Skip to content
Artwork for two & a half gamers
LeisureVideo Games

two & a half gamers

Lancaric.me

This is a no BS gaming podcast. We share insights, knowledge and fun gossip relating to the topics of User Acquisition, Game Design and Ad monetisation. You will find here actionable insights in a fun and relaxed atmosphere. A safe space where we mimic the honesty of a 4am conference discussion. Enjoy & let us know your feedback!

Play
  • 60 episodes
  • a few times a week
  • Avg 30 min
  • English
Counted on this page — what you have heard stays on this device, so it is not something the list can be paged by.
  • August 7 · 11 min

    🚨📢 BREAKING NEWS: Tripledot Buys Supersonic for $40M + EA is Private for $55B + Netflix drama

    This week is one giant lesson in consolidation: everybody's buying everybody, the money is concentrating, the ownership is concentrating, and the people are getting cut. Tripledot bought Supersonic from Unity, Saudi Arabia closed the biggest leveraged buyout in history to take EA private, and Netflix gutted a studio seven weeks after praising its game on an earnings call. Matej Lančarič flies solo for the weekly news. Tripledot acquired Supersonic from Unity for $40M cash — a striking number given Supersonic likely did ~$40-45M in revenue over the last 12 months (per Sensor Tower plus ad revenue), and given ironSource paid $150M for it 11 years ago and Unity got it inside the $4.4B ironSource merger in 2022. It's the final piece of ironSource leaving the building — and the second time Tripledot has done this, after buying AppLovin's entire games business for $800M a year ago. The pattern is now complete: both AppLovin and Unity have exited game publishing to become pure ad-tech companies (ad networks make ads, publishers make games). That sale landed alongside Unity's best quarter ever (revenue $546M, up 24%, Grow segment up 35% to $389M on Vector AI, approaching GAAP profitability). Saudi Arabia's PIF closed its $55B take-private of EA (now delisted, ~93% PIF-owned with Silver Lake and Affinity Partners) — the largest LBO in history, with ~$20B in debt that will push EA hard toward recurring mobile and live-service revenue, plus a Vision 2030 soft-power dimension via EA Sports FC. Netflix's FIFA World Cup studio Refactor laid off 85% of staff seven weeks after Netflix named the game one of its most successful cloud debuts — the same praise-then-kill pattern as Squid Game Unleashed. And AppLovin posted a "miss that isn't a miss" (revenue up 53% to ~$1.92B, just under consensus). The through-line: the ad networks make ads now, the publishers make games, and the ownership of the whole industry is concentrating like never before. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ⏱️ TIMESTAMPS 00:00 A week of pure consolidation — everybody's buying everybody 01:40 Tripledot buys Supersonic for $40M — the ironSource endgame 05:30 The pattern: ad networks exit publishing 06:40 Unity's best quarter ever — the Vector AI turnaround 09:30 Saudi Arabia takes EA private for $55B 13:00 The Netflix FIFA disaster — praised, then gutted 17:30 AppLovin's Q2 — the miss that isn't a miss --------------------------------------- This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me Felix Braberg Ad monetization consultant ⁠https://www.felixbraberg.com Jakub Remiar Game design consultant ⁠https://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 Do you have UA questions nobody can answer? Ask ⁠⁠⁠⁠⁠⁠⁠⁠Matej AI⁠⁠⁠⁠⁠⁠ - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

  • August 6 · 32 min

    🧠 The "Fat Guy Getting Slapped" Concept Took Over: AI Creatives Breakdown

    One concept is eating the entire Forex creative market right now: a "fat guy" gets slapped, abandoned, or humiliated, then rises to power. It was everywhere last month — this month it's on steroids, and every big Forex game has its own version. The crew runs 123 AI creatives in 30 minutes to map where AI creative is actually heading. Matej Lančarič, Jakub Remiar, and Felix Braberg speed through the month's AI creatives and surface the patterns. Golden Goblins still wins with clever non-AI hooks (power progressions, the tag meme) rather than full AI. King Shot's "no ads" theme has spread through Forex, puzzle, and everywhere else — often paired with the now-ubiquitous slapped-guy power fantasy (complete with a one-to-one "Henry Cavill from Wish" character). Playrix's Township and Gardenscapes are flooding feeds with flower-team and egg-overload AI creatives, one-to-one across the portfolio. The through-line: the concept is an old mafia-boss power fantasy reborn through AI — and it's everywhere because, chaos and all, it seems to be working. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ⏱️ TIMESTAMPS 00:00 123 creatives in 30 minutes — buckle up 01:55 Golden Goblins — winning with clever non-AI hooks 03:00 King Shot and the "no ads" theme everywhere 04:10 The "fat guy getting slapped" power fantasy — on steroids 07:55 Playrix — Township & Gardenscapes' AI flood 14:45 Top Heroes' chaos — poop filters and cratering revenue 27:00 Pixel Flow & Meow Doku — AI creatives done right 29:50 123 creatives in, Mr. Fat Guy leads the pack This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa. http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100 -------------------------------------- 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 years They power top mobile publishers around the world Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg. --------------------------------------- This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me Felix Braberg Ad monetization consultant ⁠https://www.felixbraberg.com Jakub Remiar Game design consultant ⁠https://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

  • August 5 · 16 min

    🎯 How to Do a UA Review Properly by Matej Lancaric

    "The CPI is going up, so change the creatives" is not a UA review — it's just narrating the dashboard. A real review has next steps, digs under the naming conventions, and usually finds money you're already wasting without spending a cent more. This is how to do one properly. FULL ARTICLE: https://lancaric.substack.com/p/ua-review-bible-how-to-do-it-properly?r=7qqaf Matej Lančarič goes solo for a UA-audit masterclass, built from his popular Substack piece and 12+ years of spending on and reviewing user acquisition. He walks the five layers he audits every time — the strategy behind the spend, the campaigns, the creatives, the MMP/dashboards, and the people making the decisions — and the order that matters (data and raw conclusions first, context and conversations second, so nobody colors your read before you've formed it). Along the way: why you must strip out fraud before you trust anything (one game looked like five healthy channels until fraud removal revealed one channel eating 70% of spend), why you should never trust a campaign's naming convention (build the spend-by-campaign-by-geo pivot and look underneath), how splitting a "worldwide" campaign by geo and OS surfaces small high-ROAS pockets (his own US spend was dragging the whole campaign down until he split it four ways), most reviews don't call for more budget — just reallocation — and you should run one every month. ⏱️ TIMESTAMPS 00:00 There's a review, and there's a review 02:14 Why UA audits matter — and what a bad one looks like 04:00 The five layers: strategy, campaigns, creatives, MMP, people 06:00 Data first, people second — protecting your raw read 07:30 Strip out the fraud before you trust anything 10:00 Never trust the campaign name — pivot by geo 12:30 Splitting by geo and OS — finding the hidden pockets 15:30 Cohorts, blended-number traps & the LTV questions 📌 KEY TAKEAWAYS — There's a review, and there's a review. Pulling 90 days of data, glancing at the MMP, and saying "CPI is up, you've got creative fatigue, change the creatives" isn't a review — it's narrating the dashboard. A real review produces next steps and digs several layers under the surface. — Audit five layers, in order: the strategy behind the spend, the campaigns, the creatives, the MMP/dashboards, and the people making the decisions. Knowing who owns UA and who makes which calls is as important as the data. — Look at the data before you talk to people — deliberately. If you gather context first, people's framing colors your read. Matej wants raw data and raw conclusions first, then asks for context to catch anything he overlooked. Order protects objectivity. — Never trust the campaign naming convention. Teams silently add geos into campaigns without updating the name. Build a spend-by-campaign-by-geo pivot table and look at what's actually inside each campaign, not what it's called. Go one layer deeper, always. — Splitting "worldwide" by geo and OS surfaces hidden pockets. On his own game, the US was dragging the whole campaign down — so he split it into four campaigns. "Best practice" says run one worldwide campaign, but best practice has exceptions. Bucket by geo using your own LTVs (not someone else's), and remember geo performance on iOS doesn't predict Android — audit by OS too. Tier one isn't only UK/Canada/Germany/Australia; small high-ROAS pockets (Norway, etc.) hide in the data. 🎙️ HOST Matej Lančarič — User Acquisition consultant (12+ years, UA reviews & audits) 🙏 SPONSOR This episode is brought to you by Potensus — a premium ad network built by people who've been on both sides of the industry, with direct (non-programmatic) deals with Amazon, Apple, Coca-Cola, and Vodafone landing in your game at premium CPMs, plus a Playable Maker partnership that turns brand videos and statics into native gaming playables and rewarded formats. Head to potensus.com to get started.

  • August 3 · 32 min

    🐜​ Colony Flow Breakdown: The Ant Puzzler getting sued & already taken DOWN from Android!

    Here's a first: we reviewed the copy, not the original. Colony Flow is an ant-themed "destroy the picture" puzzler that's doing an estimated $150K/day — and it's currently being sued over. The crew digs into the game, the monetization trick underneath it, and what the lawsuit might mean for the entire copycat economy. We break down Colony Flow (by OneSoft/ABI Games) — a sort puzzler in the "destroy the picture" genre where a colony of ants slowly carries colored cubes off a picture into your bench. The standout is the monetization: the ants are deliberately slow, which creates constant friction that the game resolves with a rewarded-video (or premium-currency) speed-up. We cover the standard sort-puzzler feature set , the numbers (~100K downloads/day rising to ~200K in July, ~$150K/day IAP with likely 40-50%+ on top from ads), and the UA (~600 creatives, ~90% AppLovin and Mintegral, zero Facebook — because blended campaigns just don't work there). The through-line: the copy is outscaling debate, the friction mechanic is genuinely smart, and this lawsuit could set a precedent for the whole clone economy. ⏱️ TIMESTAMPS 00:00 We're reviewing the copy — the lawsuit setup 02:40 The game — ants destroying the picture 04:00 Why the ant pathfinding points to Pixel Flow 06:10 Slow on purpose — the friction-into-rewarded-ad mechanic 09:00 Blockers, fake "daily rewards," and the feature set 13:00 The numbers — $150K/day and the Famfinity lawsuit 20:00 The creatives — 600 ads, AppLovin & Mintegral, no Facebook 29:30 What the lawsuit means for the copycat economy This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa. http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100 -------------------------------------- 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 years They power top mobile publishers around the world Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg. --------------------------------------- This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me Felix Braberg Ad monetization consultant ⁠https://www.felixbraberg.com Jakub Remiar Game design consultant ⁠https://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

  • August 2 · 8 min

    🚨📢 BREAKING NEWS: Google's Antitrust Blow, AppLovin's Hidden Strength & Smash Fest's Copycat Army

    The EU just fined Google €890M for making it hard to steer users to cheaper web stores — another crack in the 30% wall, and genuinely good news for every developer. That's the lead of a quieter, summer-holiday news week, with Felix flying solo while Matej and Jakub are at ChinaJoy. Felix Braberg walks two stories and a charts tour. First, the European Commission fined Google €890M (split €460M + €430M) under the Digital Markets Act for antitrust practices — preventing developers from freely informing users about cheaper offers and steering them to web stores or third-party channels. Google has 60 days to comply or face periodic penalties of up to 5% of worldwide turnover (~$403B), and it's another blow in the slow unwinding of the 30% app-store tax that companies like FastSpring exist to route around. Second, a Seeking Alpha analysis argues the market keeps underestimating AppLovin: the stock came under pressure in 2026 (swept up in the "SaaS apocalypse" sell-off after the CloudX agentic-buying launch), but the fundamentals are strong, the gaming runway is bigger than assumed, and as the dominant mediation player (AppLovin Max), it holds a structural advantage. Then the US charts: Smash Fest (Flow Games, Turkey) is now #1 in free downloads — beating Roblox — followed by Meow Doku and Vita Mahjong (same studio), with the standout story being that a copycat of Smash Fest (Royal Smash by Cypher Games) has itself cracked the top six out of ~70 clones. Plus Level Devil sold and scaling under new ownership, EA Sports FC still strong post-World Cup, and Turkey vs China duking it out for chart dominance. The through-line of a quiet week: the 30% tax keeps cracking, AppLovin keeps winning, and the copycat economy is faster and more brutal than ever. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ⏱️ TIMESTAMPS 00:00 Solo news week — Matej and Jakub at ChinaJoy 00:40 Google fined €890M under the Digital Markets Act 04:00 Why it's another crack in the 30% wall 05:00 AppLovin: why the market keeps underestimating it 07:30 US charts — Smash Fest beats Roblox 08:30 The copycat that cracked the top six 10:00 Level Devil sold, EA Sports FC, and Turkey vs China --------------------------------------- This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me Felix Braberg Ad monetization consultant ⁠https://www.felixbraberg.com Jakub Remiar Game design consultant ⁠https://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 Do you have UA questions nobody can answer? Ask ⁠⁠⁠⁠⁠⁠⁠⁠Matej AI⁠⁠⁠⁠⁠⁠ - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

  • July 30 · 34 min

    🧊 Cube Land: How RotateLab went from idea to $300K/Day in Just 6 Months

    A studio in Gaziantep had the idea in November, started building at the end of December, ran a marketability test in January, and by July they're doing an estimated $300K/day. That's the Cube Land story — and we love it! We break down Cube Land Puzzle by RotateLab (Turkey) — a 3D voxel "destroy the picture" blast puzzler where you rotate a pixel-art object (a gummy bear, a Rubik's cube, a piano, a submarine) and blast matching cubes off it into number-tile slots. They cover why the 3D layer makes it a near-perfect iteration on This Is Blast / Pixel Flow (the rotation adds real strategy and satisfaction a flat conveyor can't), the deliberately light-but-solid feature set (standard blockers, Crown Tournament, Skylift, a journey milestone track, ~650 levels), and the numbers: ~$90K/day IAP visible on Sensor Tower (the hosts estimate the true figure at 1.5-2x that, roughly $150K IAP + ads for a likely ~$300K/day total, with a DAU spike toward ~700K and strong Japan traffic). Plus the UA machine: internal playables, ~90% of spend on AppLovin ⏱️ TIMESTAMPS 00:00 The game — Cube Land, a 3D blast puzzler 04:00 Gameplay — rotate, aim, blast the picture apart 07:30 Blockers, Crown Tournament, Skylift & the 650-level saga 12:20 The studio story — RotateLab and the earthquake pivot 14:00 Idea to scale in 6 months — the timeline 18:20 The numbers — ~$90K/day IAP and the ~$300K estimate 24:50 The creatives — 200 in 30 days, internal playables 27:40 Why Meta can't compete for hybrid games This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa. http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100 -------------------------------------- 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 years They power top mobile publishers around the world Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg. --------------------------------------- This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me Felix Braberg Ad monetization consultant ⁠https://www.felixbraberg.com Jakub Remiar Game design consultant ⁠https://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

  • July 27 · 36 min

    🧠 The Creative Trends Nobody Wants to Admit

    Some months the creative trends are wild. This one, Matej says it straight: it's quieter — everyone's copying the same big 4X and Golden Goblins playbook, AI is everywhere, and studios are scaling down for summer. But the detective work underneath is where it gets good, including a live investigation into who actually spends the most on UA and who really leads on revenue once you account for the money Sensor Tower can't see. We run the month's creatives and end up somewhere more interesting than the creatives themselves. They cover the copy-paste economy (Golden Goblins reskinned with bears and trees as AppQuantum's new Animal Valley; Idle Zombie Miner cloning the original one-to-one), Pantheon's ~9,600 creatives iterating on a single three-year-old winning concept, the "revenue down but DAU up" signal that reveals hidden D2C web-shop money (Raid Rush, Monopoly Go), the sad death of Match Villains (UA turned off, ~30% DAU lost in two months) The honest through-line: the creatives are converging, so the edge is in the data — reading DAU vs revenue, spotting the D2C dark pools, and knowing who's really winning. ⏱️ TIMESTAMPS 00:00 A quieter month — and why that's still worth watching 02:40 Top creatives by impression share — how to read the tab 05:10 Golden Goblins reskinned — Animal Valley, bears and trees 09:40 Pantheon's 9,600 creatives and the D2C revenue tell 12:30 Match Villains is dead — UA off, 30% DAU gone 16:40 The data detective — who spends the most on UA 24:50 The revenue ranking and the D2C "dark pools" 31:20 Playrix's AI flood and the Simpsons diminishing returns This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa. http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100 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 years They power top mobile publishers around the world Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg. --------------------------------------- This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me Felix Braberg Ad monetization consultant ⁠https://www.felixbraberg.com Jakub Remiar Game design consultant ⁠https://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

  • July 24 · 13 min

    🚨📢 BREAKING NEWS: GTA 6 Pre-Orders Hit $260M + Tencent & Superplay for $1.5B + PubMatic-Zynga Deal

    GTA 6 pulled an estimated $260M in its first week of pre-orders — and the real story is that its launch has quietly become a proxy for every gaming company's valuation. If it opens well, the industry holds. If it doesn't, the bottom could fall out — and mobile goes with it. Felix Braberg flies solo for the news segment, with three stories that matter. GTA 6 pre-orders hit roughly $260M globally in the last week of June (Newzoo forecasts $3.3-5.2B by launch week in November, ~51M units), and Felix explains why the whole industry is watching it as a valuation bellwether. Tencent is rumored to be in talks to buy Playtika's Superplay for $1-1.5B — a fascinating story of an earnout gone right for the founders and wrong for the parent: Playtika bought Superplay for $690M in late 2024 with a performance earnout, Superplay is smashing every target (Disney Solitaire alone is ~$5M/week, ~$300M/year), and the ballooning earnout liability (now ~$829M) plus a $2.3B debt wall in 2028-2029 is forcing Playtika to consider selling its crown jewel. And PubMatic signed an OpenWrap deal with Zynga, bringing transparent, fixed-margin ad buying to Zynga's inventory — the same play as Amazon TAM and Bid Machine. The through-line: the money is moving, and the balance sheets are calling the shots. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ⏱️ TIMESTAMPS 00:00 GTA 6 pre-orders hit $260M in week one 02:30 Why GTA 6 is now a proxy for all gaming valuations 04:00 Tencent in talks to buy Superplay for up to $1.5B 06:30 The earnout trap — how Superplay's success became a burden 09:00 Playtika's $2.3B debt wall and the forced-sale logic 10:30 PubMatic x Zynga and the OpenWrap transparency play 12:30 Top charts — Block Out and Meow Doku dominate downloads --------------------------------------- This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me Felix Braberg Ad monetization consultant ⁠https://www.felixbraberg.com Jakub Remiar Game design consultant ⁠https://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 Do you have UA questions nobody can answer? Ask ⁠⁠⁠⁠⁠⁠⁠⁠Matej AI⁠⁠⁠⁠⁠⁠ - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

  • July 23 · 49 min

    🎮 Which Playable Performs Best" Why There's No Single Answer (Playable Trends June 2026)

    The single most freeing idea in playable ads: your playable doesn't have to be your actual game. This month's Playable Trends proves it — including a studio running what's essentially a Fishdom ad to drive installs for a completely different fish game. Today is the "everyone brings playables" episode — nine playables, nine different lessons. They break down Meow Doku's onboarding-perfect tutorial playable (a rare puzzle playable that's short, juicy, and instantly understandable), the non-authentic approach done right (Coin Master's scripted save/risky trail, Idle Miner's exaggerated 5x version, XP Hero's Forex "jump on the button" concept that's now everywhere), a genuinely wild example of a playable borrowed from an entirely different game (a Fishdom-style ad driving a fish.io title), and Robin's concrete CTR tactic: the 6-second auto-advance rule (if the user does nothing, make the first choice for them, keep the playable moving, and overall engagement and CTA climb). Plus standout new games — Last Asylum's chaos-from-second-one base defense, Voodoo's Path of Kings POV roguelite, and a Game of Thrones 4X playable drilled down to just a dragon and a couple of units. The closing lesson, straight from the crew: if you ask which playable performs best, there's no single answer — they each preferred a different one. That's exactly why you run all of them, to capture every kind of user. ⏱️ TIMESTAMPS 00:00 everyone brings playables 04:20 Meowdoku — the onboarding-perfect puzzle playable 11:35 XP Hero and the Forex "jump on the button" concept 15:45 A Fishdom playable for a completely different game 20:30 Raid Rush — the pick-your-towers customization setup 24:50 Robin's 6-second auto-advance CTR tactic 28:30 The Pixel Flow copycat that's scaling with ants 40:10 Last Asylum, Path of Kings & the Game of Thrones playable This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa. http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100 -------------------------------------- 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 years They power top mobile publishers around the world Launch 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: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Ondrej Monsberger, Robin Kuyer, Matej Lancaric⁠ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me 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

  • July 22 · 21 min

    ➡️​HexaAway Breakdown - The 6th-Biggest sort puzzler you've NEVER heard of

    Hexa Away did something genuinely clever — it took the arrows/sort mechanic everyone's chasing and rebuilt it on a hexagonal 3D grid, which turns out to be a better fit than flat arrows ever were. Then it scaled hard on AppLovin, hit a wall, and downscaled almost completely. It's a great game and a UA cautionary tale in one. We break down Hexa Away - a hexagonal-grid sort puzzler from the CyberAgent/GooDroid studio (yes, the Uma Musume people). They cover why the hexagonal grid is a genuinely better canvas for the arrows mechanic (escape routes, tangible blockers, room for more mechanics), the standard-but-solid IAP puzzler feature set, and the numbers that make it significant: it's now the sixth-biggest sort puzzler by revenue (behind Pixel Flow, Magic Sort, Yarn Loop, Marble Sort, and Block Out), doing ~$90K/day IAP plus ~$42K/day in ads at peak, with 500K+ DAU on pristine US-heavy traffic. But the real lesson is the UA story: they went ~90% AppLovin, scaled to 800K DAU in April, then crashed back — because a ~4% day-30 retention simply can't support that level of scale, and once you burn through the AppLovin audience, the ROAS doesn't come back. The takeaway: a great core and a clever mechanic aren't enough. Concentration risk on one channel plus weak retention is how you overshoot your UA and torch your cash. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ⏱️ TIMESTAMPS 00:00 Why Hexa Away is significant — the 6th-biggest sort puzzler 03:40 Arrows on a hexagonal grid — "hexagons are the bestagons" 07:40 The blocker framework and monetizing on difficulty 11:20 The numbers — $90K/day, 500K DAU, pristine US traffic 12:20 The ad-revenue breakdown — ~$42K/day, 36% of total 13:30 Four new creatives, ~200 total, and the banner problem 15:00 The AppLovin over-scale — 800K DAU then the crash 18:30 The 4% day-30 retention that explains everything Potensus is a premium ad network built by people who've actually been on both sides of this industry - game publishers, agencies, and successful exits. They get it. Here's the thing - Potensus has direct deals with Amazon, Apple, Coca-Cola, Vodafone. Not programmatic. Direct. Those budgets land in your game at premium CPMs, no middleman tax. And they handle everything with their in-house team. PLUS they're partnered with PlayableMaker WINK WINK - so they'll take a brand's YouTube video or a static banner and actually turn it into a playable ad or rewarded video. Proper interactive format, built for gaming inventory. Brands getting a gaming-native creative, publishers getting higher CPMs. Everyone wins. Head to potensus.com to get started or check their creative portfolio here https://vimeo.com/showcase/12093300?fl=so&fe=fs --------------------------------------- This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me Felix Braberg Ad monetization consultant ⁠https://www.felixbraberg.com Jakub Remiar Game design consultant ⁠https://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

  • July 20 · 40 min

    🐱 Meowdoku case study: Minesweeper + Cats + Sudoku. Take a 40-Year-Old Game, Add Cats, Make Millions

    Take Minesweeper. Add Sudoku logic. Put cats on it. Congratulations, you've just made $200,000 a day.. We break down Meow Doku by Oakever, the cat-puzzle that came out of nowhere to shake up a category that hadn't changed in a decade. They walk the game (it's Minesweeper crossed with Sudoku — one cat per color, per row, per column, cats can't touch — simpler than Minesweeper and endlessly satisfying), the pure ad monetization (100% ads, no IAP, ~80%+ from interstitials, a clever cooldown timer that tightens the longer you play), and the numbers (~400K downloads/day, 2M+ DAU with huge US and Japan share, an estimated ~$200K/day and climbing). Then the portfolio: Oakever (real name Learnings / Beijing Lexing) is a fully bootstrapped, Singapore-based Chinese giant with a ~200-300 person R&D team, 70M MAU, a billion cumulative downloads, five straight years of 100%+ revenue growth, and a claim to being the #1 Chinese game company by ad revenue on Meta and Google. And the twist that makes the whole thing a masterclass: MeowDoku isn't original — it's a cats reskin of "Queens Master Sudoku," a game that sat dormant making almost nothing for a year and a half until Oakever found it, added cats, and out-executed everyone on UA. Plus, this game is a LINKEDIN GAME!! ⏱️ TIMESTAMPS 00:00 The game we've wanted to cover for 3 years 03:30 Minesweeper meets Sudoku — the core rules 06:30 Why it's simpler than Minesweeper (and better) 10:20 100% ads — the cooldown timer trick 14:30 The numbers — 2M DAU, ~$200K/day 22:50 Inside Oakever's monster portfolio 27:30 The bootstrapped Chinese ad-revenue king 36:40 The twist — it's a reskin of Queens Master Sudoku This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa. http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100 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 years They power top mobile publishers around the world Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg. This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me Felix Braberg Ad monetization consultant ⁠https://www.felixbraberg.com Jakub Remiar Game design consultant ⁠https://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

  • July 17 · 9 min

    🚨📢 BREAKING NEWS: Pokémon Go Made MORE Money by Going Free + Xbox Cuts 3,200 + AppLovin Opens Axon

    Pokémon Go removed the paywall from its biggest event of the year and made more money than any paid version in half a decade. That's the monetization masterclass of the week — and it's just one of five stories that matter. Matej Lančarič flies solo for the news segment, and it's a heavy week. Pokémon Go hit its 10th anniversary with over $9B in lifetime revenue, then ran GoFest 2026 as its first-ever free, no-ticket event — triggering a $15.1M single day, the game's highest in five years, and a 17-position leap to #2 in monthly revenue. Love and Deepspace is unfolding into the most instructive disaster of the year, with a cancelled love interest, a 230,000-signature petition, funeral flowers and cow dung sent to the studio, and a pulled Bilibili World appearance. Microsoft cut 4,800 jobs with Xbox facing roughly 3,200 over the next year — about 20% of the division — with King in the blast radius and a memo admitting the business "is not healthy" at ~3% margin. AppLovin opened Axon to global self-serve and the stock ripped from the mid-$440s to $564 in two weeks. And Meta shipped Muse image plus new AI-ad labeling that puts a visible tag right next to "Sponsored" if your creative features a photorealistic AI person. Five stories, one theme: the old assumptions about paywalls, scale, and trust are all breaking at once. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ⏱️ TIMESTAMPS 00:00 Cold open 00:30 Pokémon Go's free GoFest monetization masterclass 02:30 The Love and Deepspace catastrophe 05:00 Xbox cuts 3,200 — King in the blast radius 07:00 AppLovin opens Axon to self-serve 08:30 Meta's Muse image and the new AI ad labels 10:00 Quick hits — UK job losses, Netmarble takes 40% of WeMade ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 📌 KEY TAKEAWAYS — Pokémon Go turned its paywall off and made more money. It hit its 10th anniversary on July 6 with over $9B in lifetime revenue per Sensor Tower — the highest-grossing mobile title of the past decade, and that excludes brand partnerships, alternative stores, and their web shop (running on FastSpring). Then GoFest 2026 (July 11-12) ran as the first ever free, no-ticket GoFest. — The numbers are staggering. Daily spend went from $3.9M on July 5 to $9M on July 6 (a 129% jump), then to $10M on July 10 (another 50% when GoFest opened), peaking at over $15.1M on July 11 — the game's highest daily revenue in half a decade. It leapt 17 positions in the monthly revenue ranking to #2 with $96M in the first two weeks of July, closing on Honor of Kings at $99.2M. Removing the ticket maximized participation, and participation drove IAP. --------------------------------------- This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me Felix Braberg Ad monetization consultant ⁠https://www.felixbraberg.com Jakub Remiar Game design consultant ⁠https://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

  • July 16 · 25 min

    💀 Pokémon Champions is already DEAD: here's what went wrong

    Pokémon Champions launched on mobile doing roughly $300-400K/day. Two days later it was collapsing. It's now around $80K/day and falling — a textbook shark fin from the biggest IP on the planet. We cover the wins on this podcast, but we also cover the failures, and this one is genuinely fascinating. We break down what went wrong with Pokémon Champions. The game is essentially Pokémon Stadium (the N64 classic) rebuilt for mobile — a pure battler with no exploration, no gyms, no story, no breeding, no catching Pokémon in the wild. The gacha is neutered into a "pick one of ten" system with no randomness at all. And the killer: Pokémon Home import lets players bring their existing collections straight in from Pokémon Go and other titles, so many players arrived on launch day with everything already unlocked — what Jakub calls "Web3 interoperability in play," and a total economy destroyer. Monetization is cosmetics, a battle pass, and ranch refresh tickets. That's it. The crew also contrasts it with the Pokémon apps that genuinely print money (TCG Pocket at ~$15M/month, Pokémon Sleep at ~$150K/day and ~$150M in three years, Pokémon Go spiking on the 30th anniversary), and picks apart the UA: ~300 creatives that are really about 7 concepts, almost all 15-21 seconds, cut from a year-old trailer. ⏱️ TIMESTAMPS 00:00 Why we're covering a failure 02:40 It's Pokémon Stadium, rebuilt for mobile 07:05 The neutered gacha — pick one of ten 11:26 The shallow monetization: cosmetics and a battle pass 12:30 Pokémon Home import — the economy killer 14:35 The numbers — shark fin, Japan-driven, 16% US 17:06 The Pokémon apps that actually print money 19:59 The creatives — 300 videos, 7 concepts, all too short This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa. http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100 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 years They power top mobile publishers around the world Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg. This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me Felix Braberg Ad monetization consultant ⁠https://www.felixbraberg.com Jakub Remiar Game design consultant ⁠https://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

  • July 15 · 18 min

    🟥🟩🟨🟦Did Block Blast finally peaked? And why they added 7 more minigames??? 👀

    Block Blast got pulled from Google Play, and everyone assumed it was catastrophic. It wasn't — DAU dipped from about 56M to 50M and stabilized. The real story is much more interesting: Block Blast has hit its scale ceiling on the core game, and their answer is to quietly turn the app into a games portal. Jakub Remiar flies solo for a single-game Review Radar update on Block Blast, six months on from the original deep-dive. He covers the takedown's actual impact (minimal, and DAU had already peaked in March), the massive UA downscale (from ~30,000 creatives and 1.5M downloads/day in December to ~5,000 creatives and ~600K/day now — a downscale, not a decline), the arrival of Block Blast's first real competitor (Color Block Combo Blast from Chinese studio Flyers Technology, growing fast but on tier-2/tier-3 traffic with almost no US DAU), and the pivot that matters most: "More Games" has moved from a hidden settings menu into a full main-menu button, now housing eight fully-fledged games (Fruit Merge, Mahjong, Sudoku, and more) — the same playbook as the no-wifi offline-games portals. Plus Sensor Tower's ad-revenue estimate (~$22M/month, ahead of Vita Mahjong) and the standing Jakub-vs-Felix bet on whether Block Blast ever passes Garena Free Fire.The read: don't sleep on this game. The core has peaked, but the winter blitz is probably coming — and the portal play is the real evolution. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ⏱️ TIMESTAMPS00:00 Revisiting Block Blast — six months on 01:30 The takedown — how much damage did it actually do? 03:00 The first real competitor arrives 05:30 Why the competitor isn't a real threat (yet) 07:00 The massive UA downscale — 30K creatives to 5K 10:09 The pivot — "More Games" hits the main menu 14:00 $22M/month in ads and the Garena Free Fire bet 17:00 Has Block Blast peaked, or is the winter blitz coming? Potensus is a premium ad network built by people who've actually been on both sides of this industry - game publishers, agencies, and successful exits. They get it. Here's the thing - Potensus has direct deals with Amazon, Apple, Coca-Cola, Vodafone. Not programmatic. Direct. Those budgets land in your game at premium CPMs, no middleman tax. And they handle everything with their in-house team. PLUS they're partnered with PlayableMaker WINK WINK - so they'll take a brand's YouTube video or a static banner and actually turn it into a playable ad or rewarded video. Proper interactive format, built for gaming inventory. Brands getting a gaming-native creative, publishers getting higher CPMs. Everyone wins. Head to potensus.com to get started or check their creative portfolio here https://vimeo.com/showcase/12093300?fl=so&fe=fs --------------------------------------- This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me Felix Braberg Ad monetization consultant ⁠https://www.felixbraberg.com Jakub Remiar Game design consultant ⁠https://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

  • July 13 · 29 min

    🏨 My Perfect Hotel Meets Merge: Decoding Hotel Legacy by Century Games

    Gossip Harbor is now the fourth-highest-grossing game on the planet — behind only Royal Match, Honor of Kings, and Whiteout Survival. The merge category the crew has been covering for years is bigger and more stable than ever, and Century Games just showed exactly how you stack another winner on top of your portfolio. We break down Hotel Legacy by Century Games (of Tasty Travels fame), using it as a lens on the whole merge category. They recap the state of merge (Gossip Harbor at ~$95M/month and still climbing, Tasty Travels, Travel Town, Flambe, Seaside Escape), walk Hotel Legacy's board and its standard-but-polished feature set (three LiveOps systems, bubble offers, generators, the min-max storing loop), and dig into the genuinely puzzling part: the winning My Perfect Hotel / Last Asylum creative concept that's driving installs isn't actually in the game yet. The lesson: you stack merge games by shipping essentially the same game with a new theme, then testing creatives at scale until you find what to build next. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ⏱️ TIMESTAMPS 00:00 The state of merge — Gossip Harbor is #4 globally 05:00 The revenue picture — $95M/month and climbing 06:46 Hotel Legacy enters at #15 — 50K/day, all tier-one 09:00 The "six merge games" player behavior theory 10:06 Walking the board — LiveOps, bubble offers, min-maxing 17:00 The mystery — the winning creative isn't in the game 17:42 The creatives — My Perfect Hotel, Last Asylum, 500 in 30 days 27:16 How to stack a merge game on your portfolio This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa. http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100 -------------------------------------- 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 years They power top mobile publishers around the world Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg. --------------------------------------- This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me Felix Braberg Ad monetization consultant ⁠https://www.felixbraberg.com Jakub Remiar Game design consultant ⁠https://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

  • July 9 · 38 min

    🎮 Path of Kings review: Voodoo's midcore pivot is real

    Voodoo's Path of Kings looks like Skyrim from the surface. It plays more like Tinder. And underneath the swipe mechanic is one of the more clever fusions of gameplay and monetization we've seen — where the gameplay itself is basically the offer pop-up. We break down Path of Kings, the Voodoo mid-core idle RPG they flagged on the Creative Trends episode. They walk it live — the swipe-to-choose mechanic (swipe right and you go straight into a purchase, swipe left and you skip), the Legend-of-Mushroom-style idle core streamlined for a Western fantasy audience, the ads-as-biggest-upgrade loop, the prestige treadmill that resets the map when content runs out, and a genuinely useful tangent on how to actually price a "remove the interstitials" offer (Felix does the ad-monetization math live). Then the numbers and the bigger picture: Path of Kings is doing ~$30K/day and sits right at the make-or-break threshold early Voodoo games have to clear, while Voodoo overall is doing ~$25M/month in IP revenue off Marble Sort and Castle Clashers/Busters — a real mid-core pivot that has everyone talking IPO. Plus the creatives: ~1,384 in 30 days, 100% AI, and gloriously broken (floating horses, dragons you don't sit on, four art styles per video). This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa. http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100 -------------------------------------- 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 years They power top mobile publishers around the world Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg. --------------------------------------- This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me Felix Braberg Ad monetization consultant ⁠https://www.felixbraberg.com Jakub Remiar Game design consultant ⁠https://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

  • July 8 · 17 min

    🎯 Offerwalls Explained: When to Add, How to Segment & the $800-$2,000 eCPM Secret by Felix Braberg

    Offerwall eCPMs in the US can hit $800 to $2,000 for a single completed task — compared to $20-50 for a normal rewarded ad. But most publishers either add one too early, segment it wrong, or let it cannibalize their whales. This is the no-bullshit introduction to doing it right.Felix Braberg flies solo for a 15-minute offerwall masterclass, built from seven years of decks and hands-on experience across titles like the Ludia Trailer Park Boys games. He covers what an offerwall actually is (paying your time-rich, cash-poor users to complete tasks in exchange for in-game currency), the one rule that determines whether it'll work at all (you need at least 20% of revenue from non-ad sources — and "remove ads" as your top IAP disqualifies you), the metrics that define success (DoDAU, with ~10% as the benchmark), the segmentation and hand-holding that separates a sub-10% opt-in from a real revenue stream, how to think about exchange rates and avoid IAP cannibalization, why you start on API and graduate to SDK, and how sales and holiday boosts (yes, even Arbor Day) spike offerwall revenue. Done right, an offerwall can add 8-12% to total app revenue.The core lesson: offerwalls reward deep economies and clever segmentation — not a plug-and-play install. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ⏱️ TIMESTAMPS 00:00 What an offerwall actually is and how it works 02:15 Who should use one — the 20% non-ad revenue rule 04:30 The players it monetizes: time-rich, cash-poor 05:30 DoDAU and the ~10% benchmark 07:00 Segmentation and hand-holding — the real unlock 11:00 Exchange rates, cannibalization, and fraud 13:00 API first, SDK later — the rollout strategy 16:00 Sales and holiday boosts (even Arbor Day) Potensus is a premium ad network built by people who've actually been on both sides of this industry - game publishers, agencies, and successful exits. They get it. Here's the thing - Potensus has direct deals with Amazon, Apple, Coca-Cola, Vodafone. Not programmatic. Direct. Those budgets land in your game at premium CPMs, no middleman tax. And they handle everything with their in-house team. PLUS they're partnered with PlayableMaker WINK WINK - so they'll take a brand's YouTube video or a static banner and actually turn it into a playable ad or rewarded video. Proper interactive format, built for gaming inventory. Brands getting a gaming-native creative, publishers getting higher CPMs. Everyone wins. Head to potensus.com to get started or check their creative portfolio here https://vimeo.com/showcase/12093300?fl=so&fe=fs --------------------------------------- This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me Felix Braberg Ad monetization consultant ⁠https://www.felixbraberg.com Jakub Remiar Game design consultant ⁠https://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

  • July 6 · 44 min

    🎮 Clash of Critters: Pokémon from Wish! Coin Looter + Pachinko + Idle RPG

    Lilith just did something genuinely new and genuinely reckless. Clash of Critters fuses the coin-looter/social-casino core with a pachinko machine and an idle RPG into one surprisingly clean package, then runs creatives packed with what can only be described as Pokémon from Wish. The crew breaks down whether the boldest iteration in the genre this year will actually fly. We go deep on Clash of Critters by Lilith (the AFK Arena / Rise of Kingdoms studio). They walk the game live — the pachinko coin-looter core that funnels directly into your XP, the auto-leveling idle RPG creatures, the raid/revenge social-casino mechanic lifted one-to-one from Coin Master and Monopoly Go, the card-album and gacha meta — and assess the iteration itself: a male-skewed, Asian-flavored coin looter built on a mechanic that's never dominated the very Asian markets it's aimed at. Then the creatives: ~4,000 in 30 days, heavy AI, Forex concepts, and a batch of blatantly Pokémon-styled ads that ran in Japan and then quietly went dark right before global launch. The recurring "see you in Tokyo" joke writes itself. ⏱️ TIMESTAMPS 00:00 What is Clash of Critters — Lilith's coin looter RPG 02:57 The pachinko machine core and the XP connector 05:27 The "Pokémon from Wish" creatures and auto-leveling 09:33 The raid mechanic and the coin-looter formula 19:43 The verdict — a clean iteration missing a front end 22:00 The numbers — $200K/day and the Chinese soft launch 29:22 The creatives — 4,000 in 30 days, heavy AI, Forex 36:47 The Pokémon problem — "see you in Tokyo" This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa. http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100 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 years They power top mobile publishers around the world Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg. --------------------------------------- This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me Felix Braberg Ad monetization consultant ⁠https://www.felixbraberg.com Jakub Remiar Game design consultant ⁠https://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

  • July 3 · 11 min

    🚨📢 BREAKING NEWS: Stillfront's CEO Steps Down + AdColony Sold for Under $5M + Meowdoku Hits 1.7M DAU

    The roll-up model works beautifully on the way up and gets ugly in a hurry on the way down — and this week Stillfront showed exactly what the down looks like. That's one of four stories worth your attention this week.Felix Braberg flies solo for the Friday news segment. Stillfront CEO Alexis Bonte is stepping down after leading the company's strategic review and restructure — against a backdrop of declining downloads and revenue since the COVID peak, a share price well off its highs, and three board members replaced back in March. AdColony — the AppLovin of its 2014-2018 heyday — is getting a second life as Indian DSP company Aationa (AFL) buys the brand, SDK, and integrations from Digital Turbine for a reported sub-$5M, a smart backdoor into ~80,000 apps' worth of inventory. The World Cup is driving COVID-style download growth across mobile football (eFootball +60%, and the shock winner Soccer Superstar +62%). And Meow Doku, from the studio formerly known as Oakever, has gone from 15K to 1.7M DAU since mid-May by fusing cats, Sudoku, and brain-training into one low-CPI package — likely earning $70-120K/day on ads alone.Four stories, one theme: the models and the winners are shifting fast. --------------------------------------- This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me Felix Braberg Ad monetization consultant ⁠https://www.felixbraberg.com Jakub Remiar Game design consultant ⁠https://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 Do you have UA questions nobody can answer? Ask ⁠⁠⁠⁠⁠⁠⁠⁠Matej AI⁠⁠⁠⁠⁠⁠ - the First UA AI in the gaming industry! https://lancaric.me/matej-ai

  • July 2 · 31 min

    🎮 Full Steam Ahead: The Q1 Steam games that should hit mobile

    Mobile has a creativity problem — and Steam keeps proving it. In this quarter's Full Steam Ahead, the crew scans the top Q1 Steam releases to find the genre mashups and fresh cores that could translate into mobile's next wave of hits. The throughline: all the creativity got outsourced to Steam. Mobile's job is to figure out how to execute these cores for a wider audience. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ⏱️ TIMESTAMPS 00:00 Full Steam Ahead — the setup and method 04:00 Dialogue — the cyberpunk waifu dial-puzzler 08:40 Raccoon coin-pusher roguelike + Screechy Scratch 12:00 The proven sims — car co-op, video store, Quarantine Zone 16:24 Star Rupture and the factory-building core 19:20 Super Battle Golf — real-time PvP chaos 22:45 Mewgenics — the Binding of Isaac creators' cat roguelite 26:00 Slay the Spire 2 hits $140M — the deck-builder case This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa. http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100 -------------------------------------- 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 years They power top mobile publishers around the world Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg. --------------------------------------- Potensus is a premium ad network built by people who've actually been on both sides of this industry - game publishers, agencies, and successful exits. They get it. Here's the thing - Potensus has direct deals with Amazon, Apple, Coca-Cola, Vodafone. Not programmatic. Direct. Those budgets land in your game at premium CPMs, no middleman tax. And they handle everything with their in-house team. PLUS they're partnered with PlayableMaker WINK WINK - so they'll take a brand's YouTube video or a static banner and actually turn it into a playable ad or rewarded video. Proper interactive format, built for gaming inventory. Brands getting a gaming-native creative, publishers getting higher CPMs. Everyone wins. Head to potensus.com to get started or check their creative portfolio here https://vimeo.com/showcase/12093300?fl=so&fe=fs --------------------------------------- This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠ --------------------------------------- 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

Showing 41–60 of 60 episodes