A strategic analysis of category growth, gameplay mechanisms, creative/user acquisition (UA) frameworks, and the localization potential of the Vietnamese market.
Part two of the article will be live on our site on Monday.
This content was co-authored by the Funtap Games R&D team in collaboration with the SocialPeta Data Research Institute.
65% year-over-year growth in IAP revenue
At the Google Apps Summit 2025 held in Vietnam, a striking dataset captured widespread market attention: Vietnam’s in-app purchase (IAP) revenue for mobile apps and games surged by 65% year-over-year, positioning the country among the fastest-growing markets in the Asia-Pacific region.
Behind this rapid growth lies a deeper, structural shift: the Southeast Asian mobile gaming market is transitioning away from a growth phase reliant on low-cost traffic dividends.
Instead, it is entering a new era where content quality, creative execution, and localization capabilities serve as the core competitive advantages.
For publishers, the challenge is no longer just about having a sufficiently powerful product or an ample user acquisition (UA) budget; rather, it hinges on the ability to consistently create content that precisely resonates with the behavior and emotions of local users.

Recently, Funtap Games, one of Vietnam’s top three leading mobile game publishers, was honored with the title of “Outstanding Game Publisher” at the Vietnam Game Awards 2026. This is not only a major milestone at the brand level but also high recognition of its publishing capabilities, community operations, and product commercialization expertise demonstrated in an increasingly competitive market.
Deeply rooted in the industry for over a decade, Funtap Games holds the largest number of game publishing licenses in Vietnam and dominates the domestic SLG (Simulation Game) market.
The company has co-published multiple global hit games, including Genshin Impact, Mobile Legends: Bang Bang, Arknights: Endfield, Last War: Survival, Song of Kingdoms: Heroes and Conquest, Dark War: Survival, and Honor of Kings, among others. It partners with over 150 global collaborators, reaching a monthly active user (MAU) base of 9.4 million.
Against this backdrop, SocialPeta has collaborated with Funtap Games‘ MR (Market Research) and UA (User Acquisition) teams to continuously track the latest growth signals from the Chinese, Vietnamese, and Southeast Asian markets. By dissecting product models, creative strategies, UA logic, and player behavioral patterns, this partnership aims to evaluate product categories with strong expansion potential in Vietnam.
Micro-horror—is precisely one of the most noteworthy tracks in the current global mobile gaming market.
When Micro-Horror Steps Beyond Its Niche
For years, the global mobile gaming market has been dominated by familiar categories such as MOBA, Battle Royale, SLG (4X Strategy), and Casual/Match-3. However, with rising user acquisition (UA) costs, rapid creative fatigue, and traditional core gameplays finding it increasingly difficult to differentiate, studios and publishers are forced to search for a new layer of player experience—one that is highly accessible yet capable of triggering strong emotional resonance within a short timeframe.
Micro-horror sits precisely at this intersection. Unlike traditional horror games on PC and console that plunge players into heavy, terrifying experiences, this category fosters a moderate sense of tension, curiosity, and unease. The emotional intensity is potent enough to make players stop scrolling, keep watching, invite friends, or share short videos, yet it remains light enough not to alienate casual players from the conversion funnel.

In China, micro-horror products are demonstrating an expansion capability that far exceeds past stereotypes. Newer titles no longer cater exclusively to a niche audience seeking pure thrill; instead, they integrate elements of suspense, the supernatural, mystery, and social stimulation into core mechanics already familiar to players. Consequently, micro-horror is steadily evolving from “games for horror enthusiasts” into “mass-market games with a horror emotional layer.”
A prime example is the Supernatural Task Force, launched by Giant Network. This title pairs a search-loot-extract mechanic with a Chinese supernatural backdrop, creating a dual sense of pressure stemming both from monsters and from the risk of losing acquired assets. This represents a textbook application of using horror as an emotional amplifier for gameplay, rather than treating horror itself as the entirety of the product.

It is worth noting that micro-horror does not sell fear itself, but rather an emotional state: tense yet entertaining, scared yet eager to play, uneasy yet within a controllable comfort zone.
It is precisely this emotional state that enables the category to reach Gen Z, casual players, and even female demographics—audiences who typically exhibit a strong openness toward suspense, distinctive character designs, mysterious aesthetics, and highly shareable social content.
Publishing Capability = Content Understanding Capability
Insights from Southeast Asia’s rapidly growing markets indicate that publishing capabilities are no longer confined to merely launching products, purchasing traffic, and running live-ops events. For live-service games, the foundation of long-term growth lies in deeply understanding the product, comprehending the local player base, and restructuring how the product’s content is expressed within the market.
This is precisely the core logic that Funtap Games adheres to while expanding its product matrix—spanning Xianxia MMORPGs, Wuxia, Three Kingdoms strategy, SLGs, esports, midcore/hardcore, and community-driven products.
While each category possesses its own unique hierarchy of user motivations, the common denominator is that they all must be “translated” into a content language that perfectly aligns with the cultural context of Vietnamese players.

For micro-horror, this capability is particularly critical. While generalized horror scenarios might trigger initial curiosity, it is difficult to sustain long-term engagement and viral discussion if the content fails to tap into local players’ cultural memories and entertainment habits.
In contrast, specific details—such as rented rooms at the end of a narrow alley, weathered apartment complexes, student dormitories, communal housing, nighttime street vendors’ cries, midnight corridors, or urban folklore—can foster a uniquely “familiar yet uncanny” experience, which serves as a natural advantage for localized horror content.
From a publisher’s perspective, micro-horror is not merely a question of product selection; it is a fundamental challenge of content expression. It requires deliberate strategy on which imagery motifs to choose, how to set the backdrop, what creative hooks to use in the first 3 seconds, how to build suspense, and how to ensure the player community is equipped with ample raw materials for reactions, memes, livestreams, short videos, and user-generated content (UGC).
Emerging Gameplay Models: When Fear Becomes the Seasoning for Core Mechanics
The value of micro-horror lies not in creating the most terrifying visual presentation, but rather in embedding tension directly into core gameplay loops that have already been widely validated. This is the fundamental reason why the category possesses such broad applicability, allowing it to be tested across a diverse range of product formats.

As illustrated in the table above, horror does not necessarily function as a standalone category; rather, it can serve as an aesthetic layer, a pressure mechanic, or a behavioral motivator superimposed onto completely distinct gameplay structures. The critical takeaway is that the emotional experience of fear must directly serve the core gameplay loop, rather than existing independently of it.
Co-op Horror: Scared Yet Satisfied
Products inspired by Steam’s smash-hit Lethal Company reveal a clear trajectory: horror can function remarkably well as a social experience. Players enter dangerous zones with friends to scavenge for resources, communicate via proximity voice chat, and constantly face unexpected emergencies. When a player lets out a scream in the pitch dark and their signal abruptly goes dead, the experience generates not just fear, but laughter, memes, and a compelling reason for the entire squad to keep playing.
This form of social stimulation aligns perfectly with short-session, team-based play, as well as the modern habit of sharing short-form video clips on TikTok and Reels. For publishers, the value of co-op horror lies in its ability to spontaneously generate user-generated content (UGC) during every single session, significantly reducing total reliance on paid ad creatives.
Merge Horror: Injecting Freshness into a Saturated Casual Track
Merge serves as an easy-to-understand core gameplay mechanic; however, when structured solely around familiar scenarios like home decor, restaurant renovations, or everyday item combinations, it can easily fall into a sense of repetitiveness. By introducing elements such as abandoned houses, talismans, red candles, family secrets, or trapped souls into the merge loop, a product gains additional drive for exploration and natural narrative hooks.
Taking Haunted Merge (domestic title: Who Can Save Me) as an example, players do not just merge items to complete tasks; they also progressively unlock story fragments. The narrative horror layer provides a stronger incentive to return to the casual gameplay loop, thereby supporting retention and monetization performance more effectively than generalized scenarios.


Roguelike Horror: Short-Session, High-Pressure, and Fast-Paced
Products like Infinite Loop (无限) demonstrate that micro-horror pairs exceptionally well with fast-paced Roguelike mechanics. Players start with limited abilities to fend off waves of supernatural monster attacks, selecting random skills after each wave. Each session lasts only a few minutes, yet provides sufficient tension, replayability, and builds optimization potential.
In the mobile casual and mini-game ecosystem, this formula offers distinct advantages: short sessions, instant feedback, explicit pressure, and high retention. Here, horror is not the ultimate objective, but rather the seasoning that injects emotional weight into short sessions.

Extraction Horror: Weaponizing Loss Aversion to Amplify Emotional Tension
The extraction-shooter (scavenge-fight-extract) model is fundamentally based on the principles of entering a map, looting resources, and executing a safe evacuation. When integrated with supernatural themes—as seen in titles like Supernatural Action Squad—the source of pressure shifts; it stems not only from monsters, but from the looming risk of losing all collected assets upon death.
This functions as a pivotal mechanic rooted in behavioral psychology. The closer players get to the extraction point, the more their anxiety peaks; the higher the value of the items they carry, the more agonizing the decision becomes to push forward or retreat. Here, horror makes loss aversion tangible, transforming every session into a series of high-stakes trade-offs between ambition and safety.

Room Defense/Idle Horror: Simple Rules and Easy Scalability
Room defense and idle mechanics represent a highly viable direction for casual mobile gamers. The rules are typically incredibly intuitive: choose a room, lock the door, upgrade defensive installations, and survive the night. Players face a minimal learning curve yet still experience progressively mounting pressure alongside clear reward mechanisms, which continuously drives their motivation to upgrade.
Haunted Room serves as a textbook case study in this category. As the publisher of Haunted Room: Ngôi Nhà Hắc Ám (Ghost House) in Vietnam,
possesses a distinct practical advantage in monitoring player feedback, validating the market fit of the room defense/idle model, and evaluating the performance of localized ad creatives. Should Funtap Games continue to deepen its footprint in Vietnam’s micro-horror product track, this experience will yield a highly valuable operational data asset.
Why Micro-Horror Holds Massive Potential for Scaling
The growth of micro-horror is not merely fueled by novelty; the category aligns perfectly with several critical conditions of the current market: the consumption of short-form content, soaring user acquisition (UA) costs, social media algorithms prioritizing high-emotion reaction content, and young gamers seeking intense yet safe experiences.
- Low Barrier to Entry: Mobile micro-horror typically features intuitive controls and short sessions, requiring no deep role-playing investment. Players can quickly experience intense emotional spikes during fragmented time, with zero lingering pressure once the session ends.
- Natural Virality on TikTok and Reels: A perfectly timed jump scare, a teammate’s blunder, an unexpected chase sequence, or a dramatic reaction expression can instantly serve as premium short-form video material. For products with strong social design, players act as both users and content distribution channels.
- Safe-Fear Mechanism: Players thoroughly enjoy experiencing tension within a controlled environment. Micro-horror sparks curiosity, suspense, and surprise without dragging the experience into a psychologically heavy territory. When fear is released through laughter, rewards, or the relief of survival, the resulting emotional loop is far more gratifying than pure horror.
- A Perfect Fit for Gen Z and UGC Culture: Gen Z inherently favors fast-paced, highly shareable content that triggers instant reactions. Micro-horror provides an abundance of highlight moments that are easy to record, highly memeable, and readily extendable into fan art, reaction videos, secondary creations, or community lore.

From a user acquisition (UA) perspective, the defining advantage of micro-horror lies in its ability to generate an instantaneous peak in emotional response.
While many game ads require several seconds just to introduce a character, a feature, or a combat system, horror content can cut straight to a single anomalous signal: a knock on the door at midnight, a shadow caught on a security camera, or a subtle, uncanny dissonance in a familiar space. This single signal is enough to immediately spark a question in the viewer’s mind.
That concludes Part 1 of our Micro-Horror Special Feature. By breaking down category trends, publishing logic, and various gameplay models, it becomes clear that the value of micro-horror goes far beyond simply “scaring” people. It serves as an emotional amplifier—a layer that can be grafted onto multiple core gameplay mechanics, offering both a low barrier to entry and powerful viral potential.
But when this positioning is applied to actual UA and creative production, how exactly do micro-horror creatives hook a user within the first 3 seconds? And how can these “hooks” be deeply integrated into the local cultural context of Vietnam?
In Part 2, we will shift our focus to:
- The natural creative advantages of micro-horror in performance advertising.
- The market window of opportunity shifting from China to Vietnam.
- Local case studies validated by titles like The Scourge (Tai Ương) and The Shaman (Thần Trùng).
- Strategic insights from Funtap Games.
The vacuum in the Vietnamese market is opening up, and the answer might just lie beneath that flickering light in the midnight hallway.
Stay tuned for Part 2 — “Going Global with Micro-Horror Games in Vietnam (Part 2): UA Creatives, Localization Opportunities, and Strategic Breakthroughs.”







