Kenshi Arasaki
    Founder/CEO
    X / TwitterLinkedIn
  • ED
    Eric Diep
    Founder
    X / TwitterLinkedIn

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On this page
  • Overview
  • Founding Story
  • Timeline
  • What They Built
  • Market Position
  • Business Model
  • Traction
  • Post-Mortem
  • This was an acquisition, not a shutdown
  • Long-lived communities were the strategic asset
  • The earnout tied survival to long-term performance
  • Restructuring narrowed resources without ending service
  • Key Lessons
  • Sources

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A Thinking Ape (W08) at a glance

  1. Chat became the retention system. The founders wrapped game mechanics around social relationships and made community the studio's durable design thesis.
  2. Old titles can remain strategic assets. A decade-old game reportedly reached a revenue high in the acquisition year.
  3. Earnouts are conditional. The additional $74 million depended on ten years of operating milestones and was not guaranteed consideration.
  4. Live-game transfers carry social state. Community owners, moderators, economies, events, support, data control, and stores need explicit continuity evidence.

Overview

A Thinking Ape is a Vancouver mobile-game studio founded in 2008 by Kenshi Arasaki, Wilkins Chung, and Eric Diep. The founders entered Y Combinator's Winter 2008 batch with social chat product Chatterous, then discovered that players used chat to deepen game relationships. That insight produced community-centric free-to-play titles including Kingdoms at War and Party in My Dorm.[1]

On November 18, 2020, Embracer announced that DECA Games had agreed to acquire 100 percent of the studio. The initial price was $31 million, or $28 million on a cash-and-debt-free basis, plus up to $74 million in contingent ten-year milestone consideration. Later ownership records strongly indicate the transaction closed, but the exact legal closing date and final consideration were not found.

This is an acquired-product survival story, not a shutdown. The studio remains inside Embracer's mobile business, its current site lists six games, and multiple titles remain in Apple's App Store. A 2024 restructuring reduced staff but did not close the company.

A Thinking Ape company logo
A Thinking Ape carried its community thesis from a YC chat product into long-lived mobile games.

Founding Story

Diep left the University of Waterloo at 22, moved to San Francisco, and gained traction with Facebook applications and quizzes. He met Arasaki and Chung while they were Canadian expatriates working at Amazon. The three left Silicon Valley jobs in 2008, formed A Thinking Ape, and entered YC.[2][3]

Their initial product, Chatterous, was a social chat application. Users began treating it as an extension to games. The founders concluded that chat could amplify game mechanics and create relationships that outlasted an individual session.

Kingdoms at War began as an experiment: wrap a game around the Chatterous chat engine. The combination of a social layer with massively multiplayer role-playing mechanics produced strategic behavior the studio had not scripted. The founders used product data and their own play sessions to identify what was working, then hired around those mechanics.[4]

Party in My Dorm reused the same thesis in a different theme and was described by the company in 2015 as its most successful reimagining. The studio later explored casino, city-building, 4X, gacha, and puzzle concepts, but community remained the organizing idea. A product leader wrote: “The success of these new titles come from thinking about how we build communities.”

The team moved to Vancouver around 2010 to improve hiring and retention. The 2015 operating model used small autonomous teams, discipline leads, extensive product data, and tolerance for internal dissent. By 2014 the company had approximately 60 employees.[2]

The packet contains no second direct founder quote about the origin, acquisition, or alternative bids. The acquisition announcement quotes Arasaki saying the studio was becoming part of Embracer, but that statement records the transaction rather than founding insight.

A Thinking Ape company imagery
The studio's evolution from social chat to mobile games kept community interaction at the center.

Timeline

  • Winter 2008: Chatterous entered Y Combinator.
  • Around 2009: Kingdoms at War launched and reached a top-grossing mobile chart, according to the studio.
  • 2010: The company moved to Vancouver; Party in My Dorm first released.
  • 2014: A Thinking Ape had approximately 60 employees.
  • 2015: The studio said both revenue and team size were still growing roughly six years after Kingdoms at War.
  • 2016: The company reported four live titles and one additional game in production.[5]
  • November 18, 2020: Embracer announced DECA Games' agreement to acquire 100 percent of the studio.[6]
  • February 3, 2021: Embracer said the acquisition had not been consolidated by December 31 and remained expected to close during the first quarter.[7]
  • April 2024: A restructuring affected an undisclosed number of staff across community, engineering, design, analysis, art, and recruiting.
  • December 2025: Embracer listed A Thinking Ape as an internal DECA studio, strongly indicating closure of the acquisition.[8]
  • May 2026: Reporting said the studio would remain with DECA inside Embracer's retained mobile business.[9]
Embracer Group acquisition image
DECA agreed to acquire the studio with an initial payment and a long performance-based earnout.

What They Built

A Thinking Ape built free-to-play mobile games around persistent social relationships. Chat was not an accessory. It helped players form clans, coordinate strategy, compete, create identities, and build relationships that kept them returning.

Kingdoms at War applied the Chatterous social layer to deep strategy and role-playing mechanics. The studio attributed emergent play to that combination. Party in My Dorm moved the model into campus social life, with global chat, player-created content, avatar customization, relationships, dorm design, messaging, and loot boxes.

Kingdoms of Heckfire expanded into a 4X city-builder. The 2020 acquisition announcement said it often produced more than $2 in average revenue per daily active user, but provided no time series, platform breakdown, or independent verification. The same announcement described Party in My Dorm's audience as primarily female and Heckfire's as primarily male; those 2020 characterizations may now be stale.

The current portfolio page lists Witch Arcana, Single City, Kingdoms of Heckfire, Kingdoms at War, Party in My Dorm, and Casino X.[10] A listing does not prove every game is actively operated. Stronger survival evidence comes from App Store availability: Party in My Dorm remains in Canada,[11] Kingdoms at War remains in the United States,[12] and Single City and Witch Arcana also remain distributed.[13][14]

Current disclosures for the newer titles still include messaging, user-generated content, and loot boxes, showing continuity of the social-plus-monetization pattern. The packet does not document a proprietary engine, backend architecture, moderation system, patent portfolio, or infrastructure moat.

Kingdoms of Heckfire screenshot
Kingdoms of Heckfire represents the studio's expansion from chat-led role play into 4X live operations.

Market Position

The studio's durable position was community-centric live operations. Free-to-play competitors could reproduce strategy, collection, events, or loot boxes. A Thinking Ape's thesis was that interesting human interaction created retention and revenue beyond reward schedules alone.

That claim had supporting signals. The studio described clans arranging Disneyland trips and marriages forming through its games. At acquisition, it said one third of daily active accounts had already been active for more than three years. Party in My Dorm reportedly reached an all-time revenue high in 2020, a decade after launch. These were company-authored claims, not audited cohorts.

The acquisition rationale cited original intellectual property, development, user acquisition, live operations, community expertise, and the existing player base. DECA specializes in long-lived free-to-play portfolios, making the fit operational rather than purely financial.

Community also creates transfer risk. A live game is more than code and servers. It includes moderators, support relationships, community channels, player-data control, economy states, event calendars, store accounts, content commitments, escalation paths, and expectations accumulated over years. Acquisition continuity depends on all of them.

The 2024 restructuring affected community management as well as engineering, design, analysis, art, and recruiting.[15] PocketGamer placed it within Embracer's broader restructuring and did not report a shutdown. Kabam appeared as a local labor-market peer affected by the wider contraction, not a verified title-level competitor.

Current company materials still describe a Vancouver studio making mobile games with a social core.[16] Embracer's locations directory also retains the studio.[17] The evidence supports continued operation, though current headcount, title-level populations, revenue, and profitability remain unknown.

Business Model

A Thinking Ape used free-to-play mobile economics: broad free distribution, in-app purchases, live events, persistent economies, social status, and long-term community retention. The acquisition announcement reported approximately $190 million in lifetime revenue and more than 30 million accounts across the portfolio. Neither figure was independently audited or split by title.

The initial acquisition price was $31 million, equivalent to $28 million on a cash-and-debt-free basis: up to $20 million cash and $11 million in Embracer shares. Approximately 545,000 B shares were subject to a two-year lockup.

Sellers could receive up to another $74 million over ten years, split between up to $32.5 million cash and $41.5 million in shares. Full payment required more than $200 million of accumulated EBIT during the earnout. The $74 million was therefore conditional, not guaranteed consideration. No source reports how much has been earned or paid.

No verified pre-acquisition funding total, current revenue, bookings, profitability, retention, acquisition spend, or title-level economics was found. Group restructuring should not be mistaken for company financial evidence.

Traction

The studio said its games had millions of players by 2016, but provided no title-level count or date. At acquisition, it employed 82 people and reported 30 million created accounts, $190 million lifetime revenue, and unusually long-lived account cohorts.

Current App Store distribution and Embracer listings prove product and studio continuity, not healthy player populations or profitability. Daily users, monthly users, paying users, title-level revenue, and current headcount remain unknown.

Post-Mortem

This was an acquisition, not a shutdown

DECA agreed to acquire all shares in November 2020. The parties targeted February 2021, then an Embracer update said first-quarter completion was still expected. Later company lists establish continued ownership but do not supply the legal closing date or actual closing consideration.

The studio was expected to remain independent and focused on free-to-play games. Current company, store, and Embracer records contradict a closure narrative.

Long-lived communities were the strategic asset

The deal rationale emphasized community, live operations, users, development, and intellectual property. Older titles were still generating and retaining players. Party in My Dorm's reported 2020 revenue high showed how social systems can extend a title's economic life beyond the normal launch cycle.

The structural mechanism is accumulated social state. A decade-old game's value sits in player relationships, group leadership, moderation history, economy expectations, events, support practice, and trust. Those assets are easy to damage during ownership transfer even when the software keeps running.

The earnout tied survival to long-term performance

Up to $74 million over ten years made post-close operation financially consequential. The milestone required accumulated EBIT above $200 million for full payment. Public evidence does not disclose progress, founder proceeds, or retention terms, so no realized total should be inferred.

Restructuring narrowed resources without ending service

The 2024 reduction touched functions central to live games, including community management and product analysis. That creates continuity risk, but the article placed it inside a broader Embracer restructuring, not a product closure. The studio remained listed in 2025 and retained in the 2026 mobile group.

The rebuild opportunity is therefore not another game backend or community tool. It is a metadata-only receipt that proves ownership, community channels, moderation responsibility, player-data control, live-ops references, store accounts, service levels, notices, risks, and corrective actions survived a portfolio transfer.

Key Lessons

  • Chat became the retention system. The founders wrapped game mechanics around Chatterous and turned player relationships into the portfolio's durable design principle.
  • Old titles can remain strategic assets. A decade-old game reached a reported revenue high in the acquisition year, supporting a long-horizon live-operations model.
  • Earnouts are conditional, not headline price. The $74 million depended on ten years of EBIT milestones and cannot be treated as paid consideration.
  • Live-game transfer is social-state transfer. Moderators, channels, economies, events, support, data control, and store ownership matter alongside builds and servers.

Sources

  1. Y Combinator, A Thinking Ape profile.
  2. BCBusiness, Eric Diep profile.
  3. BCBusiness, founder profile.
  4. PocketGamer, company evolution retrospective.
  5. PocketGamer, 2016 studio interview.
  6. Embracer acquisition announcement.
  7. Embracer February 2021 M&A update.
  8. Embracer December 2025 company list.
  9. PocketGamer, 2026 Embracer mobile-group report.
  10. Current A Thinking Ape games page.
  11. Party in My Dorm App Store listing.
  12. Kingdoms at War App Store listing.
  13. Single City App Store listing.
  14. Witch Arcana App Store listing.
  15. PocketGamer, 2024 restructuring report.
  16. Current A Thinking Ape about page.
  17. Embracer global locations directory.