Launched this week

Hyperstone
Machine learning platform for games
6 followers
Machine learning platform for games
6 followers
Game updates used to take 30 days to validate one hypothesis. Hyperstone combines remote config and analytics with continuous optimization. It tests 1,000+ parameter combinations at once, not just A vs B, but difficulty, ad timing, boss strength, tutorial, and quest rewards together, and ships the winner instantly. It learns continuously from live players, no waiting for builds. New players get the improved version. Every change stays within limits you set, reversible in one click.












Hi Product Hunt 👋
I'm Gleb, founder of Hyperstone.
Our team used to develop and publish mobile games. We shipped 5 projects, so we know this pain firsthand.
Our designers and live ops team always knew what they wanted to test: pricing, difficulty, tutorial flow. The problem was capacity. We could run maybe 2-3 hypotheses a month, and results differed by geo, so each one needed its own test.
Getting a single game to its target metrics took a full quarter of testing, UA spend, and analyst time.
We decided to approach the problem differently. Instead of testing hypotheses one at a time, could we optimize continuously in the background?
We built a tool for ourselves first, ran it on our own games, and saw it actually work. That's when it turned into a separate product.
Along the way we reached out to our network and did in-depth interviews with about 30 studios and specialists. Turns out everyone was carrying some version of the same pain, and those conversations gave us a long list of insights that shaped the product all the way to release. Thank you to everyone who took the time to talk to us.
Today several publishers are connected, and 15 games are running on Hyperstone and growing their metrics.
Here's how it actually works.
You register your game, tell Hyperstone which settings it can touch, and set safe limits for each one.
When a player opens the game, our SDK asks for a config, and Hyperstone hands them one, sometimes a proven good one, sometimes a new combination worth trying. The system can segment by geo and language, so different audiences aren't forced into the same settings.
As the player plays, their results (spend, retention, session time) stream back in real time.
The system uses that to keep learning, and every new player gets a slightly better config than the one before.
No daily reports, no waiting for a batch job. Just a loop that keeps tightening on its own.
Works from 50 daily active users, so it's not just for studios with huge player counts. Free to start if you only want the analytics side.
If you're a dev or studio here: what's the one setting in your game right now that you're still just guessing on? Curious what people are sitting on and not testing.
Ask me anything, I'll try to answer everything. 🙏
Huge congrats @gleb_shishov & @mike_shimko the transition from internal tool to full product is always where the best SaaS comes from. Rooting for you guys.. qq how many parameters can we pass into a single config without overloading the learning model?