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Home Hub Patterns in Mobile Games

A home hub is the screen between sessions. Strong ones make the next match obvious, keep currency visible, and tuck shops, events, and profile into the edges.

What repeats

  • One Play or Attack action that is larger than the surrounding icons.
  • Currencies in a bar, not buried in a menu.
  • Modes and events as tiles or side buttons, not as the main action.

What varies

Questions

What is a home hub?

It is the screen between sessions, where the player chooses the next match and checks currencies or events.

How do Clash of Clans and Chants of Sennaar differ?

Clash of Clans fills the village with upgrades, Attack, and resource counters. Chants of Sennaar leaves the plaza almost empty.

How should a designer use these references?

Find the one action that starts play, and notice what is allowed to compete with it.

Examples from shipping games

More Home stills
8 Ball Pool™
8 Ball Pool home hub with game modes, currency bar, and Colosseum event

Profile, currency, an event countdown, and mode tiles for 1v1 and tournament.

Fishdom
Fishdom underwater home screen with clownfish, currency HUD, Store button, and green Play button

The aquarium is home. Play level 2 is a green button, with hearts, coins, and Store around it.

Domino Dreams
Domino Dreams village courtyard with red creature beside a gold character in a carriage

A village square stands in for a menu. Characters occupy the space the player returns to.

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The 6 screens above are the public sample of home screens. An account opens the rest of the library, including flows and mechanics.

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