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!

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

    2 days ago

    🚨📢 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

    12 min
  2. 🎮 Live Review Tetris Block Party: Block + Coin Looter into one liveops machine

    4 days ago

    🎮 Live Review Tetris Block Party: Block + Coin Looter into one liveops machine

    What happens when a monetization manager gets to build a game from scratch? You get Tetris Block Party - a hybrid that fuses block-puzzle gameplay, coin-looter meta, and match-3 boosters into a single LiveOps machine where two operators can run almost everything without a dev ticket. Matej Lančarič, Jakub Remiar, and Felix Braberg do a live review with two guests: Erez Yosef, who manages Tetris Block Party at Play Studios, and Elias Sandler, founder and CEO of Kinoa. They break down the genre hybrid (active block gameplay instead of passive slots/dice, with a persistent board, trashable pieces, and a match-3 layer that generates the boosters), the brutal design challenges of adapting a block core to a coin-looter meta (the multiplier problem alone took countless iterations), and the LiveOps philosophy of building one flexible template that can become almost any event. The standout story: a coupon-wheel feature built without ever developing real coupons — just tokens and images — that drove close to a 50% revenue lift in a single day. Plus why showing ads actually makes players convert better (not cannibalize), how everything is segmented by player behavior in seconds, and where Kinoa is taking real-time churn and purchase prediction next. The throughline: build the infrastructure once, flexibly, and let operators create endless content without waiting months for development. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ⏱️ TIMESTAMPS 00:00 Epic Intro 04:00 The core - block puzzle meets coin looter 06:30 Control vs randomness — the design balance 09:30 The booster system and the match-3 third layer 13:40 LiveOps architecture - the "Times Square" UI 15:00 The multiplier problem and how they solved it 20:30 The flexible-template philosophy and the coupon wheel 36:00 Real-time segmentation and churn prediction 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 --------------------------------------- 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 🎤 GUESTS Erez Yosef — Tetris Block Party, Play Studios https://www.linkedin.com/in/erez-yosef-27760310a/ Elias Sandler — Founder & CEO, Kinoa https://www.linkedin.com/in/elias-sandler-402a4112 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

    44 min
  3. 🧠 What You Send Is What You Get: Signal Engineering and the Future of Attribution with Core Plan

    21 Jun

    🧠 What You Send Is What You Get: Signal Engineering and the Future of Attribution with Core Plan

    The old way of buying an MMP took weeks — sales calls, demos, contracts, CSM onboarding, documentation. Airbridge just collapsed that into a couple of hours. Core Plan: https://abr.ge/xqaqqlu Use code Matej26 for bonus attributed installs! Matej Lančarič sits down with Roi Nam, CEO and founder of Airbridge, to unpack Core Plan — a self-serve, pay-as-you-go MMP that comes with 15,000 attributed installs free for a year. They get into why now (AI has driven a ~60% year-over-year jump in app releases, and those founders need measurement fast), who it's for (founders under $10M ARR, teams of 1-20, mostly consumer and subscription apps), how the AI-native onboarding works (MCP and an AI pilot that installs the SDK and builds reports for you), what got stripped out to keep it "core," and the roadmap — instant pre-SDK analysis from your ad accounts, easier web-to-app, and built-in signal engineering. On that last point: Roi shares how one sleep-tracking app cut CPA 27% with the simplest signal-engineering tactic — delaying the cancellation signal to Meta. The throughline: measurement should be as fast as the AI tools founders already use. ⏱️ TIMESTAMPS 00:00 Meet Roi and Airbridge 00:45 What Core Plan actually is — 15K free installs 02:31 Why now — AI and the 60% jump in app releases 05:04 How Core Plan differs from the enterprise plans 07:15 The AI pilot and MCP — SDK install in 2 hours 12:05 The roadmap — pre-SDK analysis and web-to-app 14:18 Signal engineering and the 27% CPA win 19:08 Who's signing up — the thick-tail app market ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 📌 KEY TAKEAWAYS — Airbridge launched Core Plan, its first-ever product-led-growth motion in 10 years as an MMP. It's self-serve and pay-as-you-go, with 15,000 attributed installs free for one year, then 5 cents per attributed install (installs, not conversions) after that. Founders can sign up on the dashboard and be running in 2-3 hours. — The "why now" is AI. App releases are up roughly 60% year-over-year (per a16z) as founders use AI to research, pick a segment, and ship apps in days. But while AI tools deliver value in minutes, MMPs historically took weeks to two months to onboard — sales calls, contracts, CSM, documentation. Core Plan closes that speed gap. — The target is small-to-mid-market founders under $10M ARR, teams of 1-20, who grow primarily through UA. Currently ~85% apps (vs games), ~60% subscription apps, with more than half of users from the US, UK, and Europe but sign-ups genuinely global. — Core Plan is ~65% of the enterprise feature set. It keeps the essentials — cohort analysis, raw data export, deep linking, up to two integrations (RevenueCat, Adapty, AdMob, Amplitude, Mixpanel, Braze) — and strips advanced reporting, multi-touch attribution, incrementality, and agency/security management. The 15K free installs are calibrated to get an early app to ~$3-5K MRR and prove product-market fit. — The AI-native onboarding is the core differentiator. An MCP integration (drop it into Claude Code or Codex) plus an embedded AI pilot lets founders install the SDK, set up taxonomy, place tracking codes, and generate reports by asking — instead of reading documentation for hours. Tech-savvy founders are getting the SDK live in 2-3 hours vs the 2-month enterprise timeline. — Signal engineering is the sleeper topic. Everyone talks about it; almost nobody implements it. The idea: ~20% of trial subscribers cancel within 20-30 minutes, and sending that signal to Meta/Google can mislead the algorithm about your real audience. The fix can be as simple as delaying the cancellation signal by ~2 hours. One sleep-tracking app (a category leader in Japan) cut CPA by 27% with that single tactic. Airbridge wants to make this a toggle on the dashboard rather than a custom engineering project. 🎙️ HOST Matej Lančarič — User Acquisition consultant 🎤 GUEST Roi Nam — CEO & Founder, Airbridge

    25 min
  4. 🎯 The DEFINITIVE Guide to D2C in 2026: Real Numbers from 8 Studios

    15 Jun

    🎯 The DEFINITIVE Guide to D2C in 2026: Real Numbers from 8 Studios

    Direct-to-consumer is finally out of the shadows. Eight public studios just revealed how much revenue they drive through D2C — and the numbers make the case better than any pitch could. But there's a window closing, and the studios moving now are the ones who'll win. We are joined by Chip Thurston (FastSpring) for a D2C deep-dive built around the Pocket Gamer report aggregating publicly disclosed D2C revenue. They break down the three cohorts (social casino, mid-core, casual) and what each tells us, the standout data points (Playtika at 39% of revenue, Fishing Clash at 33%, Double Down at 44%), the difference between direct-checkout links and web stores and why you need both, Google's new External Content Links policy, the still-unapproved Epic v. Google settlement and its 20% linked-payment fee, where Apple's appeals stand after the Supreme Court declined to hear them, and the single most actionable takeaway: maximize US D2C traffic today, while you can still steer without fees. ⏱️ TIMESTAMPS 00:00 Cold open — maximize US D2C traffic today 01:35 The Pocket Gamer D2C report and why it matters 05:35 The three cohorts — social casino, mid-core, casual 11:50 Direct checkout vs web store — the frictionless path 16:00 Google's External Content Links policy explained 21:20 The Epic v. Google settlement and the 20% fee 30:10 Where Apple stands after the Supreme Court 36:20 Casual works too — Playtika and the playbook 📌 KEY TAKEAWAYS — D2C is out of the shadows. A Pocket Gamer report (by Craig Chappell) aggregates publicly disclosed D2C revenue from eight studios — Playtika, MTG, Stillfront, SciPlay, PlayStudios, Tensquare, Huuuge, G5, Take-Two. For the first time, studios are openly reporting D2C as a positive earnings story rather than treating it as a cloak-and-dagger tactic. — Three cohorts, all winning. Social casino (SciPlay, PlayStudios, Huuuge, Double Down at 44%) leads because revenue is VIP-concentrated — shift a few whales and you shift a big share of revenue. Mid-core (MTG, Stillfront, Tensquare) ranges up to 44%. — Direct checkout vs web store is the key strategic choice. Direct-checkout links (skip the store, go straight to a hosted checkout page, bounce back to the game) are the most frictionless path available today and can push you over 50% D2C. But every direct-checkout link is a "linked payment" that would incur the 20% fee under the coming settlement — so the durable play is habituating players to your web store as a destination they'll return to regardless. — Google's External Content Links policy is the first salvo. In effect since January 28, 2026 (US only for now), it requires enrolling via an API to link to external content — or your app updates get disapproved. No fees yet (they legally can't), but it lays the groundwork for the 20% linked-payment fee with a 24-hour attribution window once the settlement is approved. — The Epic v. Google settlement is still unapproved and the dates are slipping. Google intended its new fee structure to take effect June 30, 2026 (US and Europe), but the court is skeptical and hasn't approved it. The structure decouples the old 30% into a 5% Google Play billing fee plus a 20-25% platform fee (varying by install date), with carve-outs for first $1M (10%) and subscriptions (10% + 5%). The cosmetic-vs-power-item distinction was dropped entirely. — The actionable playbook: maximize US D2C today with a mix of direct-checkout and web-store links (to habituate players for the fee future). Learn from the disclosed studios (Raid Shadow Legends' web-store points flywheel is a great model). And treat Japan — which already allows steering with fees under its Mobile Software Competition Act — as a soft launch for the fee-based future of D2C. 🎙️ HOSTS Matej Lančarič — User Acquisition consultant Jakub Remiar — Game Design consultant Felix Braberg — Ad Monetization consultant 🎤 GUEST Chip Thurston — FastSpring

    44 min
  5. 🚨📢 BREAKING NEWS: The Surprise World Cup Winner, Block Blast's $120K/Day Bleed, Supercell's US news

    12 Jun

    🚨📢 BREAKING NEWS: The Surprise World Cup Winner, Block Blast's $120K/Day Bleed, Supercell's US news

    It's day two of the World Cup, and the biggest download winner isn't any of the football games anyone predicted — it's a Coca-Cola-sponsored sticker-album app. That's just one of three stories this week that matter for mobile. Felix Braberg flies solo for the Friday news segment. The FIFA Panini Collection is pulling roughly half a million downloads a day across Brazil, Mexico, and the US — 12.2 million downloads in 30 days and ~$1.5M revenue — built around Panini's physical collectible-card heritage and Coca-Cola bottle QR codes. Felix also crunched the numbers on Block Blast's 24-hour Google Play takedown (rumored IP infringement) and found it cost the game roughly $120K/day in lost ad revenue, with a 17% daily-active-user drop and a 14-month download low. And Supercell's US game development is winding down — one project killed, another in limbo after staff departures — feeding the bigger question of when (or whether) Supercell lands its next hit. Three stories, one theme: distribution is fragile, and even the biggest names are exposed. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ⏱️ TIMESTAMPS 00:00 Cold open — Block Blast's lost daily active users 00:40 FIFA Panini wins the World Cup download race 03:00 The Coca-Cola + Panini sticker-album playbook 04:30 Block Blast's 24-hour outage — the real cost 06:30 The $120K/day loss and the Turkey/Indonesia drop 08:00 Supercell kills a US game, another in limbo ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 📌 KEY TAKEAWAYS — The surprise winner of the World Cup download race is the FIFA Panini Collection — a Coca-Cola-sponsored, Panini-built digital sticker-album game. It's pulling roughly 500K downloads a day (12.2M in 30 days, up 6.6M), ~$1.5M revenue (up over $1M), and close to 1.7M daily active users, concentrated in Brazil, Mexico, and the US. None of the football games people predicted are winning — this is. — The FIFA Panini model is a convergence of trends the podcast has tracked: digital sticker-album collecting (increasingly common in casual games), trading mechanics, and a physical-to-digital bridge via Coca-Cola bottle QR codes. It's effectively a marketing front to sell more Coke, and a fascinating hybrid worth a dedicated episode. — Block Blast's 24-hour Google Play takedown (rumored IP infringement) was far more costly than the short outage suggests. Downloads dropped to a near 14-month low, and the game lost about 17% of its Android daily active users — roughly 6.3M users, from 37.8M down to 31.5M between late May and June 8. — The damage compounds because Block Blast relies on an organic download engine to supplement paid marketing. When you're taken down, the store algorithms penalize you and rankings get worse — so the hit outlasts the outage itself. The biggest geo drops were Turkey (down ~41%, from 4.3M to 2.5M) and Indonesia (down 23%, from 5.87M to 4.54M). — Since Block Blast is ad-revenue driven, that DAU loss translates to roughly $120K/day in lost advertising revenue for Hungry Studios — a steep, ongoing price for a single day of downtime. — Supercell's US game development is winding down. One project (in development ~3.5 years by ex-Riot staff) was killed and the team disbanded; another is in limbo after most staff departed in late 2025 / early 2026. It feeds the recurring question of when Supercell lands its next hit, given a string of titles launched via questionable, soft-launch-skipping methods that haven't panned out. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 🎙️ HOST Felix Braberg — Ad Monetization consultant ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 👍 Like the video if you learned something 🔔 Subscribe for next week's news segment #mobilegaming #useracquisition #blockblast #supercell #worldcup #admonetization #f2p

    8 min
  6. 🎮 The 3 Rewarded UA Personas: Reward Hunter, Casual, Gambler. How TyrAds Segments for Profit

    10 Jun

    🎮 The 3 Rewarded UA Personas: Reward Hunter, Casual, Gambler. How TyrAds Segments for Profit

    Not all rewarded users are the same — and treating them as one audience is exactly why so many rewarded UA campaigns underperform. Recorded live on Day 2 of MAU Vegas, this conversation breaks down how Tyr Ads segments rewarded traffic into three distinct personas and engineers profitability around the mix. Matej Lančarič sits down with Zino, CEO of Tyr Ads (and the Try Rewards consumer product), to unpack the year's changes: a brand-new in-house platform built specifically for rewarded (because third-party tracking simply isn't built for it), AI-driven user labeling that sorts players into reward hunters, casual/social users, and gamblers, and an A/B testing and LiveOps system that targets each segment with different reward funnels. They get into why too many gamblers will actually lose you money, how the day-7-to-day-30 curve drives faster ROI and more aggressive bidding, the new Nordeus exclusive offerwall deal, why Tyr is betting on gaming supply over reward apps, and where rewarded UA is heading — segmentation, recommendation models, and a full shift to ROAS-based campaigns. ⏱️ TIMESTAMPS 00:00 Cold open — the day-7-to-day-30 curve and faster ROI 01:30 Tyr Ads intro and what changed this year 02:54 The new in-house platform and audience segmentation 03:30 The three personas — reward hunter, social, gambler 05:40 Why too many gamblers loses you money 09:25 How the recommendation models hit day-7 targets 15:55 A 50/50 IAP/ads game — where to start 21:08 The Nordeus exclusive deal and the gaming-supply bet 26:46 Where rewarded UA is heading — ROAS and 2027 📌 KEY TAKEAWAYS — Rewarded users aren't one audience — they're three. Tyr Ads segments into reward hunters (maximize earnings, jump app to app), casual/social users (play for a long time, community-driven, less aggressive), and gamblers (chase the big jackpot reward, spend whatever it takes). Each behaves differently and needs a different reward structure. — The mix is everything. Too many reward hunters or too many gamblers and you lose money — gamblers in particular are expensive because they chase the deep reward and cost a lot to satisfy. The profitable formula combines all three segments so it works for the advertiser, the platform, and the user — the "triangle." — Tyr built its own platform in-house (launched ~1 month before recording) because third-party tracking isn't built for rewarded. Event-based CPA/CPE tracking can't give granular insight into which funnel works for which segment. The in-house system labels users automatically via machine learning and enables A/B testing reward funnels per segment. — The day-7-to-day-30 curve is the priority. Reward hunters and gamblers deliver fast ROI (quick returns mean more UA spend sooner), while social users compound over 2-6 months. The goal is to spike returns early AND keep the LTV curve compounding past day 30 — because longer compounding lets you bid more aggressively. — LiveOps is the secret weapon. Tyr's LiveOps layer triggers on specific events, purchases, or segment labels. Example: a user who hits level 100 in 3 days gets surprised with a harder "level 200 in 7 days" challenge; a user labeled a gambler gets pushed more aggressive reward structures. They can see exactly where users drop off and re-engage at those points. — Tyr signed Nordeus (of Top Eleven / Pixel Federation orbit) as an exclusive offerwall partner. The strategic bet is on gaming supply over reward apps: reward apps are saturated with reward hunters, but gaming audiences skew casual + gambler (the healthier mix), and gaming whales already love spending. The long-term dream is connecting Tyr's LiveOps backend directly to publishers' LiveOps backends into one unified experience. 🎙️ HOST Matej Lančarič — User Acquisition consultant 🎤 GUEST Zino — CEO, TyrAds (Try Rewards)

    34 min
  7. 🚨📢 BREAKING NEWS: $3.83B Liftoff, 20% Minigames, $28M UA Financing and Supercell!

    5 Jun

    🚨📢 BREAKING NEWS: $3.83B Liftoff, 20% Minigames, $28M UA Financing and Supercell!

    Liftoff finally went public this week — at a valuation that tells you exactly what the public market thinks mobile ad networks are worth. That's just one of four stories this week that genuinely matter if you run UA. Matej Lančarič flies solo for the breaking news segment, ranked from biggest to most practical. Liftoff listed on Nasdaq as LFT after a second attempt, raising $437M at a $3.83B valuation — a 25% haircut from the $5B it wanted in January, and below the private valuation General Atlantic paid in 2025. A Niko Partners report buried a number most Western publishers still aren't modeling: minigames are now almost 20% of mobile game spending in China. Akin launched AMF Capital with Makers Fund, opening with a $28M UA financing facility for Birhack. And the throughline of the week — mobile has officially shifted from core-first to event-first, with Monopoly Go's Simpsons crossover, Rovio's own admission, and Supercell's MoCo reboot all pointing the same direction. The bar keeps moving up. The industry is consolidating around scale, capital, and live-ops. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ⏱️ TIMESTAMPS 00:00 Supercell reboots MoCo's live-ops00:30 Liftoff goes public at $3.83B — the IPO breakdown03:00 China minigames are now 20% of mobile spend05:30 AMF Capital launches with a $28M UA financing deal07:00 Mobile shifts from core-first to event-first09:00 What event-first actually means for your UA 📌 KEY TAKEAWAYS — Liftoff went public on Nasdaq (LFT) on its second attempt, raising $437M at a $3.83B valuation. That's a 25% haircut from the $5B it wanted in January, and below the private valuation General Atlantic paid in 2025. Even with 1.4B daily active users on the SDK and 40% growth in core advertising, the public market said no at the higher price. The money is going to pay down debt — this is balance-sheet cleanup, not a war-chest IPO. — Why the IPO matters for everyone: mobile ad-tech now has a live public number to point at. Liftoff is doing roughly $740M in revenue with 40% core-advertising growth, valued at $3.83B. Run that multiple against AppLovin's premium, Moloco's valuation, or Digital Turbine and see how the math holds up. — A Niko Partners report projects China and MENA games revenue passing $100B by 2030, but the buried number that matters is this: minigames are now almost 20% of mobile game spending in China. WeChat minigames, Douyin minigames — this is a real distribution channel with real ARPU and real LTV, not 2018-era HTML5 prototypes. — The minigame opportunity is concrete: small companies in China can spend $20K/day and recoup it within roughly seven days. If you're advising a studio serious about China and the plan starts with TapTap, you may be knocking on the wrong door — minigames are the door. — The lesson lands in the West in ~18 months. The Western playable-ad ecosystem is converging on the same mechanics: instant play, no install friction, opt-in attention. New companies (e.g. Jest) are moving in this direction. Pay attention now or pay more later. — Akin launched AMF Capital with Makers Fund, opening with a $28M UA financing facility for Birhack. This is performance-tied UA capital — not equity, not VC, not a bank loan. You spend it on UA and pay it back from the revenue those users generate. PVX Partners, Pollen VC, and Bravo have been doing this for years; the category is now getting crowded, which is good for studios with strong UA economics blocked only by cash flow. — Mobile has shifted from core-first to event-first. Three data points: Scopely launched a Simpsons crossover in Monopoly Go (June 3, Will Ferrell voicing Mr. Monopoly, Harry Shearer back as Mr. Burns — IP on top of IP), Rovio published a piece explicitly arguing the shift (a notable admission from the Angry Birds company), and Supercell rebooted MoCo by changing the live-ops layer (seasons, free gacha pools) rather than the game itself. 🎙️ HOST Matej Lančarič — User Acquisition consultant

    8 min

About

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!

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