How the Talking Tom Cat became a billion-dollar empire
Discover how a talking cat app grew into a billion-dollar franchise with games, shows, and fans across the globe. The rise of Talking Tom explained.


In 2010, a simple mobile game featuring a cheeky, voice-mimicking cat took the world by storm. Talking Tom Cat, created by Slovenian startup Outfit7, became an overnight sensation. and the foundation of a billion-dollar empire.
But how did a virtual pet app evolve into a global franchise with movies, merchandise, and millions of devoted fans? Today, let's explore the quirky success story of Talking Tom, a digital underdog that clawed its way to the top.
The origin of a digital pet cat
A small Slovenian company called Outfit7 had a quirky idea: What if a virtual pet could repeat everything you said in a funny voice?
That's when talking Tom Cat came into the picture, a cheeky orange tabby who mimicked players’ words in a high-pitched, cartoonish tone. The game was simple, addictive, and hilarious, especially for kids.
Why did it go viral?
- Instant interaction: Tom responded to touch, pokes, and speech, making players feel like they had a real pet.
- Shareable: Kids loved recording silly phrases and sharing them online with friends.
- Perfect Timing: Launched during the early smartphone boom, it became a must-download.
Within 11 months, Talking Tom Cat hit 100 million downloads, and Outfit7 knew they had a superstar on their hands.
From app to empire
Outfit7 didn’t stop at one hit, they built an entire Talking Friends franchise, which includes:
- Talking Angela (2012) – Tom’s stylish feline friend
- My Talking Tom (2013) – A virtual pet simulator
- Talking Tom Gold Run (2016) – A fast-paced endless runner
- Talking Tom and Friends (2014) – An animated YouTube series with millions of views per episode.
As of 2024, the series had over 23 billion downloads across all games, according to mobilegamerz.biz.
Moreover, the company broadened its horizons by diving into merchandise. From plush toys to backpacks, Talking Tom became a retail sensation, proving that digital characters could dominate the real world, too.
The $1 billion breakthrough
In 2017, Chinese gaming giant United Luck Consortium acquired Outfit7 for a staggering $1 billion, making it one of the most famous mobile app acquisitions ever.
Why was it worth so much?
- Massive audience: Over 250 million monthly active users by 2015.
- Multiple revenue streams: Ads, in-app purchases, merchandise, and media deals.
- Longevity: Unlike flash-in-the-pan apps, Talking Tom stayed relevant for over a decade.
Why Talking Tom won the business game?
It wasn’t just luck or laughs—Talking Tom nailed the art of staying relevant, profitable, and universally loved.
1. Universal appeal
- Kids loved the humor.
- Parents approved of the non-violent, creative play.
- Even adults found it oddly satisfying.
2. Smart monetisation
- Free-to-play with optional upgrades (outfits, furniture for Tom).
- Ad revenue from hundreds of millions of daily players.
3. Constant innovation
Outfit7 kept expanding the universe with new characters, games, and storylines, ensuring fans never got bored.
The legacy of Talking Tom
Today, Talking Tom has over 23 billion downloads across its apps and billions of YouTube views, the franchise shows no signs of slowing down. What started as a single, silly app became a billion-dollar empire, proving that even the simplest ideas can change the world, one meow at a time.