Prior to the release of
Candy Crush Saga, most of King's games were
browser games offered through their website or partner portals such as
Yahoo!. This included
Candy Crush, a straightforward tile-matching game released in 2011 which King's chief creative officer and co-founder Sebastian Knutsson said came after a few hundred other games they had designed for the portal.
Candy Crushs concept had been based on an early game King made,
Miner Speed, that borrowed gameplay elements from
Bejeweled. Around 2009,
Facebook began to pull in developers, in particular
Zynga, to offer
social network games that could be built on its fundamental services; for King, this resulted in a large drop in players at their game portals within a year. At this point, King started to determine how it could enter the Facebook and the associated
mobile game markets, breaking up its web development department to work on Facebook and mobile games in 2010, including bringing several of their existing browser games to those platforms. Most of these existing games were introduced as beta versions to Facebook users, and the company used player counts and feedback to determine which of these titles had the most prospect for moving forward, allowing them to focus more intensive development on those titles while dropping the rest, in the style of a
rapid prototyping approach. The Facebook platform allowed them to explore expansion of their existing tournament-style games and the ability to include microtransactions within the game. In April 2011, King released its existing portal game
Miner Speed as its first cross-platform (Facebook and mobile) game to figure out the transition between Facebook and mobile games for this new direction.
Bubble Witch Saga introduced the "saga" approach in contrast to typical tile-matching games, where instead of having the game continue through a fixed amount of time or until the player reached an unplayable state, the game was divided into discrete levels that required the player to complete certain goals within a fixed set of moves, and where the next level could only be reached after completing the previous level. These saga elements allowed for the basics of social gameplay, but did not require the time investment that then-popular titles like Zynga's
FarmVille required; players could play just for a few minutes each day through the saga model. The success of
Bubble Witch Saga establishing King as a viable developer in this arena, becoming the second-largest developer by daily player count on the Facebook platform by April 2012, trailing only Zynga. The basic cross-platform framework from
Miner Speed were used to craft the foundation of
Candy Crush Saga, adding the "saga" elements from
Bubble Witch Saga. Initial ideas to expand
Candy Crush into
Candy Crush Saga were proposed by Knutsson, around 2011, including making the saga map visually look like a
board game. The game quickly gained popularity, gaining more than 4 million players within a few weeks of release. King later released mobile versions for
iOS and
Android that same year, adding a feature that allowed mobile users to synchronize their progress with the Facebook version. Knutsson stated that at that time, with
Candy Crush Saga as popular as it was on Facebook, they knew that they "had to get it right" in the transition process. King had not planned for
Candy Crush Saga to be as popular as it was, expecting the game to have only a six-month window after which players would move on to a different game, and thus had committed only minimal resources to its ongoing support at launch. Instead, with the game's popularity still high by the end of 2012, King became more serious about supporting the game for the long term, looking into deeper game mechanics, adding more levels, and other methods to extend the game. By September 2016, King released its 2000th level for the game to celebrate the milestone of over 1 trillion
Candy Crush Saga games having been played. Starting around that time, with the game offered as a free-to-play model, King seeks to provide new content on a weekly or biweekly basis, including time-limited content. Zacconi saw this approach as a means to keep players, who otherwise have not purchased anything, to keep coming back and playing the game. The game was already available on cars with
Android Automotive, and could be played on the 14.1 beta when the car was in park. ==Reception==