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Not all rewarded users are the same — and treating them as one audience is exactly why so many rewarded UA campaigns underperform. Recorded live on Day 2 of MAU Vegas, this conversation breaks down how Tyr Ads segments rewarded traffic into three distinct personas and engineers profitability around the mix.Matej Lančarič sits down with Zino, CEO of Tyr Ads (and the Try Rewards consumer product), to unpack the year's changes: a brand-new in-house platform built specifically for rewarded (because third-party tracking simply isn't built for it), AI-driven user labeling that sorts players into reward hunters, casual/social users, and gamblers, and an A/B testing and LiveOps system that targets each segment with different reward funnels. They get into why too many gamblers will actually lose you money, how the day-7-to-day-30 curve drives faster ROI and more aggressive bidding, the new Nordeus exclusive offerwall deal, why Tyr is betting on gaming supply over reward apps, and where rewarded UA is heading — segmentation, recommendation models, and a full shift to ROAS-based campaigns.⏱️ TIMESTAMPS00:00 Cold open — the day-7-to-day-30 curve and faster ROI01:30 Tyr Ads intro and what changed this year02:54 The new in-house platform and audience segmentation03:30 The three personas — reward hunter, social, gambler05:40 Why too many gamblers loses you money09:25 How the recommendation models hit day-7 targets15:55 A 50/50 IAP/ads game — where to start21:08 The Nordeus exclusive deal and the gaming-supply bet26:46 Where rewarded UA is heading — ROAS and 2027
Voodoo wasn't supposed to be making this kind of money. For years their entire portfolio sat at sub-$100K/day games — Mob Control, Cap Heroes, the usual hyper-casual treadmill. Then something switched in early 2026 and now they're suddenly running at $1M/day in IAP across the portfolio. The flag-bearer for the new era is Marble Sort.We dig into Marble Sort by Voodoo — a sort-category puzzler that scaled from launch in February to $200K/day in IAP plus $52K/day in ad revenue by March. The conversation covers the sorter-category explosion (Pixel Flow's Scopely acquisition for close to $1B set the precedent), the 800-1,100 creatives running on AppLovin and what they tell us about Voodoo's creative production discipline, the level-design and APS-curve methodology that Tripledot-style studios actually use, why this game could be just a mini-game inside Royal Match (and why that matters), and the bigger story underneath: Voodoo just launched a mid-core PvP studio led by ex-Kameli Games French founders, signaling a serious IPO push in the next 1-2 years.If you want to understand the Voodoo renaissance — or just figure out why Jakub keeps insisting "the sort category is the new hot shit" — this is the episode.━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━⏱️ TIMESTAMPS00:00 Cold open — Voodoo is suddenly doing $1M/day in IAP02:24 The sorter category is the new hot shit (and why)05:36 The Voodoo portfolio renaissance — Castle Clashers + Marble Sort08:56 Walking the game — sorting mechanics, level curve, no live-ops yet13:40 The level design metrics — APS curve, booster win ratio17:38 32% ad revenue + $52K/day = roughly $250K/day total19:59 800-1,100 creatives in 30 days — AI + gameplay + AppLovin altered videos28:33 Voodoo's new mid-core PvP studio + the IPO setup--------------------------------------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-3bckldvr8-8PXvzciMWdheOzED9hq0SAChapters---------------------------------------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
Has AppLovin been fingerprinting iOS users all along? A white-hat hacker says yes — and they cracked the mediation cipher to prove it.Felix Braberg breaks down the three biggest mobile gaming stories from the week ending May 22, 2026. Sensor Tower acquired App Magic to build out their SMB offering and consolidate market intelligence even further. A white-hat hacker published a detailed breakdown of AppLovin's mediation cipher, claiming 50+ device parameters get extracted per ad call across 12+ downstream networks — effectively recreating deterministic IDFA-level tracking even when users deny ATT. And Embracer wrote down their mobile business by $192M after divesting Easybrain to MiniClip for $1.2B last year, with the market now pricing in another major acquisition.The cipher story is the spicy one. If confirmed, it explains why iOS performance has been so strong post-ATT — and it sets up a potential antitrust collision course because Apple's own ad business would be exempt from any policing they did against everyone else.━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━⏱️ TIMESTAMPS00:00 Cold open — the cipher and what gets extracted00:30 Sensor Tower acquires App Magic for SMB market03:00 White hat hacker cracks AppLovin's mediation cipher05:30 What 50 device parameters means for ATT07:00 The Apple antitrust collision course08:00 Embracer writes down mobile arm by $192M09:30 Why the market expects another Embracer acquisition━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
The Institute of Internal Auditors Presents: All Things Internal Audit In this episode, Pam Strobel Powers and Mark Maraccini discuss The IIA's recently updated Global Practice Guide Auditing Procurement in the Public Sector. They walk through the three pillars that make public sector procurement unique, explain how to distinguish a vendor from a subrecipient, and share why fraud risk in procurement deserves its own lane in your audit approach. *Members Save in May* Members can save 20% on CIA, CRMA, and IAP application and exam fees throughout May. Becker, the official CIA exam review partner of The IIA, is also offering up to 20% off CIA exam prep and $50 off IAP prep. Use the code May20% and access the offer here. HOST: Pamela Stroebel Powers, CIA, CGAP, CRMA, CPADirector of Professional Guidance, Public Sector, The IIA GUEST: Mark Maraccini, CIA, CPA Partner, Crowe LLP Member, International Internal Audit Standards Board KEY POINTS: Introduction [00:00:02 - 00:00:30] What Makes Public Sector Procurement Unique [00:01:07 - 00:04:16] Transparency in Procurement [00:01:37 - 00:02:42] Fairness and Equity in Procurement [00:02:42 - 00:03:31] Legal and Regulatory Compliance [00:03:31 - 00:04:16] Vendor vs. Subrecipient: Key Differences [00:05:24 - 00:08:44] Applying the Procurement Lifecycle [00:09:34 - 00:10:54] Using Risk and Control Matrices [00:11:23 - 00:12:54] Manual vs. Technology-Driven Risk Assessment [00:11:48 - 00:12:33] Fraud Risk in Procurement [00:13:24 - 00:15:31] Equity and Supplier Diversity Programs [00:17:49 - 00:20:11] Auditing Program Effectiveness vs. Compliance [00:20:47 - 00:21:28] Final Thoughts [00:21:28 - 00:21:50] IIA RELATED CONTENT: Interested in this topic? Visit the links below for more resources: Global Practice Guide: Auditing Procurement in the Public Sector, 2nd Edition Audit Tool: Procurement Risks and Controls for the Public Sector Examples Third-Party Topical Requirement Global Internal Audit Standards Knowledge Centers: Public Sector Certifications May Sale Visit The IIA's website or YouTube channel for related topics and more. Follow All Things Internal Audit: Apple Podcasts Spotify Libsyn Deezer
Why do certain behaviors keep repeating—despite insight, treatment, and real effort to change?In this episode of The Psychology of It All, Dr. Raymond Zakhari breaks down a deeper model of human behavior that goes beyond traditional psychiatric diagnosis. You'll learn how the Research Domain Criteria (RDoC) framework shifts our understanding of mental health from rigid labels to underlying brain and nervous system processes.From there, Dr. Zakhari introduces Imprinted Arousal Patterns (IAP)—a clinical framework that explains why patterns like anxiety, overworking, compulsive habits, and substance use persist and return under stress. Rather than viewing these behaviors as failures of willpower, IAP reframes them as learned nervous system loops designed to regulate internal states like stress, boredom, and emotional discomfort.Through clear, real-world examples, this episode explores:Why insight alone doesn't stop repetitive behaviorsHow stress triggers relapse across different conditionsThe role of the nervous system in anxiety, addiction, and compulsive patternsWhy some people feel uncomfortable with stillness or calmWhat effective treatment should actually targetThis episode is essential listening for anyone interested in mental health, behavioral patterns, addiction, anxiety, trauma, and high-functioning burnout—especially those who feel “stuck” despite doing the right things.If you've ever wondered why you keep returning to the same habits—or why traditional approaches only partially work—this episode offers a more precise and clinically grounded explanation.For those interested in the full theoretical framework, see the original publication:Zakhari R. Imprinted Arousal Pattern (IAP): A Transdiagnostic Clinical Reasoning for Compulsive Behaviors. Journal of the American Psychiatric Nurses Association. Published online April 30, 2026.https://journals.sagepub.com/doi/10.1177/10783903261443980
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
Send us Fan MailCommercial fires will expose weak decision-making—fast.In this episode, we break down why commercial fire operations demand a completely different mindset than house fires—and how the Blue Card strategic decision-making model keeps us out of trouble.We focus on size-up, realistic life safety expectations and the command choices that keep us from doing the wrong thing harder.In this episode:• Size, height and occupancy as your first strategic drivers• Why residential tactics fail in large commercial compartments• Reading sprinkler performance and recognizing when something is off• Slowing down your size-up to avoid dangerous assumptions• Confirming evacuation vs chasing unlikely rescues• Standing up divisions early for better supervision and safety• CAN reports, face-to-face coordination and radio discipline• Knowing when to change the IAP and move to Plan B• Air management, maximum depth and the round-trip ticket mindset• Understanding capability limits—and where building systems must do the workBuy “Timeless Tactical Truths from Alan Brunacini” at bshifter.com in our store for only $10!This episode was recorded on April 9, 2026.For Waldorf University Blue Card credit and discounts: https://www.waldorf.edu/blue-card/For free command and leadership support, check out bshifter.comSign up for the B Shifter Buckslip, our free weekly newsletter here: https://lp.constantcontactpages.com/su/fmgs92N/BuckslipShop B Shifter here: https://bshifter.myshopify.comAll of our links here: https://linktr.ee/BShifterPlease remember to share with a friend. Like and subscribe if you can. That helps us out!
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
Recorded live on-site at GDC, hosts Peggy Anne Salz and Craig Chapple sit down with Robert Burnett, Head of New Content at Skillz, and Jon Radoff, CPO of Beamable, to unpack what just changed for developers building competitive mobile games.With the acquisition of Beamable, Skillz is pushing into a bigger role: giving developers more control over progression, LiveOps and monetisation inside the game, while still handling the infrastructure that is hardest to build well. As Jon puts it, the goal is to build “a business operating system for a game studio” so developers can focus on gameplay instead of racking up debt. “If you're spending any of your effort building the tech instead of the fun, you're accumulating debt that doesn't do you any good.”Skillz also unveiled the Pro SDK at GDC, opening up more control inside Unity for developers who want to build competitive games with richer progression, more flexible monetisation and a stronger live-service layer. In this episode, Peggy and Craig get into:Puzzle Blockz, the first live proof point for the combined platformWhat this shift means for smaller teams that want to move faster without building every part of the stack themselvesHow advertising, IAP and competition can start to work together instead of sitting in separate silos If you are serious about building competitive mobile games that can keep players and grow revenue, start here.Chapters00:00 New Ways for Developers to Monetize01:34 The Acquisition of Beamable by Skillz01:59 Solving Pain Points with the Pro SDK04:46 A Business Operating System for Game Studios06:27 The Role of AI in Rapid Prototyping10:14 Economies of Scale in Game Development11:51 From Vibe Coding to Agentic Systems16:01 Case Study: The Puzzle Blocks Proof of Concept22:50 Iterating Based on Real-Time Player Feedback34:31 The Future Roadmap: Intelligence and AutomationLet's Connect
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
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
Chirag Ambwani, SVP Gaming & Entertainment, Corporate Development & Partnerships at Sensor Tower, discusses the state of mobile gaming, monetization strategies, and the growing influence of AI and non-gaming categories.In this video:Mobile gaming surpasses $90B, with non-gaming apps also hitting record highsShort drama emerges as a fast-growing category, led by former gaming publishersBlended monetisation (IAP, subscriptions and ads) continues to drive growthPuzzle remains strong, while sports and racing declineLegacy titles like Clash of Clans and Candy Crush thrive through live opsAsia publishers dominate top-grossing chartsAI is reshaping workflows, optimisation and ad spendSensor Tower expands into PC, console and web store dataTimestamps00:00 Intro00:24 The State of Mobile Gaming: $90 Billion and Growing01:44 The Rise of Short Drama: Former Gaming Companies Lead the Way03:43 Why Blended Monetization (IAP, Subscriptions, Ads) Is Key06:20 Legacy Titles and the Dominance of Asia Publishers09:00 AI Usage: Optimizing Spend and WorkflowsLet's Connect
Linktree: https://linktr.ee/AnalyticJoin The Normandy For Additional Bonus Audio And Visual Content For All Things Nme+! Join Here: https://ow.ly/msoH50WCu0KIn this segment of Notorious Mass Effect, Analytic Dreamz explores Royal Match, the dominant free-to-play match-3 puzzle game from Dream Games, the Istanbul-based powerhouse founded in 2019 by ex-Peak Games executives including CEO Soner Aydemir. Launched globally in early 2021 after a 2020 soft launch, it features King Robert as protagonist in polished, ad-free gameplay where players match 3+ tiles like crowns, coins, and shields to complete objectives—collecting items, breaking obstacles like vases and chains, or clearing paths—across move- or time-limited levels.The core loop includes regenerating lives (5 total), earning stars to decorate and progress the castle meta-layer, and deploying boosters like rockets, TNT, light balls, and hammers earned through combos or purchased. Events such as Sky Race (PvP-style), tournaments, quests, team alliances, streak rewards, card collections, and minigames drive engagement. With over 12,400 levels by late 2025 (expanding biweekly with 100+ new ones every two weeks), progression is endless—no true endgame—demanding thousands of hours, especially for F2P players facing aggressive difficulty scaling and near-miss designs that push impulse buys for extra moves or boosters.Analytic Dreamz breaks down its extraordinary success: 300M–370M+ downloads, lifetime revenue surpassing $5–7B (with $1.3–1.4B in 2024–2025 alone, topping casual/puzzle charts), and ~55M MAU. Dream Games, now valued at ~$5B following a major 2025 CVC Capital Partners investment (providing liquidity to early VCs while founders retain majority control), dominates match-3 IAP revenue share through masterful user acquisition (heavy Apple Search Ads, creative pin-pull campaigns) and retention via live ops—no ads interrupting play.Praised for smooth UX, polish, and uninterrupted experience (4.7/5 store ratings), it faces criticism for paywalls, "rigged" difficulty spikes, Super Hard levels, and misleading ads. A 2024 gambling lawsuit in Washington alleged coin purchases resemble gambling, though no major resolutions noted. Sequel Royal Kingdom (2024) adds PvP and ranked play, already generating hundreds of millions.Join Analytic Dreamz to unpack how Royal Match redefined mobile puzzle dominance through relentless monetization, UA strategy, and live service mastery, turning Dream Games into a top global publisher. Support this podcast at — https://redcircle.com/analytic-dreamz-notorious-mass-effect/donationsPrivacy & Opt-Out: https://redcircle.com/privacy
Sensor Tower Report 2026 breakdown with Jonathan Briskman. We unpack the biggest mobile app trends 2026 and mobile gaming trends 2026. We discuss monetization shifts (IAP vs ads), market localization strategies that actually move the needle, and the rise of AI-powered apps changing consumer behavior and competition. State of Mobile 2026: https://bit.ly/4bvjI2bChapters: 02:13 - Downloads plateau, in-app purchase revenue up 07:15 - Apps overtaking traditional gaming in revenue growth12:05 - US market trends: AI, short drama, social media15:14 - The rise of generative AI platforms16:03 - In-app revenue growth comparison: apps vs. games20:09 - Non-game monetization lessons from successful apps26:49 - Top performers in downloads and IAP32:50 - The attention economy 46:05 - The explosion of generative AI content in social media60:13 - Trends in hybrid casual, hyper-casual, and ad spend efficiency65:18 - Market barriers and the advantage of existing data for new entrants73:35 - Investment opportunities82:29 - Future outlook: differentiation through tailored, niche AI solutions
In this episode, we break down Lessmore's second major hit after Arrows and explain why Forgemaster is a pure IAP-driven idle RPG with no visible ads. From Legend of Mushroom mechanics and gacha systems to LTV, UA limits, and creative strategy, this is a deep dive into why Lessmore knows exactly when ads help and when they don't.What we cover• Why Forgemaster feels instantly familiar• Legend of Mushroom DNA explained• Why are ads missing on purpose• LTV vs scale tradeoffs• UA and creative bottlenecks• How this game could scale furtherGet 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~H9idcxM271mnPzdWbipg00:00 — Intro & context after Arrows01:40 — Why Forgemaster matters03:10 — Visual DNA and reused assets04:30 — Legend of Mushroom comparison06:20 — Gacha, skills, pets & progression09:00 — Idle loops and infinite treadmill11:30 — PvP, clans and social layers13:30 — The missing ads question16:00 — Why Lessmore likely turned ads off18:10 — Revenue, ARPU and LTV signals20:30 — UA performance and CPI reality23:00 — Creative strategy limits25:10 — How to scale Forgemaster further27:30 — Category outlook for idle RPGs29:30 — Final takeaways---------------------------------------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, Phylicia Koh, GP at Play Ventures, explains why gaming is the new operating system for consumer engagement and how "playable apps" are transforming industries from fintech to relationship wellness.Play Ventures focuses on apps that use gaming's "live operations" and in-app economies to drive user habits. These products succeed by offering controllable outcomes, intrinsic motivators, and social elements like clans or leaderboards.In early 2025, consumer in-app purchase (IAP) officially surpassed gaming IAP revenue for the first time in history. This shift indicates a massive opportunity for founders to apply free-to-play monetization models to non-gaming consumer sectors.⭐ Sponsored by Podcast10x - Podcasting agency for VCs - https://podcast10x.comWe talk about:- Overview of the $142 million early-stage fund and its specific investment thesis.- Analysis of why consumer in-app purchase spending now exceeds gaming spending.- The four key characteristics of a successful playable app.- Insights into portfolio companies like Alinea, Bible Chat, and Aria.- The difference between adding features like streaks and building a deep meta-design.- How subscriptions compare to free-to-play models in terms of lifetime value.- The impact of AI on user acquisition and creative fatigue.- How the metaverse already exists in platforms like Roblox.- The future of product discovery and the shift away from traditional search engines.- Personal game recommendations and the evolution of the gaming audience.& lots moreTIMESTAMPS(00:00) - Consumer IAP spending exceeds gaming IAP spend(00:19) - Why you can't just slap on gamification to a product(00:59) - Introduction to Felicia Ko, General Partner at Play Ventures(02:33) - Play Ventures' thesis on "Playable Apps"(03:45) - The four characteristics of a successful playable app(06:27) - Portfolio examples of gamified consumer apps(09:45) - Market trends supporting the rise of playable apps(11:15) - Why subscriptions cap lifetime value compared to free-to-play models(12:48) - How gaming founders are applying their skills to new consumer spaces(14:25) - The right stage for a company to implement gamification(17:02) - How gamification boosts retention, engagement, and virality(18:33) - What types of games Play Ventures invests in(20:44) - The much-anticipated release of GTA VI(23:59) - What makes a game a massive success like GTA or Candy Crush?(26:00) - The importance of user acquisition and finding blue ocean markets(29:22) - Game recommendations: Monopoly Go, Whiteout Survival, Roblox, and more(32:31) - Is gaming becoming a viable career path like YouTubing?(33:30) - The average gamer is in their 30s(37:00) - Does the Metaverse already exist?(38:05) - The future of gaming and playable apps in the next 5 years(41:04) - Rapid-fire round: Play Ventures' investment strategy(42:50) - How founders can connect with Phylicia KohLINKSPhylicia Koh on X - https://x.com/ppphylPhylicia Koh LinkedIn - https://www.linkedin.com/in/phyliciakohPlay Ventures - https://www.play.vc/Prashant Choubey - https://www.linkedin.com/in/choubeysahabSubscribe to VC10X newsletter - https://vc10x.beehiiv.comSubscribe on YouTube - https://youtube.com/@VC10X Subscribe on Apple Podcasts - https://podcasts.apple.com/us/podcast/vc10x-investing-venture-capital-asset-management-private/id1632806986Subscribe on Spotify - https://open.spotify.com/show/7F7KEhXNhTx1bKTBFgzv3k?si=WgQ4ozMiQJ-6nowj6wBgqQVC10X website - https://vc10x.comFor sponsorship queries reach out to prashantchoubey3@gmail.com
JigSolitaire might be the most deceptive (and brilliant) ad-monetized puzzle game of 2025.Zero solitaire.Full jigsaw.11M downloads.2.3M DAU.$0 IAP.$130k–$150k/day in ads.We break down how Gaming Cat pulled it off.What you'll learn• Why this “Solitaire” game contains no solitaire• How the jigsaw core is polished enough to scale• Why auto-fuse, auto-switch & level pacing matter• How banners + interstitials = $100k/day• Why the game's UA is pure bait-and-switch genius• Why the lack of creatives is shocking• Why AppLovin upload-only is printing money• How this scales in 2025's ad econGet 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 — JigSolitaire intro03:00 — Gameplay & fusing05:40 — Monetization09:40 — Daily challenge & albums15:00 — UA, creatives & scaling---------------------------------------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
Descubre la vida y el legado de Orlando Fals Borda, uno de los pensadores más influyentes de Colombia. En este episodio exploramos su aporte a las ciencias sociales, el nacimiento de la Investigación Acción Participativa, su relación con los movimientos sociales, su labor en la Constituyente del 91 y el impacto que todavía tiene en la forma como entendemos el territorio y la participación comunitaria. Un recorrido esencial para comprender el país desde sus raíces y desde las voces que históricamente no habían sido escuchadas. NOTAS DEL CAPÍTULO Vale la pena buscar de dónde salió la palabra "sentipensante", porque no nació en un libro, sino en una conversación con pescadores del río—andando por ahí se entiende mejor todo su pensamiento. Si quieren ir más hondo, revisen los materiales originales de Historia doble de la Costa: mapas, testimonios, dibujos, archivos… Es casi como ver cómo se arma una historia desde el terreno. Y para conectar con la Colombia de hoy, pueden explorar cómo la IAP sigue viva en proyectos comunitarios actuales; es sorprendente ver cómo ideas de hace décadas siguen apareciendo en territorios donde la gente se organiza y piensa el país desde lo local. Sigue mis proyectos en otros lugares: YouTube ➔ youtube.com/@DianaUribefm Instagram ➔ instagram.com/dianauribe.fm Facebook ➔ facebook.com/dianauribe.fm Sitio web ➔ dianauribe.fm Twitter ➔ x.com/DianaUribefm LinkedIn ➔ www.linkedin.com/in/diana-uribe Gracias de nuevo a nuestra comunidad de patreon por apoyar la producción de este episodio. Si quieres unirte, visita www.dianauribe.fm/comunidad
In this special episode, we sit down with Supersonic to break down Unravel Master - the puzzle/hybrid hit using streak mechanics, x-ray boosts, early difficulty personalization, and an innovative hybrid casual game. We cover design, monetization, UA, creatives, AI usage, and how Supersonic built a category-leading title with 1000+ creatives.What you'll learn• How the X-ray streak mechanic works (and why it converts so well)• Why Chinese puzzle design uses early difficulty spikes• How Supersonic balanced hybrid monetization toward IAP• Why revive screens were intentionally not ad-driven• How 1000 creatives → pig characters → ASMR → AI weaving boosted UA• Why interstitials are avoided early and tested later• How hybrid-casual studios build teams + workflows• The pressure of clones and how to stay ahead with theme timingKey takeawayUnravel Master succeeds because it blends the best of hypercasual CPI instincts with deep puzzle design, early monetization pressure points, and industrial-grade creative iteration.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 LancaricSpecial guests: Paz Shabtaihttps://www.linkedin.com/in/paz-shabtai-59588b76/David Wanghttps://www.linkedin.com/in/david-wang-38579a88/Contact Supersonic:https://supersonic.com/submit-your-game/Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 — Unravel Master overview & Supersonic intro04:20 — X-Ray Streak mechanic & difficulty personalization10:10 — Monetization strategy: IAP-first hybrid + boosters18:00 — UA & Creatives: pig magic, AI, ASMR & 1000 creatives26:10 — Global scaling, clones, meta debates & final insights---------------------------------------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
Felix delivers a 30-minute solo masterclass on how the top-grossing mobile games use ads, revealing the real truth:Only 14 of the Top 100 IAP games use in-game ads.This is shocking considering the category earned $2.6B in the last 30 days — likely over $3.6B when counting D2C webstores. Yet only 55M of the 660M DAU are exposed to ads.The episode breaks down each of those 14 games, but uncovers three major meta-shifts.This episode reveals how Candy Crush, Coin Master, Gossip Harbor, Merge Mansion, Homa, June's Journey, and more use segmentation, boosters, energy, timers, SkipIt tickets, Remove Ads bundles, and hybrid strategies to unlock millions in incremental ad revenue.This is the most practical breakdown of how ads work at the highest tier of mobile gaming.What you'll learn• How Candy Crush earns $200M+ yearly from ads• Why only 14 of the top 100 IAP games use ads (and why that's changing)• The difference between Western “premium illusion” mindset vs Chinese “data-first” mindset• SkipIt tickets → now invading midcore and puzzle (June's Journey)• Remove Ads Bundles (iKIM, Capybara Go, Merge Prison)• Why merge, match, and puzzle rely on energy boosters & timers• How to segment ads by GEO, payer probability & time since last IAP• The next wave of hybrid monetizationThe future isn't “ads OR IAP.”The winning studios are mastering ads + IAP, using segmentation, bundles, SkipIts, and hybrid models to grow revenue without hurting payers.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 LancaricJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 — intro02:00 — Candy Crush & Coin Master: The Segmentation Masters05:20 — Merge & Match: Energy, Boosters, and Rewarded Moves10:00 — SkipIt Tickets & Remove Ads Bundles Take Over14:30 — Chinese Studios vs Western Studios: Mindset Split19:10 — Subscriptions, Ad-Free Bundles & Perk Stacking23:30 — The New Hybrid Meta: Ads + IAP → The Future---------------------------------------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
This episode features of review of the latest installment of the Predator franchise, PREDATOR: BADLANDS, by IAP host Wood. Then, Wood sifts through this latest in random podcast content with some commentary and reaction.
Cultural differences profoundly impact our ability to communicate in relationships, often leading to misunderstandings when interpreting nonverbal cues, directness of speech, or emotional expression. To have better conversations and foster a happy life, it's crucial to cultivate strong communication skills. To explore communication strategies to cultivate deeper relationships, Harvesting Happiness Podcast Host Lisa Cypers Kamen speaks with Patricia Timerman Barbosa da Silva, aka Dr. T, a psychotherapist, author, and founder of Advocate2Create. Dr. T shares communication strategies from her book, Why Are We Fighting?, and explains how her IAP and preamble models empower people to have better conversations and strengthen their relationships.This episode is proudly sponsored by:Nature's Sunshine—Offers modern herbal supplements backed by science and harvested from the earth. Visit https://www.naturessunshine.com/ and use promo code HHTR to get 20% off + free shipping on your 1st order.and Cozy Earth—Offers luxury loungewear, premium pajamas, and essential home goods. Visit http://cozyearth.com/and use promo code HHTR to get up to 40% off your order. Like what you're hearing?WANT MORE SOUND IDEAS FOR DEEPER THINKING? Check out More Mental Fitness by Harvesting Happiness bonus content available exclusively on Substack and Medium.
Cultural differences profoundly impact our ability to communicate in relationships, often leading to misunderstandings when interpreting nonverbal cues, directness of speech, or emotional expression. To have better conversations and foster a happy life, it's crucial to cultivate strong communication skills. To explore communication strategies to cultivate deeper relationships, Harvesting Happiness Podcast Host Lisa Cypers Kamen speaks with Patricia Timerman Barbosa da Silva, aka Dr. T, a psychotherapist, author, and founder of Advocate2Create. Dr. T shares communication strategies from her book, Why Are We Fighting?, and explains how her IAP and preamble models empower people to have better conversations and strengthen their relationships.This episode is proudly sponsored by:Nature's Sunshine—Offers modern herbal supplements backed by science and harvested from the earth. Visit https://www.naturessunshine.com/ and use promo code HHTR to get 20% off + free shipping on your 1st order.and Cozy Earth—Offers luxury loungewear, premium pajamas, and essential home goods. Visit http://cozyearth.com/and use promo code HHTR to get up to 40% off your order. Like what you're hearing?WANT MORE SOUND IDEAS FOR DEEPER THINKING? Check out More Mental Fitness by Harvesting Happiness bonus content available exclusively on Substack and Medium.
Legend of Elements is a 3D idle RPG from the LoM lineage. Core fantasy is “numbers go up,” delivered via auto-progress + layered upgrades, then monetized through stacked gachas and step offers. Ads exist but are effectively a decoy; there isn't even a “remove ads” pack. UA is ~98% Google (YouTube + AdWords) with AI/UGC and “fake gameplay” motifs.Systems & sinks (what actually drives playtime/spend)• Two gachas: character (spirits) and skill, with very low SSR rates; also ad-summon entries (“2 free summons for an ad”).• “Online chest”: ~5x/day random gacha ticks, granted every ~5 minutes online.• 3–4 battle passes active during launch window; heavy event stack and daily quests.• Notification-baiting tactic: tiny “free” rewards (e.g., 5 soft-currency) inside every shop/offer to create badge-clearing behavior and force shop opens.Monetization architecture (how money happens)• Ads are a decoy to lift IAP; no VIP/no-ads pack to sell the removal.• Primary pay drivers: gachas + step offers (offer ladders surfaced early/often).• Panel consensus: at ~$100K/day IAP scale, there's little incentive to optimize ads.UA mix & creatives (why it scales on Google)• ~98% of impressions from YouTube + AdWords; almost nothing elsewhere.• Creative pillars: AI faces/VO, UGC narratives, meme remakes, Genshin/Diablo-style “fake gameplay.”• Uses creator placements (e.g., known Supercell YouTubers featured as ad talent).Servers & competitive pressure (why shard)• Thousands of small shards opened continuously; servers “die,” then merge, resetting the race.• Keep leaderboards small so winning feels plausible; too many whales per shard depresses motivation.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 investorsFor 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.With Playablemaker, you can finally create playable and interactive adsNO-CODE + ON-BUDGET + LIGHTNING FASThttps://playablemaker.com/25gamersThis 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~H9idcxM271mnPzdWbipg00:00 intro00:48 Positioning & lineage04:40 Core loop & systems10:10 Monetization architecture14:40 Live-ops cadence18:00 UA strategy (98% Google)33:30 Creatives that convert41:20 Verdict & KPI checklistMatej 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
Monetization in hybridcasual is a balancing act: ads for early players, IAP for the committed ones. Maayan Eshkol dives into player segmentation, the real role of a game economist, and why monetization has to be part of the design loop from day one.
Hybridcasual isn't just “hypercasual with IAP.” Igor Beraslavski (GM at Supersonic) breaks down how publishing has evolved from testing prototypes to becoming a full-stack partner in design, monetization, and live ops. We discuss what publishers look for, how to spot market trends before the herd, and why most me-too products never scale.
Hī sunt Nūntiī Latīnī Vasintōniēnsēs, quī in Occidentālī studiōrum Ūniversitāte Vasintōniēnsī collectī sunt ac recitantur. Hodiē est vīcēsimus quartus diēs mēnsis Octōbris. Hāc hebdomade, minister prīmārius Gallōrum est Sebastiānus Lecornū. Museum Lupārēnse Diē Satūrnī, nōn noctū sed sōle ortō, trēs vel quattuor fūrēs scalīs in museī Lupārēnsis aulam Apollinis per fenestram ingressī gazam reīpūblicae Gallōrum surripuērunt et automatāriīs birotīs impūnēs ēvāsērunt. Ē rēbus surreptīs, fūrēs putantur ūnam cāsū perdidisse, cum diadēma Eugeniae uxōris Neapoliōnis imperātōris extra museum repertum sit humī iacēns et frāctum. Nāvēs mersae Pergunt nautae Americānī nāvēs venēnō ōnerātās mergere, nōn solum in marī Caribbicō sed nunc etiam in marī Pācificō. Minātur enim praeses Americānus mercātōrēs venēnī marī terrāque interfectum īrī; negat porrō sibi necesse vidērī bellum indīcere, cum in animō habeat extrā ordinem hominēs, quīcumque venēnum in Americam īnferant, occīdere. Diē Mercuriī Columbiānōrum ministerium rēbus externīs praepositum postulāvit, ut Americānī ā nāvibus mergendīs abstinērent, cuī respondit praeses Americānus auxiliō mīlitārī Columbiānīs tollendō. Carolus et Leō precantur Carolus, ēius nōminis tertius, rex Britannōrum, et Leō, ēius nōminis quartus decimus, pontifex maximus, ūnā precātī sunt in sacellō Sixtīnō. Carolus enim, quī ipse dīvortium fēcit et novam uxōrem dūxit, suprēmus gubernātor est ecclēsiae Anglicānae, quae ideō ab ecclēsiā Rōmānā discēderat, ut Henrīcō, ēius nōminis octāvō, licēret dīvortium facere et novās uxōrēs dūcere. Āfuit vērō Sarah Mullally, nova archiepiscopa Cantauriēnsis, quae praeest ecclēsiae Anglicānae. Carolō porrō futūrīsque rēgibus Britannōrum ā pontifice Rōmānō dāta est sedes in basilicā Sanctī Petrī extra moenia, quae sella inscrībitur, “ut ūnum sint.” Uterque etiam alterī honōrem decrēvit cōnfrāternitātis. Roderīcus Paz ēlectus Suffrāgiīs populāribus lātīs numerātīsque Roderīcus Paz, moderātus, ēlectus est praeses Boliviānōrum. Vigintī enim annōs regnāvit in Boliviā factiō socialistārum dum rēs oeconomica pessum ībat. Paz autem vult Americānōs colere, quōrum lēgātōs Evō Mōrālēs, ōlim praeses, annō bis millēsimō octāvō expulit. Sanaē Takaīchī ministra prīmāria Iāpōnum Sanaē Takaīchī prīma fēmina facta est ministra prīmāria Iāpōnum. Takaīchī, factiōnī līberālī et populārī praeposita, et cum factiōne rēs nōvās prōmoventī sociāta, fertur velle vestigiīs et Shinzōnis Abē et Margarītae Thatcher ingredī ad rem pūblicam gerendam. Novum porrō ministerium creāvit, cūius erit cūrāre ut concordia inter cīvēs et aliēnigenās tueātur; cūi praefecta est Kimī Onoda, in Americā nāta. Cammarūnia In Cammarūniā, ubi reclāmātur propter comitia, quae nonnullīs vitiātia videntur, rēte omnium gentium est sublātum. Paulus enim Bīya, nōnāginta duōs annōs nātus, quī quadrāgintā et trēs annōs regnāvit, octāvum ēlectus est praeses. Praeses Americānus in Āsiā Praeses Americānus proximā hebdomade Malaesiam diē Sōlis, et Iapōniam diē Martis, et Cōrēam Merīdiōnālem diē Iovis visitābit. In Cōrēā etiam colloquētur cum Xi Jinping, praeside Sīnēnsium. Dīxit sē prīmum omnium rogātūrum praesidem Sīnēnsium de illicitō fentanylī venēnī commerciō cohibendō. Minister Germānus nōn in Āsiā Iōhannes Wadephul, Germānōrum minister rēbus externīs praepositus, coāctus est iter, quod in Sīnās suceptūrus erat, dēpōnere, ut quem nūllī magistrātūs vellent convenīre. Vīs atomica in Vasintōniā In Vasintōnia cīvitāte, ubi scientia atomica etiam inter secundum bellum omnium gentium colēbātur, Amāzon societas duodecim parva et modulāria reactōria atomica aedificābit. Quod novum genus reactōriī putātur longē commōdius, ut quod minimum spatium postulet, et tūtius quam vetustiōra genera quae iam exstant. Quibus reactōriīs additīs vīs ēlectrica magnīs ordinātrīs, quālibus Amāzon societas ūtitur, suppeditārī potest nullō damnō in nātūram illātō.
Send us a textThis episode features Josh Blum, Chris Stewart and John Vance.Sign up for the Blue Card Webinar (free!): NFPA 1700: Guide to Structural Firefighting — Why Does It Matter to an IC? Here: https://streamyard.com/watch/C4bNT3WgfnWUFor Waldorf University Blue Card credit and discounts: https://www.waldorf.edu/blue-card/For free command and leadership support, check out bshifter.comSign up for the B Shifter Buckslip, our free weekly newsletter here: https://lp.constantcontactpages.com/su/fmgs92N/BuckslipShop B Shifter here: https://bshifter.myshopify.comAll of our links here: https://linktr.ee/BShifterPlease subscribe and share. Thank you for listening!We lay out what IC 1 must own, what IC 2 must enforce, and why fitness for duty includes training, standards, and honest evaluation. Other highlights include:• expectations for first‑due company officers as IC1• training to a published command standard• fitness for duty across physical, mental, and procedural readiness• acting officers trained to the same bar as promoted officers• chiefs enforcing the IAP and ending free‑lancing• NFPA 1700 as a practical guide for tactics and search• building a deep bench and stopping target‑moving• focusing the station and cutting distractions• using the eight functions of command end‑to‑endMake sure to subscribe and tell your friends to listen to the B Shifter Podcast!
We talk to David Pan, Director of Business Development at Habby, for the first-ever Western podcast appearance from the famously low-profile publisher behind Archero, Survivor.io, Capybara Go, and Whittle Defender.This isn't a press interview - it's a brutally honest deep dive into Habby's evolution, UA philosophy, shift from hybrid-casual to IAP-focused midcore, and its global ambitions beyond Asia.
Today, we, and special guest John Wright, unpack the chaos surrounding the EU's proposed Digital Fairness Act (DFA) - a legislation that could redefine how free-to-play games operate in Europe.Key insights:Source: https://ec.europa.eu/commission/presscorner/detail/en/ip_25_831?utm_source=chatgpt.com The DFA was proposed by the EU Consumer Protection Cooperation Network in March 2025.It's still not law currently in consultation stage, potential enforcement by 2030.If approved, it would enforce seven major principles for all EU-targeted games.Transparent PricingAll in-game currencies (gems, coins) must display real-world value.Example: “500 Gems (€4.99 equivalent).”No Mixed CurrenciesGames may be limited to one in-game currency.Multi-currency RPGs or Forex-style economies could be flagged as “misleading.”No Bundling or Welcome PacksForced to sell items separately (no more “Best Value” or “Starter Offers”).Removes behavioral pricing psychology that drives F2P monetization.Pre-Purchase Warning ScreensMandatory “scare screens” before each IAP — adding purchase friction.14-Day Refund RightPlayers could refund any IAP (including gacha rolls or consumables) within 14 days.No Economy Changes Post-LaunchDevelopers couldn't rebalance in-game currency values after release.Effectively bans live balancing - a core of F2P design.High-spending users could be classified as “vulnerable” or “addicted.”Developers could face scrutiny for “exploiting impulse spending.”Industry ImpactJakub: “Free-to-play economies just don't work with one currency. This breaks every RPG and forex hybrid in existence.”John: “This kills the incentive to operate in the EU - studios will shift budgets to the US and Asia.”Felix: “The EU will lose jobs and game availability will shrink.”Matej: “It's not law yet. Everyone's panicking, but this might turn into another IDFA - big noise, small impact.”Main TakeawayThe DFA is well-intentioned but deeply flawed. It confuses gambling regulation with free-to-play design, overreaches into live-ops flexibility, and could reduce the number of games released in the EU.Lobbying and advocacy will shape its future, not outrage posts.---------------------------------------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 LancaricSpecial guest: John WrightJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Introduction to the Digital Fairness Act02:53 Overview of the Proposed Legislation07:05 Principles of the Digital Fairness Act10:37 Lobbying and Legislative Process12:14 Implications for the Gaming Industry20:01 Future of Gaming in the EU21:33 Industry Reactions to Regulatory Changes22:50 The Impact of Gacha Mechanics24:55 Consumer Rights and Game Economics27:33 The Debate on In-App Purchases and Gambling30:37 Parental Responsibility in Gaming34:09 Legislative Impacts on the Gaming Industry37:59 The Future of Gaming Business Models---------------------------------------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
Felix dives into ad monetization trends, focusing on the surprising rise of prison-themed games dominating the simulation and idle arcade charts.Key insights:Prison Life (Supercent)~$107K/day ad revenue, ~$38M annual run rate.DAU ~2M, nearly 100% ad-driven.Rewarded impressions: ~4 per DAU (50% base) = $42K/day.Interstitials: ~6 per DAU (70% base) = $60K/day.Clever onboarding: first speed-up (Segway/tricycle) given for free → players experience premium benefit → later higher conversion.Takeaway: “Give it free first, then charge later.”Prison Survival (Highgame, Vietnam)DAU ~600K. Revenue ~$21–32K/day.Hypercasual-style “convert or die” model → if no rewarded ad, user is forced into interstitial.Core loop 50–80s → optimized for frequent ad exposure.Monetization mix: 6–8 interstitials per DAU = $12–15K/day; rewarded = $2–3K/day; banners/app open = $2K/day.Takeaway: Hypercasual ad-monetization loops still work in 2025.Prison Escape Journey (X Games Global, Vietnam)DAU ~560K. Revenue ~$10–15K/day.Essentially, a supermarket simulator reskinned with a prison theme.Interstitials on 180s loop; rewarded ads for ramen currency; “remove ads” IAP.Clever use of interstitial at app open instead of Google's app open ad → eCPM $8–15 vs $2.Prison Escape Simulator (Digital Melody)DAU ~220K. Revenue ~$6–10K/day.Softer ad strategy: fewer interstitials (~8 per DAU) + hidden rewarded ads.Monetizes heavier on rewarded app open format.Launched mid-August 2025, still scaling.Genre Trend: Simulation → Prison Theme TakeoverA year ago, supermarket manager sims dominated top simulation charts.Today: Prison Escape Journey is #1 in simulation.Prison themes resonate globally — from idle arcade to forex to supermarket clones.Takeaway: Prison is the new supermarket. Expect more reskins, higher conversion funnels, and creative UA exploiting the theme.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~H9idcxM271mnPzdWbipgChapters00:00 Introduction to Ad Monetization Trends03:36 The Rise of Prison-Themed Games08:57 Deep Dive: Prison Survival Game Analysis14:54 Exploring the Supermarket Simulator Influence20:43 Conclusion: Future of Simulation 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
This episode was really supposed to be, at the least, more about host Wood's inaugural experience at the annual MACC One Love Century Labor Day weekend road cycling event. The OLC did get brought up but time had to be spent reacting to the content world's most popular topics in Shannon Sharpe, (the fallout from) Cam'ron getting Adrien Broner together, Cam Newton and his 4th and 1 podcast. The message from IAP will continue to be the need to keep turning away from most of this noise and messiness. It's all too costly to remain living while under the influence.
We dive into Coin Sort, a surprising hybrid-casual puzzler that blends merge + sorting mechanics with clever ad monetization.Flow-state puzzler: players merge and sort coins, driving a satisfying loop.Unique twist: players call in new coins themselves, creating agency.Difficulty ramps as more coins = higher-value merges = more chaos.Shallow progression today (daily rewards, calendar, boosters).Likely to expand into menu + cosmetic/meta systems if scale continues.Early launch style: prove core loop, meta comes later.Revenue ~$120K/day; ~65% IAP, ~35% ads.Banner ads: ever-present, likely a decoy to push “Remove Ads” IAP.Interstitials: after level 3, ~9.7 per DAU. Pop-up after 3rd = strong “remove ads” conversion.Rewarded ads: clever mechanic where frozen stacks of coins drop mid-level for 5s → high-pressure CTA. Also includes 2x post-level and daily reward.Explosive scaling since June 2025, 360K DAU → $40K/day ads + $80K/day IAP.Strong Tier 1 focus: US, UK, Canada, Australia, Japan.Scaling with playables, though creative variety still thin (3–4 pages).Coin Sort is IAP-heavy (~65% IAP vs HexaSort's 88% ads).Takeaway: Coin Sort proves that hybrid puzzlers don't need to be ad-first — if you build clever ad funnels that push players into IAPs, you can scale fast in Tier 1 markets.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 Introduction and Vibe Check03:47 Game Discussion: Coin Sort06:47 Gameplay Mechanics and User Experience09:57 Monetization Strategies and Ad Revenue18:48 Game Launch and Initial Reception21:47 Creative Strategies and User Engagement24:47 Scaling Challenges and Market Dynamics27:55 Comparative Analysis of Game Performance30:47 Future Trends and Market Predictions---------------------------------------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
Today, we dissect Little Farm Story Idle Tycoon — SayGames' latest farming-idle hybrid that feels like a mashup of Dreamdale, My Perfect Hotel, and Idle Breaker.Key insights:Gameplay Loop:Clearing grass → unlocking fields → harvesting → selling resources.Heavy reliance on ads for progression (resources, boosts, even eggs).“Annoyance monetization”: progress gates force you to watch ads or buy “No Ads” pack.Monetization:~$67–70K/day in revenue.~53% from ads, ~47% from IAP.Ad breakdown: ~$24K rewarded, ~$10K interstitials, ~$500–700 from banners (“why bother?”).“Remove Ads” pack is likely the top IAP — players pushed into it by frustration.Design Choices:Map expands with resource conversions (tomatoes → ketchup, chickens → eggs, wood → upgrades).Inventory/capacity upgrades disguised as RPG-like gear, but tied to ad rewards.Cosmetic shop + IAP items scattered on map.UA & Creatives:Ads mirror Township / Playrix resource ads and Century Games' UA tricks (suction devices, backpacks).Low-poly art style keeps CPIs down, but LTVs capped.Playables + AI-generated UGC, but “Township-from-Wish” vibe.Heavy interstitial cross-promo inside SayGames portfolio (even multiple in a row).Market & Scaling:Currently SayGames' #1 title by IAP revenue.~$2M monthly run rate, growing but not viral like Dreamdale or My Perfect Hotel.Audience skew: ~63% US revenue, Tier 1 heavy.Takeaway: Little Farm Story is a polished ad-driven idle hybrid, but its top IAP being “Remove Ads” caps its growth potential.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 Introduction and Game Overview03:48 Gameplay Mechanics and Features07:25 Monetization Strategies and Ads12:42 In-App Purchases and User Experience17:17 Revenue Insights and Conclusion18:15 The Decline of Traditional Ads19:23 User Acquisition Strategies in Gaming21:17 Ad Monetization Archetypes23:46 Comparative Analysis of Game Creatives25:57 Performance Metrics and Revenue Insights28:30 The Future of Game Scaling and IAPs---------------------------------------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
In this special Two and a Half Gamers episode, Matej and Felix sit down with Zino Rost van Tonningen (TyrAds) to deep dive into the history, present, and future of rewarded monetization & offerwalls.Key insights:History of rewarded ads:Early “incent installs” → rank-boosting campaigns (TapJoy, FreeMyApps).Multi-reward systems (TapJoy, IronSource, Fyber).Misplay breakthrough: timer-based playtime rewards + personalization.AdJoe & others scaled Misplay's model into SDK solutions.The shift to personalization:Old offerwalls = one-size-fits-all.New generation = hyper-personalized rewards per user.Use of media source data (Google, Unity, AppLovin, etc.) to adapt rewards based on traffic quality.Publisher perspective:Offerwalls can contribute 5–30% of game revenue depending on genre.Biggest impact: retaining non-payers & dolphins by giving them an alternative to IAP.Integration fights today echo old mediation wars (bonuses, rev guarantees, exclusivity deals).Best practices for choosing an offerwall partner:LiveOps environment — events, hot deals, timed offers.Transparency — explain revenue spikes/drops & media source impact.Personalization — reward scaling, segmentation by user type & UA source.UI/UX — aesthetics matter; no more “Windows 95” offerwalls.Zino's TyrAds SDK v3.0:One-time integration, no updates needed.Customizable design to match game branding.Hyper-personalized rewards, dynamic leveling systems.LiveOps events triggered per user (push, in-app messages).Takeaway: Rewarded monetization has entered its 4th generation: hyper-personalized, data-driven, and LiveOps-powered.https://tyrads.com/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: Felix Braberg, Matej LancaricSpecial guest: Zino Rost van Tonningenhttps://www.linkedin.com/in/rovato/zino@tyrads.comJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Introduction to Rewarded User Acquisition04:30 The Evolution of Rewarded Monetization07:10 The Shift from Incentivized Installs to Quality KPIs09:51 Innovations in Rewarded Advertising: Multi-Reward and Playtime Solutions12:33 The Role of Personalization in Rewarded Monetization14:56 Challenges in Current Rewarded Solutions17:48 Evaluating Monetization Solutions: Key Considerations20:15 The Importance of LiveOps in Engagement23:06 Transparency and Optimization in Offer Walls28:34 Differentiating Offer Walls for Monetization30:44 The Importance of Data in Monetization Solutions31:28 Personalization and User Engagement in Offer Walls33:18 SDK Evolution: From Version 1 to Hyper-Personalization36:14 Leveraging Machine Learning for Offer Wall Optimization40:14 Engaging Users with LiveOps and Hot Deals44:01 Dynamic Leveling Systems for Enhanced User Experience46:58 Criteria for Effective Offer Wall Implementation48:47 Revenue Impact and Client Engagement---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comZino Rost van TonningenCEO of TyrAdshttps://www.linkedin.com/in/rovato/zino@tyrads.com---------------------------------------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
The Institute of Internal Auditors Presents: All Things Internal Audit In this episode, Benito Ybarra sits down with Rick Walke to discuss the newly updated Internal Audit Practitioner™ (IAP™) designation. They explore its value as a permanent credential, its role as a stepping stone to the Certified Internal Auditor® (CIA®), and how it equips internal auditors with foundational knowledge. The conversation highlights the IAP's global reach, employer credibility, and practical benefits for students, rotational auditors, and professionals at the start of their audit journey. Visit the Certifications page on theiia.org for additional information. HOST:Benito Ybarra, CIAExecutive Vice President, Global Standards, Guidance, and Certifications, The IIA GUEST: Rick Walke, CIA, QIAL, CRMA, CPAVice President, Internal Audit and Risk Management, FORUM Credit Union Key Points Introduction [00:00–00:00:38] The 18-Month Development Process [00:01:23–00:01:49] Making the IAP Permanent and a CIA Stepping Stone [00:01:49–00:02:36] Clearing Up Confusion: IAP vs. CIA Part One [00:02:39–00:03:45] Structured Learning for New Auditors [00:04:08–00:05:17] Target Audiences [00:05:47–00:06:54] Building Foundational Knowledge and Ethics [00:07:06–00:07:53] Reliability and Employer Confidence [00:08:17–00:09:04] CIA Exam Alignment and Credibility [00:09:04–00:09:29] Studying the Syllabus: Key Sections [00:09:29–00:10:54] Governance, Risk, and Fraud Concepts [00:11:08–00:12:18] Portability of Knowledge Across Careers [00:12:18–00:13:25] Making the Case to Employers for Support [00:13:26–00:14:07] Employee Development and Organizational Strength [00:14:32–00:15:02] Global Accessibility [00:15:59–00:16:20] Worldwide Recognition and Value [00:16:20–00:17:07] A Team Effort [00:17:13–00:17:39] Closing Remarks [00:17:39–00:18:13] The IIA Related Content Interested in this topic? Visit the links below for more resources: 2025 Financial Services Exchange Conference CIA 2025 IAP 2025 CIA Exam: Why and How it is Changing Global Internal Audit Standards Certification Candidate Handbook Certificate Programs Visit The IIA's website or YouTube channel for related topics and more. Follow All Things Internal Audit: Apple PodcastsSpotify LibsynDeezer
Today, we break down Galaxy Defense, a sci-fi-themed tower defense/survival clone that's generating $100K/day in IAP with only around 135K DAU.
From Silence to Connection: Midlife Communication with Dr. Patricia Timerman Struggling with communication breakdowns or identity shifts in midlife? Dr. Patricia Timerman shares tools to help you grow with intention, action, and self-awareness. Listen if:
We dive into AceCraft, Moonton's new Tom & Jerry–themed midcore gacha shooter that mixes Cuphead-style 1930s cartoon art with Habi-inspired systems and miHoYo-style monetization depth.Key insights:Gameplay & Core Loop: Systems & MetaDual banners (Tom & Jerry separately) with pity timers, skewed rates, and duplicate scaling.Each major character has a signature weapon requiring rolls.Collectible album (Royal Match / Monopoly Go style) with trade functionality, now ported into midcore — a first.Co-op synchronous modeThree-layer skill trees, elemental affinities, wingman companions.Monetization:~$330K/day IAP revenue post-launch (peaking with Tom/Jerry banner).Battle Pass upsell trick: Downloads ~300K/day at launch, half from China.Scaling across 17+ networks: TikTok, Facebook, YouTube, Unity, AppLovin, IronSource, Mintegral, etc.UA creatives lean on retro cartoon surrealism, dancing ads, Tom & Jerry music, plus street interview trend (borrowed from Raid Rush).Prediction:Likely to fade in Western markets (art style too niche, monetization too punishing).Moonton may line up other WB/Looney Tunes IPs (Sylvester, Tweety, Popeye, Roadrunner) for similar launches.Takeaway: AceCraft is one of the deepest midcore gacha launches in 2025 — but built for Asia, not the West.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 Intro03:46 Discussion on Ace Craft and Impressions09:22 Core Gameplay Mechanics and Innovations12:14 Character Development and Gacha Elements15:04 Battle Pass and Game Structure21:05 Exploring Game Modes and Social Features23:05 The Collectible Album Revolution25:23 Gacha Mechanics: A Deep Dive31:48 Event-Driven Engagement Strategies41:03 Nostalgia in Gaming: The Influence of Classic Titles47:09 The Role of IP in Game Development50:32 Cultural Differences in Game Reception---------------------------------------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
We break down Epic Plane Evolution – Voodoo's hypercasual throwback hit that's pulling in ~$150K/day in ad revenue with over 100K daily downloads.Key insights:Gameplay: Players start with a broken cardboard plane and unlock wings, tails, and rockets through upgrades. Controls are intentionally clunky — planes crash often, driving engagement and retries.Monetization: Heavy use of rewarded ads (“convert or die” mechanic) and interstitial spam. iOS users see gems + VIP purchases, while Android has no gems at all, leading to 80–85% of revenue coming from iOS.Retention: Despite frustration, average playtime is ~13 minutes/day across 3 sessions, powered by the addictive slingshot mechanic.Revenue Mix: Estimated $150K/day, 80–84% ads, minimal IAP. VIP subscriptions and gem bundles exist only on iOS.Creative Strategy: Basic hypercasual creatives (gates + plane gameplay). Some gameplay ads actually teach players how to steer — a sign of design flaws.Market Context: Falls under “Arcade Driving” genre, sitting alongside Hill Climb Racing & Traffic Rider. Current run rate ~$10M annually, but easily cloneable. Vietnam devs likely to copy/expand with IAP depth.Future Potential: If Voodoo adds events/meta (e.g. Legend of Slime style), this could evolve from hypercasual into hybrid-casual. But for now, it's a hypercasual money-printing surprise hit.Takeaway: Epic Plane Evolution proves hypercasual isn't dead — it just needs the right loop, frustration, and ads.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 Introduction to Epic Plane Evolution04:08 Gameplay Mechanics and Challenges11:39 Monetization Strategies and Ad Revenue14:10 Unexpected Success and Future Improvements18:15 The Decline of Banner Ads21:13 Analyzing Competitor Strategies24:14 User Acquisition and Monetization Trends28:24 Creative Strategies in Mobile Gaming32:16 Future of Mobile Gaming and Audience Engagement---------------------------------------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
In this solo episode of Two and a Half Gamers, Felix dives into the Sensor Tower data that proves Vietnam is becoming one of the biggest forces in global mobile gaming.
GAME DEV REVIEW #1NEWS:Top 5 Gaming NewsCall of Duty: Black Ops 7 Officially Revealed (GameSpot): Activision has unveiled the next entry in its massive first-person shooter franchise, "Call of Duty: Black Ops 7." The reveal trailer, showcased at Gamescom, provided a first look at the game's near-future setting and hinted at a narrative connected to previous "Black Ops" titles, with a release slated for late 2025.Battlefield 6 Beta Receives Positive Reception (Kotaku): The open beta for EA and DICE's "Battlefield 6" has concluded, with players and critics praising its return to a modern setting, large-scale maps, and destructible environments. The positive buzz is seen as a crucial step for the franchise to regain momentum after the mixed reception of its predecessor.Black Myth: Zhong Kui Announced by Game Science (Video Games Chronicle): The developers of the highly anticipated "Black Myth: Wukong" surprised audiences at Gamescom with the announcement of a new title, "Black Myth: Zhong Kui." This new game appears to be set in the same mythological universe, further expanding the rich world-building that has captivated a global audience.India Passes Bill to Regulate Online Gaming (Reuters): The Indian parliament has passed a new bill that will regulate the country's online gaming industry, including a ban on games that involve real-money wagering. This legislation is expected to have a significant impact on the rapidly growing Indian gaming market and the companies operating within it.Blizzard Co-Founder's Dreamhaven Struggles with Sales (Bloomberg): Mike Morhaime's Dreamhaven sold only 130,000 units of Wildgate one month after launch and 62,000 copies of Sunderfolk since April. Demonstrates the challenges new studios face in an oversaturated market, despite their pedigree.Top 3 AI x Gaming NewsSquare Enix Tech Demo Shows AI-Generated Detective Game (Square Enix): Square Enix presented a tech demo for a detective game where an AI generates case files, clues, and character motivations. This procedural narrative system ensures that no two playthroughs are the same, showcasing how AI can be used to create systemic and emergent gameplay loops.Unity 6.2 Launches All-In Generative AI Suite (CG Channel): Unity released Unity 6.2 on August 19 with comprehensive AI tools, including Generators for creating sprites, textures, and animations, plus an AI Assistant powered by GPT and Llama models. The update replaces Unity Muse with more flexible third-party AI model integration and expanded coding assistance capabilities.Tencent's AI Tool Slashes Art Production Time (Game Developer): Tencent unveiled an AI tool at Gamescom on August 22, 2025, that reduces art production time from days to minutes, streamlining asset creation for developers. The tool's efficiency could lower costs and accelerate game development cycles, sparking debates on artist job security.DATA:On August 9, League of Legends: Wild Rift had its biggest spike in daily IAP revenue on mobile… EVER!GAME DEV LESSONS - WEEKLY RETRO:1. Playing to Win2. Standard of Performance and Feedback3. Initial Soft Launch Focus
In this episode, we suffer (literally) through Wool Craze, a yarn-peeling 3D puzzler that's taking the charts by storm. The crew dissects why this painful yet brilliant game is generating ~$100-120K daily on a DAU of just ~140K — all while flooding the market with AI-generated creatives.Key highlights:Gameplay & Pain: Long, punishing levels (20–30 minutes each), fat-finger frustration, endless rewarded ads. A grind that monetizes sunk-cost fallacy.Monetization: Aggressive rewarded ads, interstitial spam, “Fail Packs” as top IAP. Smart combo of bundles + F2P pain points.Scale: ~$60K/day from IAP, $30–40K/day from ads = ~$100K/day total.Creative Strategy: Wild diversity (20+ different concepts). Heavy use of AI for characters, interviews, and banners. Street interview trend, talking AIs, even knitted dwarfs.UA Lessons: Chinese devs (HeroLinkage / SparkWish) pushing huge creative volume. AI lowers production cost, drives constant testing.Prediction: Could follow Screwdom's trajectory ($400K/day). With retention benchmarks and UA firepower, scaling is inevitable.Takeaway: Pain + AI + aggressive monetization = money machine.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 LancaricYoutube: https://youtu.be/0ONl8Bj4jR4Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Introduction and Game Overview02:18 Game Mechanics and Design05:16 Monetization Strategies07:28 User Experience and Retention10:31 AI in Game Development13:27 Comparative Analysis with Other Games16:03 Market Performance and Revenue Insights18:41 Creative Strategies and Advertising21:23 Conclusion and Future Prospects---------------------------------------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
Stefani Seek is the founder & CEO of Seek Love LLC, and is a best-selling international author, speaker, and IAP-certified private coach. She launched ajourney of self-discovery and study into how and why we attract certain relationships into our lives.Joe Petroski - is an expert intuitive healer, guide & professional speaker. He supports clients in achieving a great life by eliminating pains, illnesses and identifying andremoving subconscious blocks that have held them back.Movie Reviews and More is broadcast live Tuesdays at 5PM PT on K4HD Radio - Hollywood Talk Radio (www.k4hd.com) part of Talk 4 Radio (www.talk4radio.com) on the Talk 4 Media Network (www.talk4media.com). Movie Reviews and More TV Show is viewed on Talk 4 TV (www.talk4tv.com).Movie Reviews and More Podcast is also available on Talk 4 Media (www.talk4media.com), Talk 4 Podcasting (www.talk4podcasting.com), iHeartRadio, Amazon Music, Pandora, Spotify, Audible, and over 100 other podcast outlets.
In this episode, we discuss cuts, cuts, and more cuts. Cutting features is a critical part of shaping a game. Before launch, when you're free from player expectations, you can step back and think about what's working and what's just in the way. It's all part of iterating toward something better.Support Crashlands 2!Official Website: https://www.bscotch.net/games/crashlands-2/Trailer: https://www.youtube.com/watch?v=ib7fzLf59voSteam: https://store.steampowered.com/app/1401730/Crashlands2/Google Play:https://play.google.com/store/apps/details?id=com.bscotch.crashlands2Apple: https://apps.apple.com/us/app/crashlands-2/id152819933100:29 Intro00:45 Thanks to our supporters! (https://moneygrab.bscotch.net)01:04 Steam Summer Sale02:30 Industry News08:01 Ronniethebear: Can you think of any features you've nixed to make way for better ones?24:34 Mimmabip Gourkee: What are your thoughts on releasing a free mobile game that has just one IAP which unlocks some small parts of the game that isn't essential for $7?To stay up to date with all of our buttery goodness subscribe to the podcast on Apple podcasts (apple.co/1LxNEnk) or wherever you get your audio goodness. If you want to get more involved in the Butterscotch community, hop into our DISCORD server at discord.gg/bscotch and say hello! Submit questions at https://www.bscotch.net/podcast, disclose all of your secrets to podcast@bscotch.net, and send letters, gifts, and tasty treats to https://bit.ly/bscotchmailbox. Finally, if you'd like to support the show and buy some coffee FOR Butterscotch, head over to https://moneygrab.bscotch.net. ★ Support this podcast ★
The IAP film review of Tyler Perry's latest Netflix film STRAW. Other topics include the 2025 NBA Finals, the 2025 French Open champion Coco Gauff, Angel Reese being named B.E.T.'s Female Athlete of the Year and more current sports and entertainment headlines.
Wood discusses online and soc media's "Black Fatigue" thing, questioning if it's really a rejection of certain aspects of Black culture. A good, informative interview of Lanny Smith, the founder of the Actively Black apparel brand, on Jemele Hill's Spolitics podcast changed Wood's stance "wearing Black." A few series have been getting pushed through the IAP queue of late with AppleTV+ dominating the rotation. Wood shares some thoughts on two seasons of Shrinking, Dope Thief, Jon Hamm's Your Friends & Neighbors, plus shares his final praises on the series finale of Bosch Legacy (Prime Video).