POPULARITY
What happens when a Chinese studio perfects fake funnels? You get X-Clash - a 4X strategy game disguised as 5 different mini games.
Today, we dissect Huntopia, a bizarrely successful idle RPG that's part World of Warcraft, part casino. Meh, just WoW from Wish.
In this Two & a Half Gamers solo episode, Jakub Remiar breaks down how UA product funnels and templatization dominate every major studio playbook - from River Game's $7M/day 4X empire to Habby's action roguelite evolution.
We break down The Tower - an idle-defense hybrid that turned a solo dev into a millionaire.We spoke directly with Anthony (Tech Tree Games) about design, monetization, and UA strategy.
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.
We sit down with Chen Yang (Iwae) from Cocos again to unpack how AI is transforming the Chinese mini-game ecosystem across development, UA, and operations.The conversation reveals how AI-generated 3D, playable automation, LoRA fine-tuning, and instant meme cloning are redefining speed, scale, and creativity in the world's most dynamic mobile market.
Today, we talk with Colm Hayden, Head of Growth at Triumph - the app redefining real money gaming for a new generation of players.
In this Two and a Half Gamers special, Matej, Felix & Jakub talk with Chen Yang (Iwae) from Cocos about how mini-games on WeChat, Douyin, Alipay, and Huawei stores are reshaping the mobile industry.
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
In this hyper-casual episode (probably one of the most casual episodes I've ever had
We go two and a half steps ahead into the new era of AI-generated creatives - dissecting what's trending, which studios are using them, and what it means for the future of game marketing.Key insights:Adoption is risingIn 2024 only a handful of studios used AI for hooks.By late 2025, top performers such as Lands of Jail, King Shot, and Rise of Castles will be fully embracing AI-assisted pipelines.Jakub predicts 50% of all mobile ads will be AI-driven by end of 2026.AI Creative Formats Taking OverHooks: 60–70% of AI output focuses on hyper-realistic or surreal opening shots.Full Creatives: Only ~30–40%, limited by coherence and model smoothness.Transitions are now indistinguishable from live action - especially in POV-style TikTok ads.Contrast Art Styles: Realistic → cartoon → pixel mashups catch the eye.POV Narratives: First-person sequences with “AI girlfriend” narration dominate TikTok.Localization via AI: Same creative, instantly re-rendered for JP, KR, EN markets.Freeze/Prison Metas: Prison Life-style “frozen prisoner” AI scenes trending hard.“No Ads” UGC Spoofs: King Shot's “no ads” meme now a running trend.Brain Rot & Chaos: nonsensical motion = attention-grabbing hook.AI Interviews: VEO3 and Kling 2.5 are redefining talking-head realism.Kling 2.5 = new industry benchmark (4x cheaper, faster scene rendering).2025: AI is mainly used for hooks.2026: Half of all creatives will be AI-produced end-to-end.Takeaway: AI creatives are here, fast, and chaotic. The best teams use them not to replace creativity, but to scale it.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 Introduction to AI Creatives03:52 Current Trends in AI Creatives06:24 The Evolution of Art Styles in AI12:01 AI Creatives and Marketing Strategies14:46 Localization and Cultural Adaptation in AI22:52 The Rise of AI in Creative Content28:01 The Evolution of Game Graphics and AI31:21 The Future of AI in Advertising37:38 Predictions for AI in the Creative Industry---------------------------------------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
We dive into Megabonk, a surprise Steam indie hit that's taken Twitch and the charts by storm. With 82K+ CCU, $2M in its first two weeks, and streamer hype driving growth, the trio explores what makes Megabonk work and whether it could scale to mobile.Key insights:Roguelite 3D blend of Vampire Survivors and Risk of Rain 2.Deeper systems: map objectives, shrines, infinite inventory, banish/skip mechanics.Core humor: banana-rang weapon, Mega Chad character, quirky item design.“Screwed-up moment” for roguelites - moving past 2D isometric clones.Shroud and other top Twitch streamers boosted it to 114K peak viewers.Viral builds (level 500+ with full-screen bananas, nukes, shrines) = highly watchable.Game thrives because it's fun to watch as well as play.Day 11: ~300K units sold, $2M revenue (discounted launch price €8.28).Vampire Survivors never reached this CCU peak despite 23M lifetime units.Risk of Rain 2 = 141M gross but publisher-backed. Megabonk is solo-dev mystery.Obvious rewarded ad placements (refresh button, rerolls, revive).Gacha for gear/characters could add whale-driven revenue.Estimates: ~$270K/month ad revenue if ported straight to F2P. With gacha: far higher.Sustaining Twitch attention requires updates or new systems.Still, design depth is strong - the “systems combination” is what competitors will copy.Takeaway: Megabonk is the new roguelite phenomenon: deep systems, streamer fuel, and endless monetization potential if (when) it comes to mobile.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~H9idcxM271mnPzdWbipgChapters---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
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
We scan Steam's latest hits to predict which games could cross over to mobile success.
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 break down the latest Creative Trends in mobile game advertising, separating physics-based ad monsters from emerging AI hooks.Key insights:Golden Goblins & Physics OverloadStill king: physics balls, crystals, pearls, gems.Production values keep climbing = now full 2-minute mini-films.Core loop: satisfying physics + resource overload + fail states.Iteration chains drive CPI drops but blur originality. “UA in a nutshell: copy, tweak, scale.”Fail States as HooksOverstressed trucks, angry exclamation marks, overload explosions.Players are drawn to chaos + comedy.Township 2012-style creatives resurfacing.Cats, freezing families, classic retargeting.AI real-life actor ads (feet glitches give them away).AI anime narrators + skits.Hijacked accounts accidentally running scammy “AI princess” ads.Still clunky — but iteration speed makes it dangerous.Police Snake & Match Villains leading with funny story ads.Humor = harder to copy, longer shelf life.Output BenchmarksTop games producing 60 playables/month to sustain UA spend.Market WinnersIterative ads + humor + AI spillover fuel growth.Takeaway: Physics ads still rule, AI is creeping in, and humor/story hooks are the next battleground.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 Introduction to Creative Trends03:37 Exploring the Golden Goblins11:13 Creative Dashboard Insights14:14 Innovations in Game Creatives20:12 Analyzing New Game Mechanics23:24 The Rise of Short-Form Content26:13 Exploring AI in Gaming30:19 Idle Lumber and Game Mechanics41:26 The Future of AI in Gaming---------------------------------------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 Lancaric
Today, we fire up the Soft Launch Sonar - scanning the seas of upcoming mobile games to spot which soft launch titles might sink or scale.Key highlights:Monopoly Go & Moon Active's spree – Multiple new soft launches (Monopoly Go, All in Hole, Match Dreams). The hosts argue it's either IP hubris or a UA-driven funnel experiment. “Where's the pig? Where's the bacon?”Rovio + Sega's Sonic Blitz – A Marvel Snap/Hearthstone hybrid with Sonic IP. Hosts skeptical: “Sonic IP is too core to carry this.”Rovio's Angry Birds Rush – A genius comeback: Coin Master meta + slingshot mechanic + Monopoly Go mini-games. Microfun's Icy Hearts – Gossip Harbor clone with icy meta. Hosts roast the reviews but admit: “Nobody cares, it still works.”Playrix surprises – Match Around (merge + match hybrid) and Austin Odyssey (energy adventure + match 3). First real Playrix innovation in years. “Too much innovation, guys. Step by step.”Small Giant's new TD - Tower defense PvE hybrid with heavy meta. “Complexity is not going to help here.”Up for Fun & Vizor persistence – Endless iterations of forex hybrids with sexed-up creatives. Warner Bros' Game of Thrones: Dragonfire – Forex with dragons & real actor rights. Will IP help? Takeaway: Soft launch is alive and messy — clones, hybrids, and bold experiments everywhere. Rovio's Angry Birds Rush and Kitka's Drill game stand out as the most promising.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 Introduction to Soft Launch Sonar02:04 Exploring Recent Game Releases03:55 Analyzing Monopoly Go and Coin Master06:42 Rovio's New Direction with Sega IP10:16 Innovations in Game Mechanics13:45 The Rise of Merge Games16:34 Conclusion and Future Trends17:45 The Evolution of Game Mechanics19:05 Exploring New Game Releases20:44 Innovations in Game Design24:34 The Rise of Tower Defense Games26:20 The Persistence of Game Themes28:47 Ad Creatives and Marketing Strategies29:35 The Forex Game Landscape32:59 Unique Game Concepts and PredictionsMatej 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
In this Two and a Half Gamers special, Matej and Felix sit down with Lemon (柠檬游戏说) — WeChat Mini-Game blogger, founder of Hyperjoy, and consultant for Scopely — to unpack the Chinese mini-game gold rush.Key insights:2024 market revenue: $7B+ (¥50B RMB).500M+ MAU, 400K+ dev teams183% YoY increase in advertisers; dev cycles: 4 weeks (hypercasual) to 3–6 months (hybrid/midcore).Balanced demographics: gender 50/50, strong 24–40 y/o core.Winners: 4X/SLG, Tower Defense Roguelike, Merge/Match.Declining: Hybrid RPGs, Simulation.Stable: Idle Card RPGs.60% of UA spend is concentrated in RPG, SLG, and TD.Day-1 payer retention is highest in RPG/4X (18–85%).Top GamesIce War: Three Kingdoms – Whiteout Survival clone w/ localized 3K theme.Bangbang Survivor – Top-grossing $1M+/day, IP expanding into 4X.Penguin Go! – Lucky Defense survivor, meta system differentiates it.Plant Master TD Go – Backpack TD hit (#5 grossing).永远的蔚蓝星球 (Summon & Merge TD) – $30M/month, global Q4 launch.Human Leap: Evolution – Top Douyin ad-mon gameSave the King – Royal Match UA creative turned into a WeChat hit ($70K/day ads).East ↔ West ExpansionWest → East: Supercell, Century Games, Scopely already entering WeChat mini-games.East → West: Galaxy Defense, Legend of Mushroom, Banban Survivor meta systems fueling crossovers.Success requires simplification of meta for Western markets.Takeaway: Mini-games are not “mini.” They're a $7B industry with complex metas, ruthless UA competition, and growing East–West crossover potential.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: Lemon Choihttps://www.linkedin.com/in/lemon-minigame/Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Introduction to China's Minigame Market03:01 Minigame Market Overview07:26 Minigame Genres and Trends14:56 Successful Minigames and Case Studies29:04 Key Takeaways and Future Outlook---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
Arrests. Ads bans. A move to the desert.@_dsencil catches up with @maplesyrupsuckr to talk about running bitcoin.com through chaos — and what it takes to survive in crypto's trenches.Timestamps:00:00 Intro03:03 Transition to CEO and Challenges Faced05:51 Relocation to Dubai and Crypto Regulations09:06 Overview of Bitcoin.com Products11:57 User Acquisition and Marketing Strategies15:07 Concerns About Advertising and Regulation18:03 The Future of Bitcoin and Quantum Risks20:52 Excitement in the Crypto Space and Lending OpportunitiesWatch the full interview here.#Bitcoin #crypto #quantumSubscribe to our channel and hit the bell "
Today, we revisit 15+ mobile games we've covered in the past to see which ones are growing, peaking, or dying. From Vita Mahjong's $200K/day AdMon empire to Century's King Shot at $3M/day, here's the brutally honest state of mobile gaming right now.Highlights:Vita Mahjong: 7M DAU, $200–300K/dayLove & Deep Space: $7M/day gacha spikesMagic Villains: Backed by $60M raise, scaling fastKing Shot: Our pick for “Game of the Year” (so far)Supercell's Mo.Co flop vs Clash Royale comebackLast Z: $6.6M/day forex monster from VietnamDramaBox/RealShort: Short drama apps making $100M+/monthDisney Solitaire: Movie tie-ins fueling $650K/dayChess.com: 14M DAU, $200K/day from app aloneTakeaway: The curse of the podcast is broken (mostly) — nearly all games are still growing, proving 2025 is the year of scale in AdMon, forex hybrids, and gacha monsters.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~H9idcxM271mnPzdWbipgChapters---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
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
Mishka Katkoff sits down with Pranav Singhvi (General Catalyst, Customer Value Fund) and Joe Wadakethalakal (PVX Partners) to unpack the rise of UA financing, a new capital instrument that lets gaming and app companies scale user acquisition without giving up massive chunks of equity.We break down:1. Why traditional VC or debt financing is often a poor fit for customer acquisition.2. The origins of UA financing and why treating cohorts as “assets” changes the game.3. The differences between PVX Partners' gaming-first model and General Catalyst's broader CVF.4. Success stories like Superplay's $2B exit, powered by UA financing.5. How founders should think about timing, risk, and capital allocation.6. Why CAC is the new CAPEX, and how EBITCAC could replace EBITDA as the real profitability metric for gaming and app businesses.00:00 – Guest Intros (Pranav Singhvi & Joe Wadakethalakal)01:00 – What is UA Financing05:30 – PVX Partners vs. Customer Value Fund15:00 – Equity vs. UA Financing: Which Capital Fits Which Stage?19:15 – Founders as Capital Allocators: Balancing Risk, Growth & Dilution22:30 – What Returns Look Like in UA Financing (Real Economics)24:30 – Scaling Beyond Balance Sheet Limits28:00 – When Is the Right Time to Use UA Financing? 32:00 – LTV Curves, Incremental ROAS & Product Readiness35:30 – Case Study: How Superplay Used UA Financing to Reach a $2B Exit38:50 – PVX Success Stories 41:40 – Managing Risk: Oversight & Skin in the Game48:00 – What Counts as CAC? Influencers, Celebs, and Brand Marketing49:40 – The Future of UA Financing & Cohorts as a New Asset Class52:40 – CAC is the New CAPEX: Rethinking EBITDA as EBITCAC57:30 – Why Tech Companies Look Unprofitable but Aren't59:00 – Advice for Founders Considering UA Financing01:04:00 – Capturing Market Share Before Competitors Catch Up01:07:00 – Final Takeaways & Closing Thoughts
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.
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
In this special Two and a Half Gamers duet episode, Matej and Felix walk through how to set up Ad Monetization (AdMon) from scratch using Matej's own test app as a live case study. This episode is part tutorial, part comedy of errors, and part step-by-step guide for anyone new to AdMon.Key insights:App-ads.txt basics:Required by IAB for fraud prevention.Must be hosted on the developer's listed website (App Store/Google Play).Each network (Google, AppLovin, IronSource, Unity, Meta, Mintegral, etc.) requires unique entries.Some networks (like IronSource) force you to request Publisher ID via support, making setup painful.Mediation setup (MAX):One network is never enough — competition = higher eCPM.Best practice: integrate multiple (Google AdMob, AppLovin, IronSource, Unity Ads, Meta Audience Network).Connect networks directly in MAX for payout reconciliation & fraud safety.Network quirks:Google AdMob: straightforward, rewarded bidding setup.AppLovin: entries visible in account dashboard.IronSource: must email for Publisher ID.Unity & Mintegral: dashboard accessible.Meta/Facebook: painful; rewarded ads disabled for non-games, only interstitial/rewarded interstitial available.Best practices shared by Felix:Always keep app-ads.txt updated with every network.Cross-check revenue between MAX vs. direct networks.Expect a lot of clicking, logins, and waiting, but setup today saves revenue disputes later.Live Learnings:Matej's developer website missing → crawlers failed.Felix guided step-by-step through creating ad units, adding IDs, and verifying setups.By the end, Matej had MAX + multiple networks integrated, app-ads.txt updated, and was ready to monetize his app.Takeaway: AdMon setup is annoying, but essential. Do it properly once, and it will pay you back forever.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 App Development and Advertising03:51 Understanding AdMob and App Ads TXT06:22 Navigating Ad Networks and Their Requirements08:52 Setting Up Ad Units and Bidding Strategies11:36 Integrating Multiple Ad Networks14:25 Finalizing App Setup and Future Steps---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
We break down 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
Our Creative Trends episode dives into the wildest UA creative trends of July 2025. We dissect the latest ad formats, AI breakthroughs, and genre crossovers reshaping mobile game marketing.Key highlights:Golden Goblins still dominating: Physics + slicing + gem/gold mechanics continue to scale across genres.AI everywhere: From fully AI-generated creatives to lip-synced fake influencers and medieval AI drama ads, VEO3 and other tools are powering cheap, fast, and diverse iterations.Clash Royale's bizarre UA: Gameplay with random AI gorillas and corpses – questionable hooks, but they still scale.Celebrity & influencer hooks: Jonas Brothers cameo in Travel Town ads, Kevin Hart still pushing, street interview actors turning into professional creative talent.Rising stars: Vita Mayong scaling with bizarre money-plinko-style creatives, Carnival Tycoon adopting 4XUA funnels, Dark War Survival flooding with pixel-art AI creatives.Legal risks ignored: LEGO blocks, Gucci logos, celebrity likenesses - Chinese publishers are pushing boundaries regardless.Creative of the year contender: AI-powered medieval skits with bad dialogue, compared to Viva La Dirt League, hailed as the funniest + most viral format so far.Takeaway 2025 creatives = AI hooks + genre mashups + zero morality. The only rule: “Does it scale?”Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Introduction to Creative Trends03:52 Analyzing Current Creative Trends17:44 The Ethics of Creative Production in Gaming26:48 Ad Creatives and Performance Insights30:48 Game Concepts and Genre Adaptation31:48 Scaling Strategies in Game Development32:49 Emerging Game Creatives and Market Competition33:51 The Impact of AI on Game Creatives40:48 Trends in Game Design and User Engagement41:54 The Evolution of Game Creatives42:49 Legal Challenges in Game Development47:01 Innovations in Game Marketing Strategies---------------------------------------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.
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
Grand Games is back with another puzzler and it's a monster. Car Match has hit $120K/day, combining bench mechanics, Pixar-style cars, and a polished Royal Match meta. On paper, it's a textbook case of how to scale a puzzle game.Product, amazing. UA? Not so much.Here's why:The product is a 9/10. Meta depth, endless events, and a proven template.Monetization is efficient. ~30% of revenue comes from ads, bundles are cleverly layered in, and interstitials start at different levels for different players.But the UA machine is broken. Grand Games has only 5-7 creatives live. For a game printing $2M in 30 days, that's a scaling disaster waiting to happen.Jakub nailed it: “If they stop producing new creatives, they die immediately.”Felix added: “It's an easy fix — upscale creative production.”But Matej countered: “Not that easy. You need concepts, not spaghetti on the wall.”$5M/month with Magic Sword + Car Match combinedThe takeaway: Car Match proves that you can copy, paste, and polish your way to $120K/day. But without a creative firehose, momentum will stall.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 Introduction to Car Match and Hosts02:16 Overview of Game Mechanics and Comparisons04:12 Gameplay Experience and Difficulty Levels07:11 Meta Mechanics and Game Events10:16 Monetization Strategies and Player Engagement13:25 Discussion on Customization and Player Preferences16:13 Game Performance and Market Insights20:34 The Financial Landscape of Game Development22:08 Understanding User Acquisition Challenges24:59 Creative Strategies for Game Marketing27:13 The Importance of Scaling Creative Production31:19 Analyzing Revenue and User Acquisition Costs36:08 The Role of Data in Game Marketing Success---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me
This solo Two & a Half Gamers episode dives deep into Clash Royale's shocking revenue revival in 2025. Once seen as a declining nine-year-old title, Supercell's classic has quadrupled revenue, hitting its best month since 2017 with ~$57M in July 2025.Jakub unpacks the timeline of monetization and economy tweaks that fueled this comeback:2018–2022: Decline after failed battle pass integration.2023: Introduction of Evolutions (new progression layer).2024: Lucky Drops introduced (gacha system, adapted from Brawl Stars).Late 2024: Cosmetics added to deepen gacha.March 2025: Game-changing update – chest timers removed, season shop killed, all progression funneled into Lucky Drops.June 2025: Merge Tactics mode added (fun engagement feature, but not a revenue driver).The real driver: tightening the economy and pushing players toward monetized progression. Despite community backlash, revenue skyrocketed. Clash Royale is now Supercell's biggest earner again, overtaking Brawl Stars.Jakub stresses the core lesson: “Fixing your economy makes your game make much more money.”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, Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 The Resurgence of Clash Royale06:12 Economic Changes and Revenue Growth11:39 The Impact of Lucky Drops16:12 Merge Tactics and Game Integration21:04 Community Reactions and Future Outlook---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
This episode of Two and a Half Gamers dives deep into UA financing with Jeff Cohen from PVX Partners, unpacking how mobile game studios can scale without giving up equity. Jeff breaks down the mechanics of non-dilutive funding, explains why not all financing partners are created equal, and reveals the traps founders fall into when choosing a lender.Founders' guide: How to choose the right UA financing partnerhttps://pvxpartners.com/blog/how-to-choose-the-right-ua-financing-partner-a-founders-guideKey insights include:UA financing ≠ publishing — best for post-product market fit games with proven ROAS curves.Funding scale: PVX clients receive between $500K and $2M/month, with the largest hitting $4M/month.Market potential: UA financing is projected to hit $2.5B by 2027.Flexibility matters — some lenders force you to take capital every month, even when you don't need it, which burns cash.Hidden costs: setup fees, legal fees, bundled SaaS tools you don't need.Risk management: Understand secured vs unsecured loans. With PVX, the risk is on them if funded cohorts don't pay back.Alignment is key — avoid lenders whose primary business isn't lending (publishers, VCs, SaaS providers with side financing).Scalability: Choose a partner who can grow your facility with you so you don't stall at scale.Main takeaway: Treat UA financing like raising equity — vet the partner's reputation, structure, and incentives as if your studio's future depends on it… because it does.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---------------------------------------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: Jeff Cohen https://www.linkedin.com/in/jeff-cohen-29930455/Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Introduction to UA Financing04:09 Understanding UA Financing06:57 The Need for UA Financing09:53 Choosing the Right UA Financing Partner12:30 The Business Model of UA Financing15:29 Pricing and Interest Rates in UA Financing18:36 Flexibility and Facility Size in UA Financing22:58 Understanding Risk Management in Lending25:32 The Importance of Counterparty Risk29:10 Aligning Incentives Between Lenders and Borrowers32:46 Navigating Secured vs Unsecured Loans39:06 Evaluating Lenders: Key Considerations and Red Flags---------------------------------------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
Chip Thurston, Head of Gaming at FastSpring, returns to Two and a Half Gamers with explosive updates on the Apple and Google rulings that are blowing open the direct-to-consumer (D2C) floodgates. Since Apple's April ruling unlocked steering — legally directing players from your game to an off-platform payment page — publishers have shifted millions in revenue from Apple and Google to their own web shops, keeping the 30% cut and boosting player value.Key insights from the episode:Steering Levels: From conservative in-game banners to aggressive side-by-side pricing and direct-to-checkout flows, publishers are experimenting with how far they can push players to web shops.Impact Numbers: Playtika reports 25% of revenue now comes from D2C, equating to $667M/year not tracked by Sensor Tower or AppMagic.Friction Is Dead: New checkout flows get players from game to web payment and back in under 10 seconds.Global Domino Effect: US first, Japan's ruling hits Dec 18, 2025, with Brazil, Spain, and Korea exploring similar laws.Google Twist: Upcoming ruling could allow in-app third-party payments, not just web-based — potentially game-changing.Why Not Everyone Jumps: 43% of studios still have no web shop — mostly due to fear of Apple/Google retaliation (with zero confirmed cases).Optimization Endgame: Big publishers now mediate between multiple payment providers, routing by region, payment method, or even pricing for maximum margin.Bottom line: The payments landscape is shifting fast. Studios that delay web shop adoption are literally leaving money on the table — and their competitors are scooping it upGet our MERCH NOW: 25gamers.com/shop---------------------------------------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 LancaricSpecial guest: Chip Thurstonhttps://www.linkedin.com/in/thurstonchip/ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Introduction and Context of Payment Rulings04:18 Shifts in Payment Strategies Post-Ruling07:05 Exploring Steering Techniques in Mobile Games09:39 Direct-to-Consumer Revenue Insights12:35 Examples of Successful Web Store Implementations15:25 Incentivizing Players to Use Web Stores18:27 The Impact of Unaccounted Revenue21:12 Future of Payment Regulations Globally23:58 The Role of Multiple Payment Providers26:47 The Evolution of Direct-to-Consumer Strategies29:38 Anticipating Future Rulings and Changes32:12 Conclusion and Future Outlook---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me
In this solo episode of Two and a Half Gamers, Matej Lancaric reveals his full Soft Launch Framework: the exact 40-page playbook he uses to validate retention, monetize effectively, and decide whether to scale or shut down a game before global launch.From three critical stages — Tech Test, Retention, Monetization — to precise KPIs, country targeting, creative iteration, and UA channel sequencing, Matej walks through the step-by-step process he's used across dozens of successful launches. This isn't theory, it's built from real campaign data, retention curves, LTV models, and monetization funnels from midcore, puzzle, and RPG hits.Key insights from the episode:Why a soft launch should run 3–6 months (not one) to capture real LTV and retention curves.The 3-stage framework: Tech stability, Retention validation, Monetization scaling.Exact geo picks for each stage (Philippines, Mexico → Poland, Brazil, Netherlands → UK, Germany, Canada).UA sequencing: Facebook → Google → TikTok/Unity, shifting from MAI to event-optimized to purchase campaigns.Retention benchmarks (ideal 40/20/10) and what “healthy” ratios actually look like.Creative strategy: 10–15 videos per month, 3–5 playables, gameplay-first to avoid misleading retention data.How to kill a game quickly if it can't meet KPIs — and save your studio in the process.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: Matej LancaricJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Introduction to Soft Launch Framework04:06 Key Performance Indicators for Soft Launch07:17 Stages of Soft Launch Testing09:55 Retention and Monetization Strategies12:21 Understanding Game Metrics and KPIs14:48 Technical Testing and Data Evaluation18:54 Retention Strategies and User Acquisition21:36 Pre-Launch Strategies and Market Selection25:07 Monetization Strategies and Campaign Optimization27:58 Creative Approaches and User Engagement37:34 Preparing for Global Launch and Final ThoughtsMatej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.mePlease share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
How a Chinese Survivor.io Clone Is Printing $170K/Day in a Brutal Category?We tear into Mech Assemble: Zombie Swarm, a high-performing “shoot ‘em up” that's managing to out-earn Survivor.io in a red-ocean market. With nearly $4M monthly revenue, $170K/day at peak, and only ~12K daily downloads, the game is proof you can win with ruthless monetization, creative overload, and a mix of East + West appeal.Key takeaways:Category Killer: In a genre where most titles die after launch month, Mech Assemble is holding and scaling revenue.Revenue Mix: 85%+ IAP with whales from the US, Japan (20%), South Korea, Taiwan, and Tier 1 EU. Ads add ~$14K/day.Customization Hook: Fully movable, functional weapon placement on mechs — a novelty in the subgenre.Onboarding Power Move: Classic “Asian onboarding” — start overpowered, then strip it away.Aggressive Monetization: 200-pull pity timers, daily ad boosts, limited waifu offers, and multiple battle passes.Creative Strategy: 500+ pages of creatives across TikTok, Google, and Facebook. Mix of AI-generated, meme-driven (Skibidi Toilet, Gundam knockoffs), and misleading playables.UA Reality: CPIs hitting $30+ in US, mitigated by whale-heavy spending and blended campaigns. Downloads modest, but ARPDAU sky-high.Why It Works: Strong East + West monetization, relentless creative testing, genre familiarity + novelty in mech customization.Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Introduction to the Episode04:21 Exploring the Game: Make Assemble07:16 Gameplay Mechanics and Features10:10 Monetization Strategies and Revenue Insights13:14 Customization and Player Engagement16:08 Creative Marketing and User Acquisition19:22 Comparative Analysis with Other Games22:09 Future Predictions and Closing Thoughts---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me
We dissect Miniclip's War Drone 3D, a surprise hit blending realistic drone fantasy, hypercasual onboarding, and ruthless gacha with relentless ad monetization. With over 50 percent organic downloads, scaling past 300,000 installs per day at peak, and daily revenues topping $65,000, War Drone 3D proves you can go viral with core gameplay, slick visuals, and a smart (but sometimes broken) upgrade loop. What's inside:Viral Organics: Over half of all downloads are organic, driven by gameplay that looks and feels like real drone footage. Younger demographics are hooked on the “news media” aesthetic and immersive perspective.Tower Defense, Shooter, Hypercasual: Fast onboarding, no menu bloat, and you're shooting in seconds. The core loop is classic tower defense, layered with shooter upgrades and skill cards—instantly accessible, but with depth for longer-term play.Rewarded Ads and Gacha MonetizationProgression and Pain PointsCreative UA and Organic Blend: Ads leverage real drone footage aesthetics, survival hooks, and “breaking news” memes. Vertical and story formats are underused—big opportunity for TikTok and Instagram growth.Key Takeaway:War Drone 3D proves you can scale to millions without heavy UA if you nail fantasy, onboarding, and reward loops. Add better gacha balancing, creative iteration, and the sky's the limit.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 Technical Issues02:04 Overview of War Drone 3D04:00 Gameplay Mechanics and Balancing07:03 Game Design and User Experience12:02 Monetization Strategies and Ads19:09 User Engagement and Replayability22:58 Market Performance and Future Prospects25:21 Ad Revenue Insights and Gameplay Mechanics28:03 Game Design and User Experience30:59 Improving Game Mechanics and Progression Systems35:00 Marketing Strategies and Audience Engagement39:57 Creative Approaches in Game Advertising---------------------------------------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, Felix Braberg cuts through the hype and breaks down what's actually happening in mobile ad monetization networks in 2025. The real mediation market is cornered by AppLovin MAX, Unity LevelPlay, and Google AdMob—with upstarts like Amazon Publisher Services and Moloco making surprise moves. But even the biggest ad-revenue studios (Rollic, Habi) are running from ads to IAP-first strategies. ECPMs are down 20 percent from pandemic peaks, networks are harder to work with, and the “walled garden” is stronger than ever.What's inside:Mediation Monopoly: AppLovin MAX now dominates mediation market share, with exclusive features like AdROAS and BlendedROAS campaigns locking in publishers. Unity and Google still matter, but the stack is closed and hostile to new entrants.Amazon's Banner Play: Amazon Publisher Services quietly became the top banner revenue source in the US and Europe, beating Google—but getting on the platform is a lottery. Last month, Amazon kicked 100 publishers off with no warning. TAM (Transparent Ad Marketplace) deals are lucrative, but rare.Moloco's Rise: Moloco, a DSP, is exploding with rumored $2.2B in 2025 spend, going direct to top publishers with its SDK. Publishers see 8–15 percent ARPDAU boosts on video and 20 percent or more on banners after adding Moloco. The secret? Once DSPs get big enough, they need direct supply, not just reselling.Ad Monetization Shift: The biggest ad studios are pivoting hard—Habby's Whittle Defender and Rollic's latest puzzle hits (Whole People, KnitOut) now get as little as 11–20 percent of revenue from ads, compared to 50–50 splits just two years ago. IAPs are the future, and “remove ads forever” packages are everywhere.Why ECPMs Are Down: ECPMs are 20 percent below 2021. Reasons include: post-pandemic demand crash, privacy updates (especially iOS), the loss of waterfall calls in mediation (bidding is the default), and “walled garden” platform control. It's harder than ever to keep prices up or diversify your stack.Key Takeaway:If you're not building your stack around AppLovin, Amazon, and Moloco, you're missing where the real money flows. But even the best ad ops can't beat macro headwinds—hybrid monetization is dying, and you need more IAP or you'll be left behind.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 Introduction to Ad Monetization Trends02:31 Shift from Ad Revenue to IAPs05:07 ECPM Trends and Market Dynamics07:22 Mediation Platforms Overview09:42 Amazon Publisher Services: A New Player13:30 Moloco: The Rising DSP Star---------------------------------------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 episode, we break down Tile Survive! FunPlus's biggest 4X pivot yet and their boldest copy of Century Games' “Dark War” playbook. From idle meta and scripted roads to resource overload creatives and meme awards, Tile Survive is showing that copying the leaders is now the fastest path to $50,000 a day. Find out what's new, what's missing, and why FunPlus may finally scale back into the 4X top tier.You'll learn:The real gameplay and meta changes—what's new, what's just Dark War with cartoon paintThe evolution of 4X ad creatives—Golden Goblins, AI memes, Minecraft hooks, and fake UGCWhy simplifying onboarding, events, and gacha is now the winning moveKey Takeaway:Tile Survive is proof that the new 4X playbook is copy, simplify, and scale—then innovate only once you're printing money. FunPlus finally stopped reinventing, and the numbers are speaking for themselves.How to master the template and what FunPlus might do nextGet 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 Revisiting Forex: A Nostalgic Dive04:05 Game Review: Tile Survive Unpacked06:53 Game Mechanics: Simplification and Comparison10:03 Market Trends: Analyzing Downloads and Revenue13:06 Creative Strategies: Marketing and User Engagement16:05 Future Predictions: The Path Ahead for Games25:00 Emerging Trends in Game Development27:05 Creative Strategies and Marketing Insights30:25 Game Mechanics and User Engagement34:00 Benchmarking and Performance Metrics37:55 Final Thoughts and Future Directions---------------------------------------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, Two and a Half Gamers sit down with analytics legend Russell Ovans—the mind behind Professor ARPDAU and the author of game analytics' “bible.” Learn the brutal truth about retention, ARPDAU, LTV, and the “golden cohort” trap. If you want to scale your game profitably in 2025, you need these formulas, tools, and lessons - no hype, no BS, just results.You'll learn:Why retention is the only metric that matters (until ARPDAU takes over)How to model and predict your LTV, player days, and payback window using real retention curvesThe difference between analytics and data science, and why cohorts are your best friendHow to avoid burning your UA budget chasing “golden cohorts” or missing your D7 ROAS targetFree tools at arpdow.com to plug in your data and get real answersKey Takeaway:Retention plus ARPDAU equals real growth. Track cohorts, model your curve, and never fall for the golden cohort trap or ad network happy talk. If you want more, arpdow.com has the tools.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---------------------------------------Vibe. Vibe is the leading Streaming TV ad platform for small and medium-sized businesses looking for actionable advertising campaign performance.https://www.vibe.co/---------------------------------------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 LancaricSpecial Guest: Russel Ovanshttps://arpdau.com/https://arpdau.com/ltvJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Introduction to Analytics in Gaming05:38 Russell Owens' Journey in Game Analytics08:29 Understanding Analytics vs. Data Science11:37 The Importance of Cohorts in Game Analytics14:43 Retention Metrics and Their Significance18:44 Key Performance Indicators for Game Success21:39 The Relationship Between LTV and CPI24:37 Predicting Retention and Its Impact on Game Design30:41 Understanding Retention Metrics33:42 The Importance of Retention in Monetization36:31 Expected Player Days and LTV Calculation43:43 Tools for Predicting LTV and ROAS50:41 Final Thoughts and Homework for Game Developers---------------------------------------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
Jakub Remiar takes you on a no-bullshit, data-driven tour through the real top 25 grossing mobile games in the West (Jan–July 2025). The episode breaks down portfolio dynamics, market shifts, revenue spikes, and the high-stakes race for dominance between 4X, casino, merge, puzzle, and gacha giants. This is not just another leaderboard—this is the context and commentary you need to understand who's winning, who's stalling, and what's really changing the game.What's inside:Who's #1? Last War Survival takes the crown at $823 million, but with all Rivergame's 4X titles, the real number is much higher—and growing. Whiteout Survival, King Shot, and the rest of the portfolio keep pushing the category forward.Royal Match & Royal Kingdom: Dream Games keeps the match-3 crown, with Royal Kingdom's celebrity campaign finally moving the revenue needle. Royal Match and Royal Kingdom together are pulling in around $5 million a day.Monopoly Go's Web Shop Power: Monopoly Go remains a revenue beast at $130 million/month, with a hidden 15–20 percent more from web shop sales. Coin Master is unfazed, rolling steady at $2.5 million a day, and now launching its own board adventure to fight back.Chinese Giants, Untouchable at Home: Honor of Kings is a $10 billion-plus machine, with 99 percent of revenue from China and a massive rebranding push in 2025. PUBG (China and global) still brings $120–180 million a day. Dungeon & Fighter's mobile launch is a new top-10 contender.Category Movers: Gossip Harbor (+76 percent in six months) and Tasty Travels are scaling the merge genre to new highs, while Township's relentless content drops make it the most stable revenue engine in the Playrix portfolio. Gardenscapes and Homescapes are steady, but Township is the new king.Gacha Spikes & Declines: Pokémon TCG Pocket, Honkai Star Rail, and the MiHoYo/HoYoverse catalog are defined by spikes and dips—each banner, new set, or collaboration moves millions, but overall trends are down.Supercell's Double Life: Brawl Stars is declining after a wild 2024, but Clash Royale's merge tactics update drove a surprise revenue spike. Clash of Clans and other classics are still stable, with web shop dollars boosting the baseline.Key Takeaway:The market is bigger, richer, and more dynamic than ever—but the winners are the ones playing the portfolio game, pushing multi-game launches, and finding new ways to own the top 25. If you want to break in, you better bring more than one hit.Get our MERCH NOW: 25gamers.com/shop---------------------------------------Vibe. Vibe is the leading Streaming TV ad platform for small and medium-sized businesses looking for actionable advertising campaign performance.https://www.vibe.co/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, Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Overview of Mobile Game Revenue Trends05:02 Top Grossing Games Analysis08:24 Game Dynamics and Market Competition11:10 Impact of Updates and Marketing Strategies14:02 Emerging Games and Future Predictions17:22 Regional Performance and User Engagement20:13 Concluding Thoughts and Future Insights---------------------------------------Jakub 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
Today, we break down Granny: the solo-developed mobile horror hit that racked up a billion downloads and $50,000 daily ad revenue with no UA, no team, and nothing but YouTube virality.You'll learn:The secrets behind Granny's viral growth and billion-plus downloadsWhy four simple interstitials are better than banners, IAP, or rewarded videoHow meme culture, Let's Plays, and YouTube Shorts keep the DAU highHow a lack of mediation and adops left $50 million on the tableWhat makes Granny so replayable—and why nobody's cloned the formulaThe untapped goldmine of horror games on mobileKey Takeaway:You do not need a team, UA, or even high production values to win. Build for memes, embrace virality, and never underestimate the power of a good scare on mobile.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---------------------------------------Vibe. Vibe is the leading Streaming TV ad platform for small and medium-sized businesses looking for actionable advertising campaign performance.https://www.vibe.co/---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Introduction to Granny: The Horror Game04:26 Game Mechanics and Design Exploration07:27 Gameplay Experience and Strategies10:26 Monetization and Revenue Insights13:26 Multiple Endings and Replayability16:23 Personal Reflections on Horror Games19:22 The Evolution of Granny: From One to Two21:50 Connecting the Dots: Granny and Slendrina Lore23:57 The Passion Behind Game Development26:42 Analyzing Download Trends and User Engagement31:08 Revenue Insights: The Financials of Granny Games35:17 Optimizing Ad Placements for Better User Experience36:18 Game Design and Monetization Strategies37:29 Understanding Ad Mediation and Revenue Loss39:52 Calculating Potential Revenue Losses42:00 Leveraging YouTube for Marketing44:09 The Impact of Horror Games on YouTube46:05 Challenges in the Horror Game Genre50:01 Future of Horror Games and Closing ThoughtsMatej 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
We break down Century Games' Tasty Travels, the new merge hit muscling into a category long dominated by Travel Town and Microfun. Tasty Travels is not just a clone. It's a polished, high-velocity merge machine, doubling the ARPDAU of Travel Town and already scaling toward $200,000 daily revenue, with a launch playbook built on AI, altered gameplay, and relentless creative iteration. We explore why Century's approach to UA and live ops could make them a serious threat to every top-grossing merge game and why nobody wants to go head-to-head against them.What's inside:Insane UA and CreativesOnboarding and PaceEvents, Live Ops, and MonetizationMarket Impact!Clone Wars and CopycatsKey Takeaway:Tasty Travels is not just another merge game. It's Century Games' statement that nobody is safe from a studio that can outspend, outclone, and out-iterate the entire category.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---------------------------------------Vibe. Vibe is the leading Streaming TV ad platform for small and medium-sized businesses looking for actionable advertising campaign performance.https://www.vibe.co/---------------------------------------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/IreEye1zjF0Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Introduction to Tasty Travels04:14 Gameplay Mechanics and Features07:15 Comparative Analysis with Travel Town10:06 User Experience and Game Economy13:22 Event Structures and Engagement16:15 Innovative Elements and User Acquisition Strategies21:13 Introduction to UA Play and Gameplay Mechanics24:15 Live Operations and Monetization Strategies27:14 Ad Monetization in Merge Games31:16 Revenue Insights and Market Trends37:46 Future Predictions and Competitive Landscape40:17 Exploring Creative Strategies in Gaming43:26 The Role of User Acquisition in Game Success46:42 Innovations in Game Design and User Engagement51:51 Competitive Landscape in the Gaming Industry---------------------------------------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
Questions Moshe answered in this episodeWhat is Scrambly, and how does it fit into the rewarded UA landscape?Why is rewarded user acquisition resurgent in gaming, finance and surveys?What distinguishes high-intent, high-quality traffic from traffic that's likely to churn?How does Scrambly fight ad fraud and guarantee legitimate acquisitionWhat's the business impact of knowing your customers, and how does it transform retention and campaign targeting?What are the new best practices for brands choosing UA partners?Why is data transparency and long-term communication with vendors crucial for ROAS?How does Scrambly's approach to retention and lookalike targeting shape user LTV?What does Moshe see for the future of rewarded UA and engagement platforms?Timestamps(0:00) – Introduction; why rewarded UA, why now?(1:20) – Scrambly overview: what, where, and whom they serve(2:00) – Rise of rewarded UA vendors; market evolution(2:25) – From high-engagement to high-intent UA: how the space is changing(2:45) – Scrambly's difference: user selection, intent, offer-matching(3:10) – Loyalty, drop-off, and the “churn” problem(5:00) – Fraud, VPN spoofing, and Scrambly's KYC protocol(8:00) – Retention campaign setup, advertiser best practices(9:45) – Why transparent ROAS data matters(10:55) – Playtime clock and KYC's impact on extended retention(11:40) – Where is rewarded UA headed? What's next?(12:14) – Wrap-upQuotes(2:11) “Traffic used to be engagement-focused to get high rankings on the App Store, but this has evolved to more high-intention UA strategies.”(8:18) “For gaming companies, you should make at least a sixty-day event window for targeting so we can engage the users as much as possible.”(11:56) “The connection that brands have with users from rewarded traffic is super important for the long run.”Mentioned in This EpisodeScramblyMoshe Even-Israel Linkedin
In this solo episode, Matej breaks down the new rules of user acquisition for mobile games in 2025, backed by real survey data from 20,000+ newsletter subs and hundreds of UA managers. Full report: https://lancaric.substack.com/p/q1-2025-brutally-honest-ua-reportFrom channel splits and rewarded UA to the creative volume arms race, fraud, AI hacks, and why your next UA hire needs to be a creative prompt engineer, nothing is off the table. This is the data-driven, brutally honest update the industry needs.What's inside:UA Channel Reality: Most studios still pump 80 percent of spend into Facebook and Google, even when running across nine channels and doing seven million a year. Some are forced to pause Facebook or shift heavy budgets to Applovin—yet diversification is still rare and risky.Rewarded UA Surge: Rewarded UA channels are exploding, with more vendors than ever. The scale is better, but fraud and LTV prediction remain massive headaches. Retention falls off after D7, so you need tougher targets, multi-step offers, and real post-install engagement to make the math work.Creative Arms Race: The volume of creatives needed has never been higher. The best ad-monetized games now pump out 2,000+ creatives a quarter—more shots on goal, more winners, and more chance to beat your “stuck” top creative. Iteration and refresh speed is everything.AI Eats Creative: AI-generated creatives, AI UGC, and meta-style hooks are not a trend—they're the new default. The best teams use AI to pump out, localize, and iterate hooks, voiceovers, and even UGC cameos faster than ever.Creative Testing & Skills: Most teams test new creatives by launching them straight into BAU (business as usual) campaigns, rather than in separate tests. TikTok and Apple, not just Facebook, are where new winners show up. If your UA manager can't write a killer AI prompt, you're already behind.Key Takeaway:2025 is not about more channels or smarter spend—it's about creative firepower, AI leverage, and hiring UA pros who are part prompt engineer, part analyst, part storyteller. Copy the benchmarks, scale the winners, and never stop refreshing.Get our MERCH NOW: 25gamers.com/shop---------------------------------------Vibe. Vibe is the leading Streaming TV ad platform for small and medium-sized businesses looking for actionable advertising campaign performance.https://www.vibe.co/---------------------------------------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: Matej LancaricYoutube: https://youtu.be/8tC8hnnDbiwJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Introduction to the State of User Acquisition04:19 Key Findings from the UA Survey07:12 Current Trends in User Acquisition Channels10:09 Challenges in Rewarded User Acquisition13:19 Creative Strategies for Effective User Acquisition16:12 The Role of AI in Creative Production19:22 Testing and Iterating Creatives22:22 Future Skills for User Acquisition Managers25:05 Conclusion and Final Thoughts---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me
Inside Bending Spoons: the $2.5 billion app juggernaut behind Evernote, Remini, Splice, and more. Special guest Darius reveals the hacks behind viral UA, review scores, creative iteration, and the brutal playbook that's rewriting consumer SaaS.You'll learn:The secrets behind Bending Spoons' $500 million annual revenueWhy TikTok, Shorts, and Reels are more powerful than any ad network for app growthThe playbook for cutting costs, boosting review scores, and scaling faster than competitorsWhy retention is all about renewals, not DAU or D30Get 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---------------------------------------Vibe. Vibe is the leading Streaming TV ad platform for small and medium-sized businesses looking for actionable advertising campaign performance.https://www.vibe.co/---------------------------------------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 LancaricSpecial guest: Darius MoraYoutube channel: @DariusMora https://www.linkedin.com/in/moravcik/Youtube: https://youtu.be/xP3AziedKW0Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Introduction to Bending Spoons and Guests02:49 Bending Spoons' Unique Business Model08:21 Hiring Practices and Company Culture11:19 Acquisitions and Market Strategy18:17 Transitioning from Gaming to App Development24:15 The Impact of Viral Trends on App Success29:37 User Acquisition and Marketing Techniques34:14 Subscription Models and User Retention Strategies37:31 Key Metrics for Success39:23 Understanding Retention and Monetization in Gaming41:11 Creative User Acquisition Strategies42:09 Manipulating Reviews for Better App Ratings44:07 Leveraging TikTok for User Acquisition50:19 Navigating Paid User Acquisition Challenges53:28 The Importance of Creative Testing55:39 The Power of Authentic Content in Marketing---------------------------------------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 Lancaric
מה זה בעצם User Acquisition,למה זה לא רק “לשים מודעה בפייסבוק” ומאיזה טעויות כדאי להימנע? *הפרק הוקלט לפני תחילת המערכה עם איראן* בפרק השבוע אדוה שיסגל מדברת עם שירלי קרליבך, Growth Marketing Team Lead במאנדיי, על אחת מאבני היסוד של מרקטינג – רכישת לקוחות (User Acquisition). יוזר אקוויזישן הוא התהליך שבו סטארטאפים מושכים משתמשים חדשים למוצר שלהם, והוא קריטי לצמיחה ולהצלחה בשוק התחרותי. בפרק שירלי מסבירה למה חשוב להתמקד ברכישת לקוחות כבר מהשלבים הראשונים, איך להתאים את השיטות לשלב שבו הסטארטאפ נמצא ומהם ההבדלים בין ערוצי “פוש” ו“פול” ברכישה. בנוסף, היא מדברת על כלים למדידת האפקטיביות של האקוויזישן וכיצד להיערך לשינויים שהביאה כניסת ה-AI לעולם השיווק. קישורים רלוונטים שדוברו בפרק: 246: איך להבין תוך יומיים אם קמפיין מרקטינג מביא משתמשים משלמים? וידאו - אפטום מרקטינג באמצעות מנועי חיפוש מבוססי AISee omnystudio.com/listener for privacy information.
State of Gaming report: https://tinyurl.com/5eyye63dIn this episode, Mishka Katkoff sits down with Sensor Tower gaming insights analyst Sam Aune to dissect the state of mobile gaming in 2025. They unpack download trends, the evolving UA playbook, the hybrid casual boom, and shifting genre engagement. The conversation dives into emerging markets, how ads really impact player behavior, and what Gen Z expects from modern mobile games. Backed by fresh Sensor Tower data, Aune breaks down where the biggest opportunities—and pitfalls—lie for today's game makers.02:10 Current Trends in Mobile Gaming Downloads05:12 User Acquisition and Monetization Strategies07:45 Engagement Trends in Game Genres11:31 The Rise of Hybrid Casual Games16:49 Emerging Markets and Growth Opportunities23:39 Revenue Trends Across Game Genres27:36 Balancing Niche and Audience Size30:59 The Decline of New Game Releases31:56 Understanding Gen Z Players35:38 Gender Targeting in Game Development41:55 The Role of IP in Game Success45:04 Market Concentration and Expansion Strategies
Growing pains are an inevitable part of any organization's journey, whether you're a nonprofit or a tech startup. In this episode, I sit down with Deirdre Tshien, co-founder and CEO of Capsho, to explore the challenges and triumphs of scaling a business in the ever-evolving AI landscape. Navigating the Ups and Downs of Growth Deirdre shares her candid experiences of: - Pivoting and refining Capsho's focus in response to market changes - Balancing innovation with staying true to the company's core mission - Overcoming the temptation to please everyone and learning to say “no” The Power of Listening to Your Audience Discover why tuning into your community's needs is crucial for sustainable growth: - How Capsho uses customer feedback to guide product development - The importance of validating ideas before investing resources - Strategies for prioritizing features that truly serve your audience Staying Focused in a Competitive Landscape Deirdre offers insights on: - Managing imposter syndrome when faced with new competitors - The value of “staying in your own lane” and focusing on your unique strengths - Cultivating an abundance mindset in a crowded market Lessons for Nonprofits While Capsho isn't a nonprofit, Deirdre's experiences offer valuable takeaways for mission-driven organizations: - The importance of setting clear priorities and avoiding mission drift - How to approach growth opportunities with a critical eye - Balancing innovation with staying true to your core purpose Whether you're considering a new initiative, struggling with decision-making, or feeling overwhelmed by competition, this conversation will inspire you to approach growth with intention and confidence. Want to Skip Ahead? Here are Some Key Takeaways. 04:40 Mindset for Growth and Scalability Explore the mindset needed for business growth, focusing on setting immediate, achievable goals rather than long-term projections. It is import to stay adaptable in rapidly changing industries and maintain focus on core objectives while managing growth. 09:20 Focusing on Core Mission and Adapting to Market Changes Capsho when through a journey of refining its product and target audience. It's always important to stay true to the company's mission while being responsive to market changes and customer needs. Discusses strategies for prioritizing development and expansion decisions. 17:57 Validating Ideas and Prioritizing Resources It's Important to validate new ideas through customer willingness to pay. Explore strategies for prioritizing limited resources and the challenges of saying no to seemingly good opportunities that don't align with core objectives. 24:09 Listening to Users and Managing Competition Listen to paying customers for product development decisions. Manage imposter syndrome and stay focused on your own goals in a competitive market. Tune out the noise and stay true to your mission. Deirdre Tshien Deirdre Tshien is the Co-founder & CEO of Capsho, the fastest way to get clients from your content! Capsho is an AI-Powered Content Marketer that helps entrepreneurs who podcast, vlog and livestream create repurposed content that converts. From one audio or video upload, Capsho helps create title & description, social media posts, blog post, lead magnet checklist, LinkedIn Newsletters, images and short video clips. She is the creator of The Honey Trap Method, author of Honey Trap Marketing and host of the Win the Content Game. She is a 2023 Honoree of the 100 Women to KNOW in America. Learn more at capsho.com Connect with us on LinkedIn: https://www.linkedin.com/company/the-first-click Learn more about The First Click: https://thefirstclick.net Schedule a Digital Marketing Therapy Session: https://thefirstclick.net/officehours
Next in Media spoke with Conor McKenna, partner at Luma Partners, about what's held ad tech back from exploiting the creator economy, and why creators themselves - along with a new competitive dynamic among the tech platforms - may lead the industry in a whole new direction.