An industry with a memory / Nigeria, 2007–2026
Will this be Nigeria’s
gaming moment?
The country has been making games about itself for almost twenty years. To understand the excitement around Lagos Life and Danfo Run, we have to ask what became of the people who tried before them.
One of the more interesting things to emerge from Nigerian timelines in the past few weeks has been the enthusiasm for games that are immediately familiar. Lagos Run (also referred to as Danfo Run) puts a yellow bus on the screen, Lagos Life creates a version of life in the city, and Monkey Post returns to the small pitch and tiny goalposts of street football. People recognise the setting before they have learnt the controls. It is an interesting kind of recognition, seeing something that is usually part of your ordinary life become a world that other people want to enter. [1]
There is a temptation to look at all of this and conclude that Nigeria has finally discovered how to make games. The more interesting question, to my mind, is why we have had to make this discovery more than once.
We have been here before. There were developers building games around danfos long before the current AI models existed. There were studios attracting international attention, announcing investment and making the argument that Nigerian stories could find an audience beyond Nigeria. Some of those businesses disappeared. Others changed direction, and at least one of the early names is still building. Understanding what happened to them is necessary if we are to decide whether this moment represents a different kind of opportunity or another round of excitement around an old possibility.
AI belongs in this story, but it arrives rather late. The history starts with people who were already trying to turn the Nigerian imagination into something that could be played.
Explore the history
Go back before the latest launch.
Selected milestones in game production, not a complete history of playing games in Nigeria. The buttons are evenly spaced for readability, not plotted to a time scale.
The earlier attempts
ChopUp’s account of its beginnings takes the danfo back to 2007, when Bayo Puddicombe built the first version of a game around it. That predates the studio itself. Its later catalogue included Danfo and Danfo Reloaded, and the company eventually claimed more than 700,000 users for the series. This is an undated company figure, not a current active-player count, but the underlying point is difficult to miss: Nigerian developers had already recognised that the ordinary business of getting around Lagos could be entertaining on a screen. [2]
By 2012 and 2013, a more visible generation of studios was taking shape. Maliyo was developing games drawn from African experiences. Kuluya was building a catalogue of casual games, while Gamsole was finding opportunities in mobile distribution. These were not simply people waiting for better computers. They were making decisions about the audience they wanted, the platforms they could reach and the kind of business they might become. [3] [4] [5]
Kuluya’s story is particularly useful because several things that appear new today were already present in it. The company launched in October 2012. In April 2013 it announced a seed investment at a valuation of $2 million, alongside a redesigned site and a new commercial model. Its My Oga @ The Top game, built around a viral Nigerian moment, had been played 60,000 times in its first 72 hours, according to the announcement. Local humour, a social-media event, rapid production and public attention were already coming together. [3]
The business questions also arrived early. A 2014 report described Kuluya as earning little from advertising and looking towards payment by text message. Maliyo was financing its work through games made for businesses. There was an audience to pursue, but deciding who would pay—and how to collect the money—was a separate problem. [4]
Gamsole took a different route. In a 2015 interview, Abiola Olaniran explained that the company had benefited from entering Windows Phone while many developers were concentrating on Android and iOS. Advertising to a global audience supported the business, and he said it had been operating on its own revenue since June 2014. He was sceptical of making Nigerian identity the main reason someone should choose a game. Enjoyment, distribution and the spending power of the audience mattered to him. [5]
That disagreement is worth preserving. There was never one settled Nigerian approach to gaming. Some builders saw cultural familiarity as their strongest advantage. Others saw the chance to serve a global audience from a Nigerian base. Both were responding to the same challenge: how to turn the ability to make a game into a business that could keep making games.
What became of the pioneers?
The temptation here is to put all the early companies in a box labelled failure and move quickly to the new generation. That would make the story easier to tell, but it would also obscure what we need to learn from it.
Kuluya is the clearest case of an early promise that did not become a lasting studio. By May 2016, participants in TechCabal’s Radar community were asking why its site had disappeared. A later industry study, published through Tshimologong, described Maliyo as the only one of the four early studios it listed still actively developing games at the time of its research. The public record documents the loss of momentum. It is less satisfactory as an explanation of the internal decisions that brought Kuluya to that point. [6] [7]
There are arguments in that old discussion about game quality, repeat play, valuations and whether the market was ready. Some may be persuasive. They are not a substitute for the company’s accounts or testimony from its founders. What we can say is that a catalogue, media attention and an investment valuation did not secure continuity. The $2 million figure was a valuation, incidentally, not the amount Kuluya had raised. That distinction was being lost in discussions of Nigerian games even then. [3] [6]
Gamsole requires more care. Techpoint’s account of Olaniran’s career puts the company beyond ten million downloads by early 2015. In 2016, its Lagos-themed Gidi Run became a flagship title on MTN Game+. This was a deliberate attempt to solve distribution and payment through an operator relationship rather than depend entirely on discovery in an app store. Gamsole was adapting its commercial approach, not merely watching a local-content idea fail. [8] [9]
The platform on which Gamsole found its early opening did not last. Microsoft ended support for the final Windows 10 Mobile release in December 2019. That is relevant background to the risks of building around someone else’s platform; it does not establish what caused Gamsole’s later trajectory. In 2020, Olaniran became chief technology officer at eLimu following CcHub’s acquisition of the education company. He died in July 2025, aged 36. The record I could verify does not provide a clean closure date or a complete financial history for Gamsole. Calling it simply a failed company would claim more than that record allows. [10] [11] [8]
ChopUp also leaves an incomplete public trail. Its website still explains a model in which subscriptions were deducted from airtime through telecom app stores. The later industry study places it among the early studios no longer actively developing at that research point. An old website remaining online does not settle its current operations, and the available evidence does not support inventing a single cause of failure. [12] [7]
Then there is Maliyo, whose continued work prevents us from treating the entire period as a false start. It launched GameUp Africa with Google in 2021, and developed Iwájú: Rising Chef with Disney and Kugali for a 2024 release. In Google’s August 2025 interview, Hugo Obi described a team of about thirty people, with ninety percent coming through the training programme. Those are company-reported figures, but the path is instructive: training, partnerships and repeated production, sustained over years. [13] [14] [15]
The later industry study identifies distribution, limited ways to collect payment, a shortage of game-development education and the difficulty of relying on organic discovery as constraints on the sector. Contemporary reporting on Gidi Run shows developers trying to work around precisely those problems. These are useful explanations of the environment in which the companies operated, even where they cannot settle why a particular company stopped. Better production tools address part of that environment. They do not automatically provide a route to paying players. [7] [9]
The earlier generation therefore gives us several histories rather than one. A studio can lose momentum. A founder can take accumulated skills into another sector. A company can survive by building capabilities that are not especially visible in a launch announcement. If we only pay attention when a game goes viral, we lose sight of most of the work involved.
Follow the companies
Different bets. Different records.
These are selected public records. “Inactive in a study” is a dated research assessment, not a verified legal dissolution or a current company-register status.
Examine the launch evidence
What did the early excitement actually measure?
Filter six dated public claims. They are records with different definitions, not a ranking of game success.
Why these figures are not a growth series
They cover different products, periods, counting rules and commercial models. A cumulative download, a play and a paying download cannot be treated as interchangeable people. The early repeat-use figure is not day-30 retention. These records show that attention existed before AI; they do not measure the change in national demand or prove that any studio was profitable.
The paid-download record is important to the argument. By July 2016, Gidi Run was reported to have passed 11,000 paid downloads after its launch with MTN. That does not establish a profitable business, but it does rule out a simple account in which the earlier generation attracted attention without ever experimenting with payment. What remains unresolved is whether that experiment generated enough net revenue, often enough, to support continued production. [26]
How large is the market now?
There is a related distinction that often gets lost in the enthusiasm around a large Nigerian gaming market. Money spent on games in Nigeria is not the same thing as money earned by Nigerian game companies. Nigerians can sustain a sizeable market while most of the companies supplying that market are based elsewhere. A claim about the size of the audience does not, by itself, tell us how much local production that audience can support.
The current estimates are substantial, although they are not identical. Carry1st and Newzoo’s August outlook forecasts $226.6 million in Nigerian games revenue for 2026. PwC’s newer Africa Entertainment and Media Outlook, published on 13 October, lists $286 million for video games and esports in 2025 and forecasts $307 million for 2026. These are different publishers’ estimates with different stated categories. They should not be joined into a growth chart or quietly treated as the same measurement. [16] [17]
PwC also places social and casual games at seventy-seven percent of Nigerian gaming revenue in 2025, defining that category to include app-based and browser games. The report is evidence of an established market into which the recent launches arrive. It is not evidence that the AI-assisted games created that market. [17]
Market scale / One publisher, one forecast vintage
Where does Nigeria sit among three leading markets?
Carry1st/Newzoo, 25 August 2026: 2026 forecasts. Africa total: US$1.98bn. Three selected countries, not the whole continent. [16]
Follow the forecast / Nigeria
PwC projects a larger market. The local share is unknown.
PwC’s October 2026 national table: video games and esports. Filled point: 2025 estimate; open points and dashed line: 2026–2030 forecasts. Nominal US-dollar amounts; not inflation-adjusted. [17]
Inspect the values and the calculation
| Year | US$ millions | Status |
|---|---|---|
| 2025 | 286 | Estimate |
| 2026 | 307 | Forecast |
| 2027 | 324 | Forecast |
| 2028 | 358 | Forecast |
| 2029 | 405 | Forecast |
| 2030 | 431 | Forecast |
Index = year value ÷ 286 × 100. Change from 2025 = (year value ÷ 286 − 1) × 100. All values are from the same national table and publisher vintage. Changes are derived calculations, not estimates of AI’s effect.
Test the denominator
How much depends on which estimate you choose?
The forecasts differ by US$80.4m, or 35.5% of the lower estimate. Different stated categories and unreconciled methodologies: this is a source comparison, not measured growth or an uncertainty interval. Neither source provides Nigerian studios’ share here. [16] [17]
What can we actually say about production?
The Africa-wide developer survey had 116 respondents; three studios reported more than US$1m revenue for 2023. It is not a Nigerian census or a national revenue total. A consumer market can grow while the proportion supplied by locally owned developers remains unknown. [18]
The country comparison gives some scale to the opportunity: Nigeria accounts for about 11.4% of the African market in the Carry1st/Newzoo forecast. But it does not tell us what proportion of that demand is served by Nigerian studios. This is the missing link between a large audience and a domestic production industry. A larger market can support more local production, yet that outcome still depends on which developers win the players and collect the revenue.
PwC’s projection implies an increase from $286 million in 2025 to $431 million in 2030, or about 50.7% over five years. That is a forecast of market growth, not an estimate of AI’s contribution. It provides a context in which to evaluate the new games, while leaving open the question of how much of the additional spending their developers can capture. The chart lets us examine that distinction without assuming that a rising market is evidence of a successful local studio.
The production side remains harder to count. Maliyo’s 2025 Africa Games Industry Report drew on a survey with 116 respondents and reported three studios with revenues above $1 million in 2023. That is an Africa-wide survey, not a Nigerian census, and it cannot tell us the combined revenue of Nigerian developers. It does suggest why a large consumer-market headline should not be used as a substitute for studying the businesses actually making games. [18]
This matters when we compare the current wave with its predecessors. A million visits to a free game, a million downloads and a million paying players describe very different economic positions. The new games have attracted attention; the commercial meaning of that attention will depend on who returns, who pays and what it takes to keep the experience worthwhile. Those questions were present in the earlier generation too.
What is different this time?
The most obvious change is the ability to produce something quickly enough to take advantage of a moment. Reporting on Danfo Run describes Opeyemi Adeniran using Claude and generated visual assets over roughly four to five weeks. Shalom Rayhamen’s account of Lagos Life is that she began at night and released the first version the next morning, with Anthropic’s tools assisting research and coding. These are their reported experiences, not a general estimate of what AI saves every developer. Even so, the difference in what a small team can attempt is worth taking seriously. [19] [20]
Access to a capable model changes the practical meaning of having an idea. A developer may be able to move through unfamiliar code, experiment with an environment or replace a rough asset without waiting to assemble a full team around the first version. For someone building alongside other work, reducing that interval can determine whether the project is attempted at all. It can also make it possible to respond while the people who saw the first version are still interested.
There is experience behind that speed. Adeniran was already a software engineer. Rayhamen described almost a decade in software development. A tool that extends an experienced developer’s reach is a meaningful advance, but it is a different claim from saying experience no longer matters. [21] [22]
Distribution is another part of the change. A browser game can be passed around as a link and tried without installing an app. Yet even this has a history: Maliyo and Kuluya were making browser games in the earlier period. What deserves examination now is the combination of a readily shared link, familiar cultural material, a public feedback loop and tools that can help the developer keep responding. We should be precise about which part is newly possible and which part has become easier to combine. [4] [1]
In Lagos Life’s case, Rayhamen described an AI agent helping her track requests on X. This places the model inside an ongoing conversation about what to make next. It is a useful example of how production and feedback can become more closely connected. It still leaves the developer with the responsibility of deciding which requests will improve the game. [22]
Compare the conditions
What changed—and what was already there?
A comparison of documented examples and editorial interpretation, not a controlled before-and-after study of AI.
Monkey Post is part of this wider moment too. Yerins Abraham’s game draws on a recognisable street-football format and runs in the browser. I could not verify its particular generative-AI workflow from the public accounts reviewed for this essay, so I have not treated it as proof of that production method. There is also an older ChopUp title called Monkey Post; the two should not be confused. [1] [23]
The new commercial experiments deserve attention as well. Vatar, the company behind Lagos Life, announced $500,000 in angel funding on 9 October. A founder can now move from an experiment in public to an investment conversation remarkably quickly. But we should remember that Kuluya was announcing a valuation within months of its launch. Speed of recognition is encouraging; the older record gives us a reason to follow what happens after it. [24] [3]
This is where I think the claim about AI becomes more interesting than the broad assertion that it will transform gaming. If a developer can test an idea with less committed time and money, the economics of trying can change. A market that could not sustain a particular studio structure ten years ago might support a different way of making and maintaining games now. That is a proposition worth investigating. It is not yet a result we can read from a launch counter.
There is another implication. If creating the first version becomes easier for one developer, it becomes easier for the next developer too. The advantages may therefore move towards things that are slower to reproduce: the quality of the game, the relationship with its players, an original world, and the capacity to keep improving it. Earlier studios faced crowded stores and difficulty acquiring players. More abundant production can create another version of that competition, even as it helps more people enter.
What we should hope to build
In an earlier essay, I argued that imagination is a resource and that the worlds we create can influence the possibilities people see for themselves. Games are especially interesting in this regard. A player does not only watch a world; they move through it, make choices and discover what the world permits. There is value in young Nigerians encountering settings and characters that belong to their own environment, and eventually encountering ambitious versions of what that environment could become. [25]
The current enthusiasm should make us curious about that possibility without allowing us to forget the people who have been working on it. Maliyo’s training programme and continued production are part of this moment, even if a long training cycle is less likely to dominate a timeline than an overnight launch. Gamsole’s experiments with international audiences and telecom partnerships remain relevant. The disappointments of Kuluya are worth documenting properly, rather than reducing them to a warning attached to somebody else’s success.
What would convince me that something more durable is happening is the ability of these new developers to continue. Can a game keep a meaningful audience after the first burst of attention? Can the people making it collect enough revenue to improve it? Can one successful experiment support another, so that skills, money and experience accumulate rather than disappear between waves? These are not demands that every side project become a large company. They are questions about what it would take for many small experiments to strengthen an industry.
There is sufficient reason to be interested. We have examples of people using capable models to move ideas into the market quickly, and examples of players responding to experiences drawn from Nigerian life. The remaining work is to discover which of the earlier constraints have genuinely eased and which have simply become less visible during an exciting launch.
The history makes the present more significant to me. It shows how long people have wanted to make these worlds, how much they have already attempted, and how much knowledge is available if the new generation chooses to use it. If AI allows more of that ambition to become playable, it is a useful opening. Whether we turn the opening into a lasting industry will depend on what the builders, players and people backing them do with it.
Research notebook
The record behind the argument
No original interviews, private analytics or company accounts were obtained. Historical outcomes are distinguished from assumptions about why they happened. Research checked 16 October 2026.
Limits, conflicting sources and unresolved questions
Company outcomes: the Tshimologong-hosted report describes only Maliyo as active among its four listed pioneers at the time of its research. That is a dated assessment of development activity, not proof of formal dissolution. ChopUp’s old site remains accessible. We did not establish current production or financial status from that fact alone. Gamsole’s closure date and full financial trajectory remain unresolved.
Kuluya: contemporary coverage establishes the $2 million valuation; public community discussion and the later industry study document the loss of activity. Claims that a specific strategic mistake caused its failure require stronger evidence. Some later copies of old articles carry misleading recent dates; contemporaneous 2013 coverage was used for the investment chronology.
Markets: Carry1st/Newzoo’s 2026 forecast and PwC’s 2026 forecast are presented separately. Their scope and methodology have not been reconciled. No average, combined total, causal comparison or historical growth line is calculated. PwC’s national table says “video games and esports”; its discussion separately rounds 2030 video games to $430m, while the broader table gives $431m. This essay uses the table for its named category.
Players and production: no current Nigeria-wide player count with a sufficiently clear comparable definition was established for this essay. No reliable national total for Nigerian studios’ revenue, active studios or paid developers was established. Those gaps are not zeroes. The report’s 116 survey respondents are Africa-wide, not a count of Nigerian studios.
AI: the build-time accounts are creator reports, with no controlled estimate of time saved. Monkey Post’s generative-AI workflow is unverified here. We have not inferred that AI caused the games’ audience growth, Gamsole’s trajectory, or any operating incident.
Sources and publication dates
- Squid Magazine — African Games Are Shipping Again11 Oct 2026 · Review and reproduced launch announcements for the current wave. Secondary reporting, not a nationwide audience survey.
- ChopUp — About usUndated primary company page · 2007 origin of Bayo Puddicombe’s Danfo; historical company-reported 700,000+ series users. Not a verified current audience.
- KULUYA to expand commercial activities26 Apr 2013 · Contemporary account reproducing company statements: October 2012 launch, $2m valuation, 60,000 plays for My Oga @ The Top in 72 hours. Valuation is not investment received.
- Nigeria seeks to conquer African video games market9 Mar 2014 · Contemporary reporting on Maliyo, Kuluya and their commercial models. Used for historical conditions, not current operating status.
- Abiola Olaniran on why Gamsole doesn’t build games for Nigerians30 Mar 2015 · Primary interview: Windows Phone strategy, international audience, advertising and reported self-financing. Not audited accounts.
- Where is Kuluya.com? — Radar discussionMay 2016 · Primary record of the contemporary community discussion and observed site disappearance. Strategic explanations in comments are opinions, not established causes.
- Tshimologong-hosted games-industry study — Nigeria case studyHosted Jan 2022; research references include 2021 · Printed pages 75–76. Dated assessment of pioneer studio activity, distribution, payments, skills and discovery; not a current company register.
- Gamsole founder Abiola Olaniran dies at 3618 Jul 2025 · Career retrospective: reported download milestone, later education work and death on 16 Jul 2025. Techpoint discloses his role as its first angel investor.
- Gamsole’s Gidi Run and African mobile game monetisation29 Jun 2016 · Contemporary reporting and founder interview on MTN Game+, telecom distribution, billing and commercial constraints.
- Microsoft — Support ending for Windows 10 Mobile in 2019Primary lifecycle announcement, 21 Dec 2018 · End of support on 10 Dec 2019. Platform context only; no demonstrated causal link to Gamsole’s later position.
- CcHub acquisition of eLimu and Olaniran’s CTO appointment29 Oct 2020 · Contemporary reporting of CcHub’s announcement. A founder’s appointment is not proof his previous company formally closed.
- ChopUp — How it worksUndated primary company page · Historical airtime subscription model. Its listed price and operator names are not presented as current offers.
- Maliyo’s game-development bootcamp with GoogleOriginal publication 30 Jul 2021; later page update 18 Jun 2025 · Interview on the 2021 launch, training and recruitment.
- Disney — Iwájú and Rising Chef announcementPrimary 2024 press material · Maliyo’s collaboration with Disney and Kugali; game release 28 Feb 2024. No claim of generative-AI use.
- Google — #WeArePlay interview with Hugo Obi21 Aug 2025 · Primary platform interview: about 30 team members and 90% recruited through GameUp Africa, as reported by the founder. Google is a commercial platform partner.
- Carry1st / Newzoo — 2026 games-market forecast25 Aug 2026 · Primary release: Nigeria $226.6m forecast. Continental player figures are not substituted for Nigerian counts.
- PwC — Africa Entertainment and Media Outlook 2026–203013 Oct 2026 · National table, printed p12: Nigeria video games and esports $286m in 2025, $307m forecast for 2026. Printed p24: social/casual share 77% in 2025, with category footnote. Independent estimates, not a reconciliation to Newzoo.
- Maliyo — 2025 Africa Games Industry Report launch2025 · Primary publisher summary: 116 survey respondents; three studios reported more than $1m revenue for 2023. African survey, not Nigerian census.
- WebBuild — Lagos Run development account30 Sep 2026 · Secondary account attributing comments on Claude, generated visuals and build time to TechCabal. The original TechCabal page was inaccessible during research.
- TheCable — Lagos Life’s AI-assisted build and Vatar funding9 Oct 2026 · Reports founder statements and an earlier TechCabal interview. Launch build time and Anthropic API use are reported accounts, not independent productivity estimates.
- Techpoint — Opeyemi Adeniran interview5 Oct 2026 · Developer’s background, design intentions and current game.
- PINCHED — Shalom Rayhamen interview6 Oct 2026 · Founder’s development experience, first release and AI-assisted collection of requests on X.
- ChopUp — historical games catalogueUndated company catalogue · An older Monkey Post title, distinct from Yerins Abraham’s 2026 game. No shared code, ownership or affiliation is inferred.
- Vatar — company funding announcement9 Oct 2026 · Company-reported $500,000 angel round; not audited game revenue or profit.
- Samuel Ajayi — Imagination is the first resource22 Jan 2024 · Author’s earlier argument; used as an intellectual connection, not empirical evidence about game-industry outcomes.
- Techpoint — Gidi Run gaming challenge16 Jul 2016 · Reports more than 11,000 paid downloads after the MTN launch. Download price, studio receipts and full costs are not supplied. Commercial activity, not proof of profit.
- Techpoint — Lagos Life dashboard snapshot5 Oct 2026 · 1,212,477 total players as labelled on the game’s dashboard. Definitions and independent deduplication are not established here.
- Tech Regard — Monkey Post launch interview7 Oct 2026 · Creator-provided counts of more than 17,700 players and 3,900 returning players. The early window does not establish standard day-7 or day-30 cohort retention.
Questions for further reporting
Former Kuluya and ChopUp staff: when did production stop, which constraints actually determined that decision, and where did the people and intellectual property go? Gamsole’s former team: what happened after the MTN experiment, and what is the company’s operating history? Maliyo: which revenues and partnerships sustained the studio through the intervening years?
Current developers: what did the model help produce, what required substantial correction, what did the first release cost, and how do returning cohorts, receipts and full costs develop after launch? These questions have not been answered through original interviews for this essay.