This is no BS gaming podcast two and a half gamers. A safe space for all of us & you as well. Fun stuff, latest news, but also educational knowledge drops. Bringing you the feel of a "4am conference" discussion about the gaming industry.Let's dive in!

A 5-year-old location-based game just 5x'd its downloads. There were no new creatives. No new geos. No marketing push. Just one regional event that changed how the game actually works in Taiwan.We break down Pikmin Bloom by Niantic — the quiet survivor of the post-Pokemon-Go location-based wave that everyone forgot about, but which has been quietly making $30-50M/month for years and just spiked dramatically in early 2026. The conversation covers the Pikmin IP history, the game's walking-based resource-conversion mechanics, why 58% of revenue comes from Japan, the brutal scale comparison to Pokemon Go ($85M in 5 years vs $75M in 30 days), and the most interesting product story of the episode: Niantic's regional experiment in Taiwan where they moved mushroom locations weekly from November to February, driving a 5x download spike that's still scaling.The takeaway isn't about Pikmin specifically. It's about what product-driven UA looks like when creative-led UA stops moving the needle.━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━⏱️ TIMESTAMPS00:00 Cold open — Pikmin Bloom is scaling, why?03:16 Pikmin history lesson — Nintendo IP, RTS origins06:16 The actual game: walking, flowers, Pikmin work for you13:01 The 5x download spike and Taiwan's surprise dominance14:53 The brutal comparison — Pikmin Bloom vs Pokemon Go17:01 The Japan IP rule: everything Nintendo touches is sacred24:12 The Niantic Taiwan experiment that changed everything━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Long-form playables aren't just back — they're crushing it. The top playable in April hit 75% impression share. Whiteout Survival is doing it with 3 new playables a month. And the format that's winning everywhere is the one your mum would recognize.Matej Lančarič is joined by Ondrej Monsberger and John Wright for another Playable Trends deep-dive. The crew goes through Sensor Tower's top playable creatives for April, focusing exclusively on long-form playables and what's actually driving impression share right now. The conversation covers the production trick of building one playable script and shipping 20 variations, why the "mum test" puzzle format is dominating, the BitLife "find the shoes" frustration mechanic, Royal Match's redirect-then-return experiment, and the awkward truth that Whiteout Survival made only three new playables in April but still has 99% impression share on puzzle creatives.If you make playables — or you're trying to understand why CPI keeps climbing despite shipping more creatives — this is the episode to bookmark.⏱️ TIMESTAMPS00:00 the "mum test" and recognizable formats02:24 Welcome — the never-ending playables debate revisited06:15 Sensor Tower setup and April's top long-form playables09:27 One script, 20 variations — the production playbook13:50 The completion-rate vs engagement-clicks tradeoff21:00 The 75% impression share playable of April25:48 Royal Match's redirect-then-return experiment30:05 Whiteout Survival: 99% impression share, 3 new playables38:24 Predictions for next month — and the arrows trend

The first AI-native programmatic stack for mobile publishers is real, and the early numbers are absurd. 10-20% revenue lifts across every publisher they've launched.Felix Braberg sits down with Dan Sack — Co-founder of CloudX, formerly MoPub, Twitter, Max, and AppLovin — for round two of their conversation, three months after CloudX went GA in February. The company now works with dozens of publishers, has five bidders fully live, a dozen more integrating, and a 35-person team. The pitch is "monetization as code" — a publisher platform where every setup lives in code and can be operated by humans OR AI agents.What's actually working today is the infrastructure layer: transparent fees, no competing ad network, verified auctions, and integration options that include first look, parallel, and standalone. The agentic capabilities are coming in Q3 — and that's the part that could reshape how publishers operate.━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━⏱️ TIMESTAMPS00:00 Cold open — dating app publisher up 14% revenue01:19 Round two intros + Dan's torn ACL update03:30 What CloudX has shipped since February GA04:39 Monetization as code: human + AI agent operated07:28 Felix's example: "kill DT for IAP whale cohorts"08:43 First look vs parallel vs standalone explained14:27 The real reason CloudX delivers 10-20% lifts24:14 Felix's pickle: 3 weeks of manual tuning, no AI yet32:19 The Q3 automation + intelligence layer roadmap━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Dream Games swore they would never add ads to Royal Match or Royal Kingdom. In February 2026, they quietly did it. Here's the proof — and what it means for the rest of the industry.Felix Braberg flies solo this week to break down the three biggest stories in mobile gaming: Playtika officially walking away from social casino to chase Disney Solitaire (with D2C revenue now at 62% of their IAP), Mistplay's acquisition of Mychips as the rewarded UA M&A wave begins, and the most interesting story of the week — Dream Games caught adding ads to Royal Kingdom via Wayback Machine forensics, generating an estimated $170-190K/day in interstitial and rewarded revenue while 6x'ing downloads in markets like Brazil.If Dream Games breaks, Playrix is next.━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━⏱️ TIMESTAMPS00:00 Cold open — Royal Kingdom's $190K/day ad revenue01:25 Playtika exits social casino, casual is now 76% of business03:10 The D2C dark pool — Playtika now at 62% off-platform04:45 Mistplay acquires Mychips — the rewarded UA M&A wave07:00 Royal Kingdom's secret ads — Wayback Machine forensics08:30 The Brazil test — 25K to 150K downloads/day, IAP also up09:30 Top charts wrap — Magic Sword, Grand Games, Monopoly Go━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Rewarded UA used to be a test bed. In 2026, it's a third of your UA spend. Mistplay just made it easier to scale. We sit down with the full Mistplay leadership team — Tricia (CEO), Aaron (CCO), and Mark "Bear" Bearman (GM, B2B) — to unpack the launch of the Mistplay Audience Network. The conversation covers the state of rewarded UA in 2026, validating rewarded as a core channel, why the category is consolidating, what the MyAppFree acquisition actually unlocks for advertisers, and how the audience network expands Mistplay reach to MyAppFree and Connected Rewards inventory with a single check-box.If you've been treating rewarded UA as a tactical add-on rather than a core part of your stack, this episode is the wake-up call.⏱️ TIMESTAMPS00:00 Cold open — what the audience network means for UA01:33 Welcome + guest intros (Tricia, Aaron, Bear)02:55 The state of rewarded UA in 202606:23 Survey data: rewarded UA at 20-30% of budgets07:29 The scale-vs-performance tension and the "patient path"13:17 What the audience network actually is, in plain English17:51 Brand budgets and the value-exchange opportunity23:00 The "tick a box" advertiser experience explained30:31 Where rewarded UA goes next — discovery + retention

The AppLovin setup playbook. No micromanaging, no manual optimization, no bullshit. UA template for you! Applovin UA explained!Solo for episode three of the MVP UA Template series (after Facebook and Google), this time breaking down AppLovin / Axon end-to-end. Tracking setup, campaign structure, bidding, ROAS targets, the new CPM-vs-CPI billing change, creative strategy, the real Axon dashboard with real numbers from his own game, and the patience required to actually scale.The headline lesson: AppLovin is a beast, but it really matters what you feed it. Garbage MMP signals = garbage results. Playables aren't optional. And the geo-bucket strategy that works on Facebook and Google does NOT work here — worldwide campaign with geo targets is the only sensible setup.If you've been avoiding AppLovin because it feels like a black box, this is the episode that demystifies it.⏱️ TIMESTAMPS00:00 Axon dashboard preview02:20 Why AppLovin and what this episode covers04:14 Budget, MMP signals, and the "garbage in, garbage out" rule07:42 Worldwide campaign + geo targets (NOT geo buckets)10:58 D7 vs D28 ROAS — which attribution window to pick12:57 CPM vs CPI billing — the new setting most teams miss14:40 Creative strategy: 80% playables, 60 new per month17:59 Push budgets hard when something works (30-50%)━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

A Chinese-developed Farmville replacement just shipped 4,000 AI-generated creatives in 30 days. And it's only making $30K/day. What's actually going on?We dig into Cozy Florist by Rift Sky Games — the Western counterpart to "My Garden Tale," which is already doing $10M/month in China. The game is a remarkably polished Farmville without the annoying resource puzzle, with stacked cores including flower-merging mechanics, Solitaire-association customer orders, gacha-style flower rarities, social raids, and TikTok Live integration baked into the metagame.But the puzzle is the creative volume. 4,000 ads in 30 days is Forex-scale UA output. The game is testing primarily in Philippines despite being released globally in December. And the revenue isn't moving in proportion. The hosts spend half the episode trying to figure out what's happening — and the conclusion they land on is uncomfortable for Western UA: this is what "second generation" Chinese UA looks like, and the West isn't ready.━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━⏱️ TIMESTAMPS00:00 What's going on02:55 Cozy Florist walkthrough — Chinese fonts, sad-story onboarding05:21 Stacked cores — flower merging, Solitaire customers, gacha13:00 TikTok Live integration baked into the metagame16:44 Revenue reality — 90% China, 2% US, $30K/day21:31 4,000 AI creatives in 30 days — Forex-scale output25:21 Why this game isn't soft-launching like a Western game27:55 The "second generation UA" gap Chinese studios are openingGet our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

We sit down with Katie Madding (CEO, emhanceAI, ex-Adjust CPO) and John Hobson (founded user research at Bungie and Blizzard, 20+ years on Halo, Destiny, WoW). The conversation walks through two real case studies — a Skullgirls Mobile playtest and a creative comparison — using emhance AI's facial-emotion analysis (0.89 ROC AUC, basically "lie detector" precision).The findings are uncomfortable. Skullgirls' tutorial pauses combat to teach mechanics players don't need yet. Every level ends with 5 passive screens stacked back-to-back. And the creatives with "near-death experience" hooks within the first 4 seconds genuinely outperform — not because Chinese UA teams said so, but because the emotion data shows it.If you build games or ads for mobile, this is required viewing.The link to the report is here: https://eu1.hubs.ly/H0v1sLM0Peaksel case study: https://www.emhance.ai/success-stories/peaksel-emhance-case-study⏱️ TIMESTAMPS00:00 Cold open — designing the engagement curve01:30 Welcome + Katie and John intros03:48 How AI facial-emotion playtesting actually works07:57 Skullgirls case study: the first 15 minutes broken11:25 The attention budget — what it is, why it caps at 317:14 High vs low engagement moments in Skullgirls24:13 Creative case study: Cat Match Two vs Sheep Swipe One29:52 Why "near-death experience" creatives win — confirmed━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Every new mobile game is now a copy of a copy. And that's not a complaint — it's the strategy.We dig through the soft launch charts to surface 15+ new games released in the last three months. Voodoo's Block Pals (which is literally just Block Jam 3D again). Moon Active's two new merge games are chasing Gossip Harbor. Spike's Hexa Out, Quick Send, and Solitaire Sort. Grand Games hiding its new Aerogem on the Zimbabwe App Store to dodge takedowns. SuperSend's template-driven creative-first approach with FROZIA and Daily Farm Harvest Empire. Plus the bigger structural question: is Overwatch Rush actually going to make it?The pattern is clear - 80% works, 20% iteration. Every serious studio is following the same playbook. The question is who executes it best.⏱️ TIMESTAMPS00:00 Cold open — merge is the new match-304:04 Field Day by Bitod — ex-Supercell startup goes GTA06:15 Overwatch Rush — Blizzard's mobile play (high CPI face)09:53 Moon Active's merge wave — Reality Bay + Family Bay12:43 Voodoo's Block Pals + Century's DakiMage Color Puzzle15:35 Turkish section — Rolik, Spike, Grand Games dominance25:16 Aerogem hidden on the Zimbabwe App Store27:00 Arrows hits 6.5M DAU — the new template everyone copies28:38 SuperSend's creative-first templates: FROZIA, Daily Farm— "80% works, 20% iteration" is now the default soft launch strategy. Every game in this episode is an iteration on a proven winner — Block Jam, Gossip Harbor, Pixel Flow, Lesmore's Arrows, Township, Last War Creative.— Merge is officially being treated as the new match-3. Moon Active alone has two new merge games in soft launch. Caveat: merge is much harder to balance and live-ops than match-3, so most of these will fail.— Grand Games is hiding its new game Aerogem on the Zimbabwe App Store specifically because legal teams from incumbents (likely MiniClip / Lesmore) don't operate there. This is apparently a real soft launch tactic now.— Spike has abandoned its main App Store account and is publishing everything from a new "testing" account, releasing Hexa Out, Quick Send, and Solitaire Sort in rapid succession with the same template strategy.--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricMatej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiarPlease share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me

MoonActive just launched the obvious counter-punch to Monopoly Go — and it's already pulling 2.2M monthly downloads against Monopoly Go's 1.8M, with 10x fewer creatives.We break down Coin Master Board Adventure end-to-end: the stacked core loops (board + merge + Klondike + bombs + idle tree pets), the static-vs-seasonal album split, the 5-pop-up energy trap, the UA creative library, the launch trajectory, and why social casino monetization is still a money printer that the rest of the industry can't crack.Plus the question that opens the episode and pretty much defines the genre: what is the D365 retention of users spending $5,000+ a month? (Spoiler: basically 100%.)If you work on UA, live-ops, or social casino product, this one's required viewing.━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━⏱️ TIMESTAMPS00:00 Cold open — D365 retention of $5K/month whales02:55 The setup: MoonActive's counter-launch to Monopoly Go04:13 Coin Master is a $70M/month plow horse — for years08:50 Walking the actual game: pop-ups, energy, board core13:12 Five stacked cores: merge, Klondike, bombs, idle tree20:00 Launch trajectory — $300K/day, 80K downloads/day21:27 UA creatives: 1.5K running, why CPIs stay at $90+31:21 Year-end predictions and the Las Vegas granny--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

The mobile gaming industry just posted record revenue ($195.6B) while simultaneously firing 44,000 developers. Here's what's actually going on.Matej Lančarič flies solo this week to break down the five stories that matter most: NTE's massive global launch, IronSource's official shutdown after one of the worst acquisitions in mobile gaming history, the State of Mobile Gaming 2026 report and what its genre data really tells us, Adam Foroughi's spicy 20VC interview, and Google's ad tech antitrust ruling that's about to reshape programmatic advertising.Five stories, one signal: the market growth is real but extremely concentrated. If you're not in the right two genres or one of the live-service giants, you're competing for table scraps.━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━⏱️ TIMESTAMPS00:00 Record revenue, record layoffs paradox00:50 NTE / Neverness to Everness global launch02:30 IronSource is officially dead — RIP $4.4B acquisition03:45 $195.6B revenue + 44K layoffs — the concentration story05:15 Adam Foroughi on 20VC — $83M payday, AI, layoffs05:45 Google ad tech antitrust ruling — what comes next06:30 Closing — the week ahead━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Welcome to Review Radar #11 — the "broken dreams and hopes" edition. We revisit every game they reviewed between September and December last year to see which ones survived, which ones got killed, and which ones genuinely broke through.The verdict is brutal. AceCraft dropped from 800K downloads a day to 4K. Galaxy Defense never scaled. The Squad Busters of the world joined Supercell's graveyard. But there were real winners: The Tower, Level Devil, Sunday City (the "Casino GTA"), and Heads Down all proved that smart design beats hype every time.If you want to understand what actually predicts mobile game survival, this is the episode.#mobilegaming #gamedesign #useracquisition #liveops #f2pGet our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA⏱️ TIMESTAMPS00:00 Cold open — "broken dreams" radar incoming01:51 AceCraft, Galaxy Defense and the September graveyard07:54 The Tower — one of the best games we've reviewed12:01 Sudoku Master and the puzzle category check-in20:11 The Supercell post-2018 graveyard + MoCo's slow death28:38 Sunday City — the "Casino GTA" winning at $100K/day34:00 Final verdict — who survived and who didn't---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

How do you pick the right core for your next puzzle hit?Jakub Remiar breaks down the methodology behind some of the most successful puzzle launches of the last two years — Domino Dreams, Magic Sword, Block Out, Hexa Out, Arrow Gem — and explains the pattern that connects all of them.The short version: stop trying to invent new cores. Find a puzzle sub-genre that already has massive download volume but is monetized almost entirely through ads. Take that core, wrap it in level-based design, blockers, and live-ops polish, and convert the ad-revenue audience into IAP players. Domino Dreams did it with Domino. Magic Sword did it with Water Sort. Block Out did it with Color Block Jam. Same playbook every time.This is the video to send to anyone who asks "what genre should I build in next."Potensus is a premium ad network built by people who've actually been on both sides of this industry - game publishers, agencies, and successful exits. They get it.Here's the thing - Potensus has direct deals with Amazon, Apple, Coca-Cola, Vodafone. Not programmatic. Direct. Those budgets land in your game at premium CPMs, no middleman tax.And they handle everything with their in-house team. PLUS they're partnered with PlayableMaker WINK WINK - so they'll take a brand's YouTube video or a static banner and actually turn it into a playable ad or rewarded video. Proper interactive format, built for gaming inventory. Brands getting a gaming-native creative, publishers getting higher CPMs. Everyone wins.Head to potensus.com to get started or check their creative portfolio here https://vimeo.com/showcase/12093300?fl=so&fe=fs⏱️ TIMESTAMPS00:00 Intro — how to pick a core for a new puzzle game02:21 Domino Dreams: capturing the Domino category05:20 Magic Sword: turning Water Sort into IAP gold07:50 Spyke Games / Combo Games portfolio strategy10:50 Hexa Out — when iteration becomes innovation13:00 Grand Games portfolio: the templatization machine15:55 Arrow Gem: the obvious next move after Lesmore's Arrows17:30 Why this is a lottery — and consistency wins it18:30 Closing methodology: pick your strengths, know your shot

Township just hit $45M/month - at 17 years old. How?We sit down with Erno Kiiski (Game Refinery, a Liftoff company) to dissect what is arguably the most underrated transformation in mobile gaming: how Playrix quietly turned an evergreen farming tycoon into a stealth match-3 game with the tycoon repurposed as a UA funnel.We trace 17 years of Township across five eras — from Facebook Canvas farming sim to hyper-casual mini-game platform to its current form, where match-3 is the main engine and the tycoon is essentially the onboarding. Plus a year-by-year archaeology dig through Township's UA creatives from 2019 to 2026: Pull the Pin, Golden Goblins, Idle Lumber, King Shot iterations, and AI-generated ads.If you work in mobile games, product, or UA — this episode will change how you think about evergreen titles, portfolio strategy, and the CPI/LTV equation.Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Matej LancaricSpecial Guest: Erno Kiiski https://www.linkedin.com/in/erno-kiiski/Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SAChapters00:00 - Epic intro01:23 - Welcome + Game Refinery intro with Erno Kiiski03:36 — Why Township now ($45M/month)07:29 — The five eras of Township20:37 — Pull the Pin and the Playrix portfolio play23:00 — 2021: when the puzzle became the core38:24 — Disco Ball and sense-of-urgency design57:47 — The January 2026 currency inflation play1:18:21 — Township is a UA funnel, not a tycoon1:19:32 — The Reverse 4X concept1:23:08 — UA creatives archaeology: 2019 → 20261:47:38 — Is Playrix now bigger than Dream Games?---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

Habby goes ALL-IN on midcore… and removes adsToday, we break down Dicero, the latest game from Habby — and honestly, it's one of the most surprising strategy shifts we've seen in a while.

Today, we finally break down one of the most overlooked parts of UA strategy - playable ads.https://lancaric.substack.com/p/playable-ads-trends-in-mobile-games-b16?r=7qqafAnd the truth is…

In this episode of Two and a Half Gamers, we break down over 120 AI-powered creatives and uncover what's actually working in 2026.From Golden Goblins physics hooks to Last Asylum's 70% AI-assisted pipeline, the scale is insane — with some games launching thousands of creatives and iterating faster than ever.We dive into:

Major shifts in mobile gaming, UA, and investmentsThis week's Two and a Half Gamers Breaking News covers three massive trends shaping the industry right now:

We break down the latest creative trends shaping mobile game marketing in 2026.And honestly… things are getting weird.We cover:

In this solo episode of Two and a Half Gamers, Felix breaks down one of the most underrated growth levers in mobile gaming — your mediation setup.The reality is that ad monetization performance varies massively by geo — especially in Tier 4 markets like India and Indonesia. Low-end devices, low LTV, and poor fill rates create a completely different optimization problem compared to Tier 1 markets.The biggest unlock is not adding more networks. It's designing your mediation stack around constraints. Device filtering, delayed ad loading, language segmentation, and local demand sources can significantly increase revenue without increasing DAU.The takeaway is simple.If your mediation setup is the same globally…you are leaving money on the table.This episode is brought to you by Potensus. If you're a mobile game publisher tired of leaving money on the table - listen up.Potensus is a premium ad network built by people who've actually been on both sides of this industry - game publishers, agencies, and successful exits. They get it.Here's the thing - Potensus has direct deals with Amazon, Apple, Coca-Cola, Vodafone. Not programmatic. Direct. Those budgets land in your game at premium CPMs, no middleman tax.And they handle everything with their in-house team. PLUS they're partnered with PlayableMaker WINK WINK - so they'll take a brand's YouTube video or a static banner and actually turn it into a playable ad or rewarded video. Proper interactive format, built for gaming inventory. Brands getting a gaming-native creative, publishers getting higher CPMs. Everyone wins.Head to potensus.com to get started or check their creative portfolio here https://vimeo.com/showcase/12093300?fl=so&fe=fs---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SAChapters00:00 Intro + why mediation matters01:20 What are Tier 4 geos02:30 Ad loading strategy (critical!)05:30 Avoiding ANRs on low-end devices08:00 Mediation setup for India11:30 Fill rate problems and solutions13:30 Indonesia best practices15:30 Banner optimization tricks16:50 Japan bonus strategy18:00 Final thoughts---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

We break down one of the biggest and most misunderstood “games” in the world - NYT Games Wordle & crossword.With over 8.5 million DAU, this app sits among the largest mobile games globally.But here's the twist:

This week's Breaking News covers one of the most important shifts happening right now across mobile gaming and ad tech.Here's what's happening:

In this episode of Two and a Half Gamers, we break down Butcher Hero / Hook RPG, a new game from Multicast that's currently pulling 20–30K downloads per day , but struggling to reach the scale of its predecessor, Alien Invasion.At first glance, the concept is strong:• Warcraft-inspired hook mechanics• Idle-RPG progression• Weapon-based scaling and map farmingBut after hours of gameplay, the cracks start to show.We dive into:• Why the game feels like a grinding simulator• Missing meta systems and progression loops• Why ad monetization doesn't scale with player progress• How strong UA creatives are masking gameplay issuesGet our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SAChapters00:00 pure grind02:00 What Butcher Hero actually is04:30 Warcraft / Dota inspiration explained07:00 Core loop: farming, timers, repetition10:00 Weapon system and scaling issues13:00 Why the map feels empty16:00 Missing meta systems vs Alien Invasion19:00 Event system and progression bottlenecks22:00 Ad monetization problems (no scaling)25:00 IAP pressure and VIP system28:00 UA strategy and creative analysis32:00 Why creatives are better than gameplay35:00 Revenue, downloads and scaling potential37:00 Final verdict : needs “magic” to grow---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

In this solo episode of Two and a Half Gamers, Jakub breaks down 5 advanced ad placements that are actively driving revenue in top mobile games.No theory. No fluff. Just practical systems you can implement today.He covers:

This puzzle game feels like work… but it's making moneyIn this episode of Two and a Half Gamers, we break down Brilliant Sort, a puzzle game by Belka Games that is scaling fast - despite gameplay that feels more like a chore than entertainment.With around 50K DAU and strong monetization, the game proves once again that in mobile gaming, player psychology beats gameplay innovation.We analyze:• Why “cleaning mechanics” are so addictive• How extreme friction drives monetization• Why UA creatives are completely fake (and still work)• How this fits into the broader “sort game boom”Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SAChapters00:00 First reaction — this feels like work01:30 What Brilliant Sort actually is03:00 Why this screams UA play05:00 Core gameplay (and why it's painful)08:00 The “cleaning / sorting” psychology11:00 Monetization breakdown (coins, ads, friction)14:00 Why difficulty is intentional17:00 DAU vs revenue reality19:00 UA strategy and fake creatives22:00 AI creatives and concept diversity25:00 Scale potential (60–100K/day ceiling?)27:30 Final verdict---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

Layoffs, closures, and major strategy shifts across gamingThis week in Two and a Half Gamers Breaking News, we cover one of the toughest weeks for the gaming industry — with layoffs, shutdowns, and major strategic pivots across multiple companies.Here's what happened:

Today, we break down Castle Clashers, a new game from Voodoo that's generating $220K+ daily revenue and scaling aggressively with 100K downloads per day.But this is not your typical Voodoo game.It combines:• Artillery shooter gameplay (Worms-style)• Clash Royale-inspired gacha systems• Heavy-rewarded ad monetization• Aggressive UA scalingWe dive into why this hybrid approach works, where it breaks industry “rules”, and why this could be a blueprint for the next generation of midcore-lite games.Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SAChapters00:00 intro02:00 Gameplay breakdown (Worms-style combat)05:00 Why the core loop works09:00 Repetition problem vs retention12:00 The “Voodoo gacha” explained16:00 Why this breaks traditional gacha rules20:00 Rewarded ads as progression engine23:00 Ad monetization vs IAP balance26:00 Category analysis (Artillery Shooter)29:00 UA strategy and creative volume32:00 Why creatives are weak (and still scale)34:00 Missed creative opportunities36:00 Final verdict---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

In this special episode, we sit down with Tactile Games and Loomit to break down how ad monetization actually works at scale - using Lily's Garden as a real-world example.https://loomit.ai/https://meetings.hubspot.com/iortizf/25gamers?uuid=c4c16368-14b8-4277-9ab2-ab55d5614c2d - to book a meetingFrom segmentation and A/B testing to dynamic floors, multiple ad units, and user-level optimization — this episode goes deep into the systems behind modern ad revenue.We also tackle the biggest challenges in ad monetization today:• Cannibalization vs incremental revenue• Ad quality vs revenue trade-offs• Why most setups leave money on the table• How AI and automation are changing AdMon

In this episode of Two and a Half Gamers, we break down one of the strangest success stories in mobile gaming right now — Yarn Loop.Despite having a relatively small player base, the game is already generating millions in revenue, driven by strong Tier 1 users, efficient monetization, and heavy AppLovin scaling strategies.We explore how this “Pixel Flow-inspired” puzzle game evolved into a top performer, why iteration beats originality in today's market, and how studios like Spyke are building scalable puzzle machines using templates, AI, and ruthless execution.

Subway Surfers City just hit 10 million downloads in 3 weeks — but is it actually a good business?We tear apart Sybo's long-awaited follow-up to one of the most downloaded games in history. We break down the gameplay, the surprisingly advanced (and stingy) economy, Felix's obsession with the ad placements, and why the UA setup is basically a ghost town despite having MiniClip's full weight behind it.After 5+ years of development in Denmark and a soft launch back in July 2024, Subway Surfers City finally went global — but the numbers are already declining. Is this a profitable sequel or a $20K/day money pit that'll never recoup its dev costs?Topics covered:Game breakdown: gacha system, hoverboards, shard economy, modes & daily trialsAd monetization deep dive: 8 rewarded ads/day cap, ad boxes, interstitials done rightWhy Felix wants to sell you a subscription to watch MORE adsRevenue reality: ~$100K/day total, DAU at 730K and shrinkingUA analysis: 51 creatives, mostly Facebook, no AdROAS, no AppLovin — why?The organic trap: can Subway Surfers City ever escape the shadow of the original?Cross-promo mystery: 16M monthly downloads next door and zero funnel into CityWas this game worth building at all?Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SAChapters00:00 intro02:38 Game overview – What is Subway Surfers City?04:13 Background – Sybo, MiniClip, and the original game05:49 Monetization model – IAPs vs. the original's ad-only approach06:26 Ad placements deep dive – Rewarded ads, revives, doubler07:32 Economy breakdown – Shard gacha, currencies, and the 8-ad daily cap21:13 Felix's wild idea – Pay to watch MORE ads22:07 Interstitial placement & eCPM balance23:37 Numbers – Downloads, DAU, revenue26:14 Revenue reality – $20K/day IAP, ~$100K/day total31:03 UA breakdown – 51 creatives, Facebook only, no AdROAS33:05 Why is the UA so weak? MiniClip, earn-outs, LTV issues36:06 Cross-promo – Why isn't Subway Surfers 1 pushing City?39:10 Final verdict – Was this game worth making?Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiarPlease share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me

I automated my weekly UA reporting using AppsFlyer MCP and it took less than 15 minutes to set up. https://bit.ly/4lMS8jMEvery week, I was doing the same painful thing: opening AppsFlyer for one client, then another, then another. 10 accounts, 10 dashboards, hours gone before the week even starts. Not anymore.In this episode, I walk you through the exact setup I use - live, on screen - so you can copy it for your own accounts today.What you'll learn:→ What MCP (Model Context Protocol) actually is, in plain UA terms→ How to connect AppsFlyer MCP to n8n (or Claude Desktop / ChatGPT)→ How to build an automated weekly UA report in under 20 minutes→ How to deliver reports to Slack, email, Notion, Google Sheets — wherever you work→ How to scale to 10+ client accounts using a multi-agent setup→ What's coming next: creative fatigue alerts, spend cap monitoring, and moreThis works whether you're an internal UA manager with one app or a consultant running campaigns for multiple clients. No coding required.— Links mentioned —AppsFlyer MCP GitHub (open source): https://github.com/AppsFlyerKnowledge/appsflyer-ai-agents-examplesAppsFlyer MCP setup guide + templates: https://bit.ly/4lMS8jMAppsFlyer workflow library (executive summary, caps alert, and more): https://bit.ly/4lMS8jMn8n (free automation tool): https://n8n.ioMy Companion article (step-by-step written guide): My newsletter (Sub Stack): https://lancaric.substack.com/p/i-tested-all-10-new-appsflyer-products— Chapters —00:00 Why I hate weekly UA reporting01:45 What is MCP — the 2-minute version03:30 Where to find AppsFlyer templates and the workflow library05:00 Step 1: Get your AppsFlyer MCP token06:30 Step 2: Connect to n8n and set up credentials08:15 Step 3: Run your first automated report10:30 Customising metrics — CPI, ROAS, creative performance12:00 Delivering reports to Slack, email, Notion, Sheets13:30 Scaling to multiple accounts: the multi-agent setup— Who this is for —UA managers, growth marketers, and mobile gaming consultants who run campaigns on AppsFlyer and want to automate the parts of their job that don't require human thinking.#MobileUA #AppsFlyer #MCP #UAautomation #MobileGaming #UserAcquisition #n8n #AIautomation---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

In this episode of Two and a Half Gamers, we break down the insane launch strategy behind Last Asylum: Plague by 37 Entertainment - a game that mixes onboarding mini-games, massive AI-driven creative production, and aggressive scaling tactics that could define the next phase of the 4X market.From My Perfect Hotel-style onboarding loops to hundreds of AI-generated creatives flooding ad networks, this launch shows how Chinese publishers are building growth machines that are almost impossible to compete with.Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SAChapters00:00 Why the Last Asylum launch is shocking02:10 Fake-ad onboarding becomes real gameplay05:10 My Perfect Hotel mechanics inside a 4X08:40 Star gating progression and retention design12:00 Building pressure systems and event timers15:10 Alliance onboarding and server population tricks18:00 Early performance data and Tier-1 scaling22:00 Comparing launch trajectory vs King Shot26:30 Chinese revenue reality vs Western dashboards30:00 AI production pipeline and creative volume34:00 Creative strategy breakdown and winning concepts39:30 Playables gap and future scaling potential42:30 Final prediction — biggest 4X of 2026?---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

Mobile Gaming & AI Industry Breaking News. This week's biggest stories reveal major shifts in platform power, investment flows and UA channel consolidation.In this Breaking News segment of Two and a Half Gamers, Felix explains:• How Apple is making nearly $1B from generative AI apps despite lacking a clear AI product strategy• Why new mobile gaming funding rounds signal renewed investor confidence• The strategic acquisition of JustPlay by NCsoft for $200M• Why rewarded UA companies are starting to consolidate globally• How Nazara's acquisition strategy shows the rise of owned-traffic ecosystemsThe episode highlights a key trend:Distribution and monetization infrastructure are becoming more valuable than individual game launches.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SAChapters---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

Slay the Spire 2 just proved that game design still winsIn this episode of Two and a Half Gamers, we break down one of the biggest indie launches in recent years.Slay the Spire 2 reportedly generated over $100M in revenue within two weeks of early access, driven by massive wishlist numbers, Twitch coverage and an already legendary community built over nearly a decade.The hosts discuss why the game works despite minimal visual upgrades, how roguelite deck-building loops create extreme engagement, and why premium PC launches can still outperform heavily marketed mobile titles.They also explore the marketing blueprint behind the launch: massive media coverage, creator distribution, and community-driven hype instead of traditional paid UA.Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SAChapters00:00 $100M early access shock02:10 Slay the Spire history and genre impact04:30 Community scale and Steam metrics06:40 Why small teams can win big08:10 Deck-builder gameplay loop explained12:00 Progression depth and content volume16:30 Why engagement beats graphics19:40 Premium pricing and revenue math23:50 Community power and long-term hype27:00 Marketing without UA spend30:30 Mobile port opportunity discussion33:40 Revenue predictions and future outlook---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

Influencer marketing in mobile gaming is growing fast, but most campaigns still fail. Not because creators are bad or games are weak. The real problem is setup.In this episode of Two and a Half Gamers, Marion breaks down the real execution framework behind profitable influencer campaigns. From defining goals and calculating budgets to choosing the right creators and measuring organic uplift, this episode is a practical guide built on real campaign experience.You will learn why organic traffic matters more than tracked installs, how to calculate the minimum views needed to see impact, and why influencer vertical testing should follow strict profitability ratios.If you are running influencer marketing or planning to test it as a UA channel, this episode gives you the playbook.

How Super Bear Adventure Became a Massive Ad Revenue MachineIn this episode of Two and a Half Gamers, Matej, Jakub and Felix break down one of the most surprising mobile success stories right now.Super Bear Adventure looks like a nostalgic low-budget console platformer.But behind the simple visuals hides a huge scale business driven by ads, social features and organic traffic.The game reached millions of daily active users, especially in Tier-2 and Tier-3 markets like Indonesia, Brazil and Russia.Instead of relying on paid UA, growth seems to be fueled by YouTube content, multiplayer updates and strong exploration gameplay loops.The hosts analyze the monetization design, rewarded revive mechanics, cosmetic economy and why this game could be earning tens of millions per year despite 0 marketing spend.Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChaptersSome studios spend millions on UA, build Hollywood trailers, hire growth ninjas…and still pray for scale.Then this cozy little bear shows up.Looks like it escaped from a 1999 console game.Movement is clunky.UI feels like it was built during a power cut.And it's casually pulling millions of players and huge ad revenue.No massive marketing push.No creative testing war room.No Meta rep screaming about ROAS.Just exploration.Multiplayer vibes.And rewarded revives printing money.Meanwhile somewhere a product team is debatingwhether the grass shader feels premium enough for soft launch.The lesson?Players don't scale because your game is beautiful.They scale because your game is fun, sticky and everywhere.This bear didn't need better graphics.It needed session length.And honestly…that's the most mobile gaming story ever.---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me

This week's biggest industry stories come straight from GDC announcements, platform changes and new market predictions.Here's what we cover:

In this episode of Two and a Half Gamers, we run Steam Scanner to look at the latest PC games that are quietly exploding in revenue.Why does this matter for mobile?Because some of the biggest mobile hits originally came from PC trends first. Studios that watch Steam early often get a 12–24 month head start on mechanics that later dominate mobile charts.We break down several surprising titles, including Escape From Duckoff, which generated nearly $70M, and discuss why quirky concepts, niche genres, and experimental mechanics on Steam often become the next big opportunity for mobile studios.If you want to know what mobile games might look like in 1–2 years, Steam is still one of the best places to look.Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 A $70M Steam Surprise01:05 Intro – The Steam Scanner02:05 Why Steam Trends Matter For Mobile04:15 Escape From Darkhoff Breakdown07:10 Why Weird Steam Games Win10:20 Steam Mechanics Mobile Studios Should Watch14:05 The Next Wave Of Mobile Inspiration18:20 Genre Experiments Working On Steam22:30 What Mobile Studios Usually Miss26:10 Which Games Could Actually Port To Mobile30:15 Final Thoughts & Biggest Opportunities---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

Rewarded user acquisition and offer walls are suddenly becoming a major part of mobile game UA strategy.In this episode of Two and a Half Gamers, Matej and Felix talk with Max from MAF about how rewarded UA evolved from a questionable growth hack into a legitimate acquisition channel.Studios are now allocating 30–40% of their UA budgets to rewarded channels, and some games are scaling them even more aggressively.The conversation covers ROI timelines, retention dynamics, monetization setups, genre fit, and how rewarded playtime models are changing the economics of offer walls.If you're running UA in 2026, ignoring rewarded UA might be a very expensive mistake.

The Mobile Game That Makes Money… But nobody understands why. Well, we kinda do. In this episode of Two and a Half Gamers, we dive into one of the strangest successful mobile games they've seen recently: Cell Survivor.The game looks confusing, the onboarding is painful, and the design feels chaotic. Yet somehow it's making serious money, especially in Asian markets.So the team breaks down what's actually happening under the hood.They discuss the game's unusual progression systems, monetization design, Asian-first market strategy, and how games like this manage to scale despite confusing UX and questionable gameplay clarity.Sometimes mobile gaming success is not about polish.It's about understanding the right audience and scaling the right mechanics.Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Chinese Humor & First Impressions01:13 Intro – What Is Cell Survivor?02:00 Why This Game Is Making Money04:10 First Gameplay Reactions06:40 Painful Onboarding Experience09:20 The Idle Reward System12:10 Asian Market Design Philosophy15:20 Why UX Doesn't Matter Here18:30 Monetization Structure21:40 Why This Works In Asia24:30 Western Audience vs Asian Players27:00 UA Strategy Discussion30:10 Dragon-Style Creative Strategy33:10 Rush Royale Comparison35:40 Final Thoughts---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

Three huge stories this week are reshaping the mobile and tech landscape.First, Epic and Google finally settled their long legal battle, meaning Fortnite is returning to Google Play. Even more importantly, Google is cutting store fees and allowing developers to use alternative payment providers.Second, the AI race just took a strange turn. Claude briefly overtook ChatGPT in US App Store downloads after OpenAI announced a deal with the US Department of Defense.And finally, Netflix walks away from the $82B Warner Bros. Discovery deal, leaving Paramount and Skydance to potentially reshape the future of some of the biggest entertainment IPs.This week shows one thing clearly:the platform economy is shifting.Get our MERCH NOW: 25gamers.com/shop-----------------------------------------------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

What if you built a puzzle game in the most crowded genre on earth……and scaled it to 5M downloads per month?In this episode, we sit down with Vlad from Malpa Games and Ritzki from PVX Partners to unpack:Why Malpa focused on production before ideas90%+ ad revenue strategyWhy is ad tolerance in puzzles insanely highHow Cardscapes grew 200% month over monthWhy AppLovin ROAS campaigns are the scaling engineHow UA cohort financing unlocked aggressive growthThe truth about incentivized traffic in ad-heavy gamesWhy retention beats everything in ad monetized scalingThis is not a flashy hybrid casual story.This is disciplined production, AB testing, and pure operational excellence.

D2C Trends 2026: Steering is still allowed in the US. No fees (for now). But that window is closing. In this episode, we sit down with Chip Thurston from FastSpring to break down:The current state of D2C in the USJapan's 15–20% platform feesBrazil joining the partyApple's 7-day attribution windowGoogle's 24-hour windowWhy this might actually increase D2C adoptionHow to treat web shops like e-commerce brandsWhy hybrid monetization is the real playThis isn't theory.This is how publishers are thinking about 2026.

This episode is special. We sit down with Akin Babayigit — early Facebook gaming, Audience Network launch team, King, co-founder of Tripledot, investor at Arcadia — to talk about what actually builds winning game studios.We go deep into:Why Pixelflow explodedWhy Match Villains keeps growingWhy China, Turkey & Vietnam are aheadWhy copying doesn't kill winnersWhy are ads misunderstood?Why execution beats everythingAnd why is there no such thing as an “end game” in your careerThis is not surface-level advice. This is 15+ years of pattern recognition distilled into one conversation.

Mobile revenue barely grew in 2025. Downloads fell on both app stores. Meanwhile 200,000+ new games launched across iOS and Google Play. The market is saturated and attention is fragmented.The only category that keeps expanding across downloads, revenue and time spent? Strategy. Especially 4X. Deep systems, high LTV, long retention curves. That's where scale still exists.The lesson is simple. You can launch another puzzle game. You can chase trends. Or you can build depth and monetization power. In 2026, monetization design and category selection matter more than ever.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 – Strategy Is Still Expanding (Hello Kingshot)00:30 – Fresh Game Launches This Week01:15 – Tencent x Blockblast Talks01:55 – ByteDance Selling Moonton?02:20 – Sensor Tower State of Gaming 202603:05 – 55K Games Launched… Downloads Falling03:30 – Rainbow Six Mobile Goes Global03:50 – Agatha Christie & Survivor Partnerships04:10 – Playtika Earnings Breakdown---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

In this episode, we break down War Inc: Rise, the new title from the studio behind Art of War: Legions - a game that previously generated over $150M.The gameplay? Solid.The systems? Efficient.The monetization? Confusing.The UA strategy? Questionable.We dive into:Why War Inc feels like Battle Legion + Lucky Defense combinedHow Fastone Games recycled their old IP smartlyWhy ad monetization is almost nonexistent (and why that's crazy)The missed Applovin opportunityCreative strategy mistakes that cap scaleWhether this can become their next big hitThis game should be scaling 2–3x harder. It's not. And the reason is simple.War Inc is actually good. Clean core loop. Smart recycling of IP from Art of War. Efficient production. Even layered modes like Lucky Defense built in.But here's the problem.They barely monetize through ads. They don't push AppLovin. They're still heavy on Facebook and Google. And their creative playbook looks like 2021.The lesson? In 2026, you can't just build a good game. You need the full growth stack aligned. Miss one piece of the puzzle and you cap your scale.Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 – “Why Isn't This Game Bigger?”02:00 – First Impressions & Battle Legion Comparison06:30 – Core Loop Breakdown (Merge + Army Builder)10:30 – Gacha System Explained (And Why It's Weird)15:30 – Limited Banner Strategy & Power Units18:30 – Lucky Defense Mode Inside War Inc23:00 – Why Co-Op Actually Matters26:00 – Comparing It to Art of War: Legions30:00 – Revenue & Spend Deep Dive ($40K/Day Reality)33:30 – Retention, Payback & Scaling Limits36:00 – Creative Strategy Review (What's Missing)39:00 – The Ad Monetization Mistake41:30 – AppLovin, Blended ROAS & The Missed Scale43:00 – Final Verdict: Great Game, Capped Growth---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me

I also built a playable during the recording! Playables are no longer optional. If you're running on AppLovin, Unity, ironSource, or any SDK network and you don't have playables, you're leaving scale on the table.https://playablemaker.com/25gamers/ build your playables now!In this solo episode, I break down:• Why top games produce 60 playables per month• The real playable testing structure• Why “just wrapping your tutorial” doesn't work• Template strategy vs gameplay fidelity• How to iterate instead of building from scratch every time• And I built a playable live on cameraThis episode is a teaser for the upcoming Playable Bible.If you want to scale outside Meta/Google/TikTok in 2026, this is mandatory.

AI game creatives just made another massive leap. In this episode, we break down 127 new creatives across Dark War, Top Heroes, Township and more and the quality jump in just one month is honestly insane.We're talking:• Full anime-quality world model sequences• AI influencers everywhere (grandmas, gamers, street interviews)• 50+ completely different “games” promoted under one title• Movie-level 4X fantasy ads• Hyper-niche creative strategy instead of broad targetingThis is not an incremental improvement. This is a structural shift in how UA works. If you run paid UA, creative production, or mobile marketing… this episode is mandatory.

This week's episode centers around two major AI developments in gaming. Unity claims its upcoming AI beta will allow developers to prompt full casual games into existence. At the same time, Meta has begun embedding Manus AI into Ads Manager, signaling deeper automation inside UA workflows. The industry is clearly shifting — but whether this is real product evolution or investor-driven positioning remains the big question.

In this episode, we break down what's really happening in mobile game creatives right now. Creative trends for January 2026 are here.. From Kingshot clones everywhere to Pixel Flow conveyor belts invading other genres… from 2022 impulse puzzles coming back to life… to the brutal truth about creative fatigue lasting DAYS instead of weeks.We look at Golden Goblins, Royal Kingdom, Match Factory, Tasty Travels, Tile Survive and more, and what their ads tell us about 2026.If you work in UA, creative production, or game marketing… this one matters.Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters0:00 – Why Creative Trends Matter More Than Ever2:45 – Golden Goblins & The Decline Curve6:20 – Creative Fatigue Is Now Measured in Days10:05 – Borrowing Hypercasual Mechanics Into 4X12:10 – Noob vs Pro Is Back16:00 – KingShot's Influence Across Genres20:00 – Royal Kingdom, Block Blast & Fake Mini-Games23:10 – Tower War, Mob Control & Genre Crossovers28:40 – 2022 Concepts Are Working Again30:55 – Elevate vs Impulse & The “IQ App” Strategy33:00 – Tile Survive & Massive Playable Scaling36:45 – Tasty Travels & 10-Click Playables38:25 – The Real Lesson for 2026---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

If you think eCPM is the most important metric in ad monetization, this episode is for you.Felix breaks down:• eCPM vs Fill Rate• Why Ad ARPDAU is king• Recency model & impression decay• Why more ads can hurt revenue• SDK crash risks & ANR thresholds• Aggressive end cards & churn• How mediation doubles revenue• Networks vs exchanges explainedThis is a practical introduction to how mobile ads actually work once the SDK is live.Key takeaway:Ad monetization is not about showing more ads. It's about optimizing per user.The biggest misconception in mobile ad monetization is obsessing over eCPM. eCPM alone is meaningless. Revenue comes from eCPM × fill rate, and the only metric that truly matters is Ad ARPDAU. That's your real performance line of sight. If eCPM goes up but fill drops, you can still lose money. Networks respect publishers who talk about Ad ARPDAU because it shows you understand the business, not just vanity metrics.eCPMs are not fixed. They are dynamic and driven by complex algorithms. Networks use dozens of parameters including device type, geo, historical installs, auction loss rate, and most importantly recency models. The first few impressions per user are the most valuable. After 5–7 impressions, the per-unit value drops sharply. If you keep pushing more interstitials, you may increase impressions per DAU but flatten total revenue while damaging retention. More ads ≠ more money.Operational discipline separates professionals from amateurs. Never rush SDK updates. Android ANRs and crash thresholds can destroy organic distribution. Aggressive end cards increase churn. Mediation doubles revenue when implemented correctly because it creates a marketplace instead of a single buyer. And exchanges are not networks — they are resellers. Understanding these mechanics is the difference between earning $100 a day and scaling to $1,200+ before expanding demand sources.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 – Why Most Studios Misunderstand Ads01:20 – The 4 Metrics That Actually Matter03:30 – Why eCPM Is Overrated05:10 – Ad ARPDAU: The Only Metric That Counts07:00 – How Networks Calculate eCPM09:20 – Recency Model & Impression Decay11:40 – Why More Ads Don't Always Mean More Revenue13:00 – SDK Risks, ANRs & Crash Thresholds15:10 – Aggressive End Cards & Churn17:10 – Mediation Explained (Why It Doubles Revenue)---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai