Visual Assets
8 screenshotsStore Profile
Identity
- Publisher
- King
- iOS app ID
- 553834731
Market Signals
- US top grossing
- 4
- US top free
- 83
- Downloads
- 2.3B
- Rating
- 4.6
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| platform identifier | com.king.candycrushsaga |
|---|---|
| Store title | Candy Crush Saga |
| iOS app ID | 553834731 |
| ios bundle id | com.midasplayer.apps.candycrushsaga |
| ios title | Candy Crush Saga |
| Publisher | King |
| rating average | 4.6 |
| rating display | 4.6 |
| rating count | 38900000 |
| downloads bucket | 1B+ |
| store category | Puzzle |
| content rating | Everyone |
| paid | false |
| price | Install |
| updated on | 2026-05-28 |
| whats new | {"notes":["Weekly updates add new features and levels.","The listing invites new and returning players to keep playing."],"version":null} |
| contains ads | true |
| in app purchases | true |
| ios version | 1.328.0.1 |
| ios current version release date | 2026-05-20 |
| ios rating average | 4.71 |
| ios rating count | 3929459 |
| ios price | 0 |
| ios size mb | 330.6 |
| US top free | 83 |
| US top grossing | 4 |
| ios us top free rank | 65 |
| ios us top grossing rank | 4 |
| Download estimate | 2.3B |
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No exact-game UA creatives found.
Candy Crush Saga’s core loop converts simple swaps into controlled tension: read the objective, make limited moves, create special candies and cascades, fail or win narrowly, use boosters when stakes are high, and progress through a long level map.
Candy Crush Saga is an evergreen match-3 benchmark where the hidden uncertainties are not the base swap mechanic, but level readability, booster drama, failure economics, and long-term content pacing.
Candy Crush shows genuine depth through level goals, move limits, special-candy creation, cascades, blockers, boosters, and failure economics, but that depth compresses if randomness or boosters overwhelm player agency.
15 of 15 responses include lens metadata.

This sample appreciates quick, understandable play but is highly sensitive to ads, extra chances, and trust around payment prompts.
I might install it, but I would be careful because free games often become noisy. The puzzle boards in the store images look clear, and I like that a single level seems easy to play while waiting somewhere. My concern is whether it asks me to watch ads or buy extra chances when I run out of moves. I would be much more comfortable if the game offered a clear way to play peacefully without constant interruptions.
This sample appreciates quick, understandable play but is highly sensitive to ads, extra chances, and trust around payment prompts.I like that the puzzle looks clear and suitable for short waits.
I worry the game may ask for ads or money at frustrating moments.
The board looks easy to read, with bright candy pieces and obvious matches.
I would probably try it on a tablet because the candy pieces look large, colorful, and easy to tell apart. The store images make the basic idea clear without needing much explanation, which matters to me. I like that it looks calmer than a fast action game, but the bright effects may become a bit much if they are constant. I would keep it if the buttons and text stay readable and it does not push me into confusing payments.
This sample values comfort, readability, and calm pacing; the game appears approachable, though bright effects and payment pressure create caution.I like that the pieces look large and the puzzle goal seems easy to understand.
I worry the bright effects and payment prompts may become too much.
The candy boards look colorful and readable, though the presentation is quite flashy.
I would download it because the matching rules look familiar, almost like a simple tile game. The store images show clear colored pieces and obvious boards, so I think I could learn it without much trouble. I am less fond of very flashy graphics, and I would want the icons, goals, and move counts to stay easy to follow. If there are too many ads or pop-ups between levels, I would stop playing even if I liked the puzzle itself.
This sample connects with familiar board-like matching and readable layouts, while bright presentation and interruptions remain the main risks.I like that the rules look familiar and the board is easy to read.
I dislike the possibility of ads or pop-ups breaking the flow.
The colored pieces stand out clearly, but the overall look is very bright.
I would try it, though I would not expect deep strategy from the store images. The boards look clear enough to plan a few moves ahead, and I like puzzles where I can think without rushing. I would prefer a straightforward purchase or very clear limits rather than a game that keeps tempting me with boosters. If the levels let me solve them patiently and the text is large enough, I could see myself returning to it.
This sample finds enough planning potential in match puzzles, but needs low-pressure pacing, readability, and straightforward value to stay engaged.I like the chance to plan a few moves ahead without fast reflexes.
I dislike the possibility of confusing currencies or repeated booster offers.
The board looks readable and colorful, with enough space to think through moves.
I would download it because it looks like a clear daily puzzle with many levels to work through. The store images show bright candies, simple matching, and progress from one level to the next, which is the kind of routine I can understand. I like the idea of getting better and beating a difficult level after a few tries. My only hesitation is that the graphics are very flashy, and I would not want a subscription or repeated payment prompts in a simple puzzle game.
This sample is strongly aligned with daily level progress and familiar puzzles, with caution around flashy presentation and unclear ongoing payments.I like the clear level-by-level progress and familiar matching challenge.
I worry about flashy effects and repeated payment prompts in a simple puzzle routine.
The visuals are colorful and clear, though brighter than I would normally choose.

This sample sees strong fit for short, interruptible relaxation, while value concerns come from possible purchase pressure during a casual routine.
I would download it because it looks easy to fit between work, errands, and family interruptions. The store images show big colorful pieces and simple boards, so I would know what to do without sitting through a long explanation. I like that it seems like a brain-off puzzle rather than something I have to manage for an hour. My concern is the free-to-play model, because I do not want a relaxing break to turn into constant prompts for boosters or extra moves.
This sample sees strong fit for short, interruptible relaxation, while value concerns come from possible purchase pressure during a casual routine.I like that it looks simple, readable, and easy to play in short breaks.
I worry that booster prompts could make a relaxing break feel less relaxing.
The bright candy pieces and clear boards look easy to read quickly.
I would install it because match-3 puzzles are familiar, polished, and easy to judge from the store images. The boards look bright and clear, and the level map suggests steady progress without needing to learn a complicated system. I am interested in whether there is enough choice in how to use moves and boosters, because I like a puzzle that rewards planning. I would be wary if the game leans too much on purchases instead of letting smart play carry me through.
This sample values familiar puzzle systems and visible progression, with concern about whether the strategy remains meaningful in a free-to-play structure.I like the familiar puzzle format and the visible sense of progress.
I worry that purchases could replace good planning on harder levels.
The graphics are bright and polished, and the boards look easy to understand.
I would download it for a daily puzzle routine, because the store page makes it look familiar and very easy to return to. The candy boards are readable, and the long level path gives me the sense that I could make a little progress each day. I like that it seems calm enough for coffee-break play, even if some levels may get tricky. My main worry is that a free game this successful may slow me down unless I buy help, and I do not want my routine to feel like a grind.
This sample is a good genre match for routine puzzle play, but long-term retention depends on fair pacing and readable challenge.I like the idea of clear daily progress through familiar puzzle levels.
I worry the progression may become slow or frustrating without paying.
The candy boards look readable, bright, and easy to come back to.
I might download it, but I would be cautious before spending. The store images look polished and easy to read, and the huge install base makes it feel established rather than risky. What gives me pause is that it is free-to-play and top-grossing, so I assume there will be offers, boosters, or limits around progress. I would stay if purchases feel optional and honest, but I would rather pay clearly for comfort than be nudged over and over.
This sample trusts the polish and scale, but the monetization model creates caution because clear value matters more than repeated prompts.I like that it looks established, polished, and easy to read.
I dislike the chance that spending could become a repeated pressure point.
The visuals look professional and bright, with clear puzzle boards and reward-heavy presentation.
I would install it if I wanted a casual puzzle I could compare with friends or family. Candy Crush has enough name recognition that I would expect other people to know what I am talking about, and the 1B+ downloads make it feel active. The store images show colorful boards and steady level progression, which looks good for quick check-ins. I would be less interested if competition is mostly about who spends on boosters, because I want progress to feel fair.
This sample is drawn to social comparison and familiar progression, while fair competition and optional spending determine whether the interest lasts.I like that it is widely known and looks easy to compare progress with others.
I worry paid help could make competition feel uneven.
The store images look bright, polished, and focused on clear puzzle progress.

This sample responds to readable challenge and mastery, but doubts whether late progression stays fair in a high-grossing free-to-play puzzle game.
I would install it only if I wanted a quick puzzle grind, not as my main game. The store images show clean boards, obvious matches, and lots of bright effects, so I can tell the controls will be easy. My concern is whether winning later feels earned or whether boosters and extra moves become the real strategy. The massive player base is convincing, but if the game starts throwing too many offers or menus at me, I would bounce.
This sample responds to readable challenge and mastery, but doubts whether late progression stays fair in a high-grossing free-to-play puzzle game.I like the clear board layout and the chance to optimize moves.
I dislike the possibility that harder levels may lean too much on paid help.
The candy grid is easy to parse, but the flashy reward screens suggest a lot going on around the puzzle.
I would download it for relaxed, colorful puzzle time, especially because the candy art looks cheerful and easy to sink into after a long day. The store images make the levels look polished, with lots of sweet effects and simple goals that do not need a long tutorial. I am less excited because it does not look like it has much cozy collecting or personal decoration beyond progressing through levels. I would keep it if the daily rewards feel gentle, but I would leave if it starts nudging me toward ads or purchases when I fail.
This sample likes cheerful presentation and low-effort progression, while wanting more cozy return value and less pressure around failure recovery.I like the bright candy art and the idea of quick relaxing levels.
I worry the game may lean on ads or purchases when a level gets difficult.
The visuals look sweet, polished, and easy to read, though not very personal or decorative.
I would download it if friends were talking about it again, because Candy Crush is instantly recognizable and the 1B+ downloads make it feel impossible to ignore. The store images show exactly what I am getting: bright match boards, boosters, and a lot of level progression. I like that I could understand it from one glance, but it also looks like the kind of time-killer that may bury me in events and offers. I would try it casually, but I would not expect it to be something I share unless there is a fun competition hook.
This sample is pulled by social familiarity and immediate clarity, but is sensitive to whether the experience feels current, shareable, and not overloaded.I like that the game is famous and immediately understandable.
I worry it may feel busy and dated unless friends are actively playing too.
The store art looks bright and recognizable, with plenty of candies, levels, and effects on screen.
I would install Candy Crush Saga for commute play because the store images make it look fast, readable, and easy to control with taps and swipes. The candy grid is obvious, and I can tell I would not need headphones or a long setup to play a level. My hesitation is that I usually prefer paying once for a game, and this one looks built around free-to-play progression and possible booster pressure. I would keep it if levels are quick and pause-friendly, but I would delete it if it keeps interrupting short sessions.
This sample prioritizes short-session usability and simple controls, with friction coming from free-to-play expectations rather than the core puzzle format.I like that it looks quick to start and easy to play in small gaps.
I dislike the chance that offers or booster prompts could interrupt a short session.
The boards look bright, simple, and readable enough for quick phone play.
I would probably install Candy Crush Saga for a quick try, but I do not expect it to surprise me. The candy boards are bright and instantly readable, and the huge download count makes it feel like a safe pick when I just want something simple on my phone. What worries me is that it looks very familiar rather than weird or fresh, and the free-to-play setup makes me wonder how often it will push boosters or extra moves. I like that the store images make the goal obvious in a second, but I might drop it fast if it turns into pop-ups instead of play.
This sample values originality and easy mobile play, so the clear match board helps, while the familiar presentation and possible free-to-play pressure limit enthusiasm.I like that it looks instantly understandable and easy to play with one hand.
I worry it may feel too familiar and pushy once the early levels are over.
The colorful candy pieces and level screens look polished, but not especially new.
No segment scores in this group yet.
0 of 3 segments score this higher than the current game.