It expects to launch around seven seasons per year. Users buy the season - priced around $10 to $20 - via an in-app purchase, which will unlock unique items and experiences specific to that season. But while Animal Jam generated nearly 80% of revenues through subscriptions, Fer.al will use a season pass model of monetization. Like Animal Jam, Fer.al will offer a freemium experience. On the Apple App Store and Google Play, over 100,000 people have registered for the pre-release, as well. Now, the beta version of the game sees daily actives in the low 10,000’s pre-launch.
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The testers were brought into the beta slowly, starting in April 2020, and initially on desktop only. Within a week of launching the Fer.al website, the game had 75,000 kids sign up to become beta testers. Still, there’s a lot of interest in what WildWorks does next, it seems. But Stacey admits the title has seen some decline since its peak usage, as well. The gulf between the registered and active figures is indicative of how many kids have grown out of Animal Jam since its October 2010 launch. Today, Animal Jam has anywhere between 2.5 million to 4 million monthly active users out of a total of 135 million registered accounts. And the people that we’re going to and asking for what works for you and what doesn’t, is primarily girls,” he adds.īuilding off the Animal Jam fan base has been an advantage for getting Fer.al off the ground.
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So, as we’re creating this community - everything from the rules to the visuals - we are very conscious of that. It’s pretty hard for girls to find the same thing. “And I think the need that we recognized is that it’s not hard for adolescent boys to find online communities that jive with them. So we know a lot of the built-in audience is coming from that,” he says. We’ve leaned into that pretty heavily in Animal Jam - we’re trying to feature a lot of female scientists and working with them on causes that promote girls in STEM. “But we recognize the fact that, among the most engaged Animal Jam players, it’s about 80% girls. “It’s certainly not intended to be to the exclusion of boys who are in this age range,” explains Stacey. You will also be able to join factions, initially driven by the two queens, as the game advances.Īnother notable aspect to Fer.al is that it’s largely designed to cater to girl gamers. There will be tasks you can’t complete on your own, meaning you’ll need to interact and chat. Much like Animal Jam - or even other virtual worlds like some Roblox games - players are meant to engage in cooperative gameplay to advance. Players will also be able to connect their online social accounts to their game accounts in the future. The guardrails on chat also won’t be as high on Fer.al as on Animal Jam and will focus more on preventing bullying and abuse than blocking words. The new game is meant to cater to older kids - meaning young teens ages 13 to around 18 - who are now choosing their own games, have their own email address and don’t need parental permission to play. “We knew we wanted to provide a place for these older kids to go where the walls are a little bit lower,” Stacey adds.
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“Because there isn’t a transitional space between a completely walled garden like Animal Jam and … Instagram and the adult social networks and games that don’t have those same protections,” he continues. “When we started talking about Fer.al, it was the idea of where do kids go when they age out of Animal Jam?,” explains Clark Stacey, co-founder and CEO of WildWorks. Today, the company behind this popular title, WildWorks, is launching a new game, Fer.al, which builds on Animal Jam’s legacy while catering to a slightly older crowd of Gen Z teens. Here, kids learn to personalize their avatar, explore a world, chat with other players and trade items in a safe environment with parental controls.
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Before kids graduate to the expansive virtual worlds in games like Roblox, Minecraft and Fortnite, they often get their start in online social gaming with a game like Animal Jam.