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. 10h ago

    🧱 Block Blast Exposed: The 45M DAU Game that prices YOU before you even play!

    Block Blast is one of the biggest games on mobile: ~45–50M DAU (peaking around 60M), 100% ad revenue, built by Hungry Studio. A viral teardown by an independent researcher claimed to show what happens server-side, and enough of you sent it to us that we had to talk about it. According to the teardown, your Block Blast isn’t the same game as the one on the phone next to you. Hundreds of traits from a pool of 700+ get downloaded after install, outside what app review ever sees. Then an on-device model reads 27 inputs (country, recent ad prices, RAM, install source, even your first high score) and prices you. I n the example, the same phone was worth a $25 eCPM in the US and $8 in Brazil. We also look at the ~$1M/day ad revenue, Hungry’s Nebula portfolio growing out of Block Blast (Rotate Rings in the main menu), and why this only works on cores you can control mid-game. Felix calls it the biggest Robin Hood mechanic he’s seen. Jakub says every ad-based studio is about to copy it. ⏱️ TIMESTAMPS 00:00 – Cold open: forcing ads is softer than forcing payments 02:19 – Block Blast: 45M DAU, Hungry Studio, 100% ad revenue 06:08 – The viral teardown: 700+ server-side traits, invisible to app review 09:23 – Pricing you: an on-device eCPM model, $25 in the US vs $8 in Brazil 13:18 – The lethal puzzle: 10% past your high score, 20% impossible pieces 15:37 – Picking your fail point, difficulty experiments, the churn predictor 19:25 – ~$1M/day in ads, and the Nebula portfolio growing out of Block Blast 20:41 – Takeaways: which cores can copy this, and starting from monetization 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 -------------------------------------- Today's episode is brought to you by PvX Partners. Developers now have a new way to fund their marketing: PvX Card. If you're scaling your gaming business and need more capital for UA, here's the deal: your credit limit grows with your marketing performance — the higher your ROAS, the more credit you have available. Repayment terms run from 60 to 120 days and scale with your ROAS, so you can match repayments to your game's payback period. It's dynamic, it's flexible, and it scales as fast as you do. Check out PvXPartners.com/cards and scale your UA with PvX Card --------------------------------------- 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 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

    🧱 Block Blast Exposed: The 45M DAU Game that prices YOU before you even play!
  2. 2d ago

    🛟 Township First, 4X at Level 16: The Biggest 4X Innovation Since Top Girl

    Remember the raft-rescue playable from our last Playable Trends that turned out to be 4X? This is the game: Wild Water World, from the team behind Lands of Jail, and Jakub calls it the biggest 4X innovation since Top Girl. The first days are a minigame simulator: fishing, scavenging plastic while dodging sharks, a Dave the Diver-style dive, all of which you automate within 20 minutes. Then it turns into Township, with resource conversion orders, ship deliveries and auto-production (2 hours free, then rent or buy). The 4X map only opens at level 16, about 3–4 days in, and it’s stripped down: no player towns, four clans on the whole map, a neutral Pirate Legion, bases you flag instead of farm, and clan leadership that switches automatically every few days by strength (so dead clans don’t stall), probably filled with bots early on. It’s far more approachable than the Kingshot or Last War maps. ⏱️ TIMESTAMPS 00:00 – Cold open: already bigger than Lands of Jail 01:10 – The WTF playable from Playable Trends is back 02:16 – The biggest 4X innovation since Top Girl 03:30 – Minigames first: fishing, ocean scavenging, diving (then automate everything) 07:26 – The Township loop: orders, deliveries, auto-production, and no soldiers 11:37 – The 4X map at level 16: no player towns, 4 clans, Pirate Legion, auto clan leaders 17:23 – Numbers: 500K installs/day, Asia-first, US 1%, the 4X top charts 22:53 – Creatives: 6,000 ads, shelter renovation, and Matej’s own AI versions 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 -------------------------------------- Today's episode is brought to you by PvX Partners. Developers now have a new way to fund their marketing: PvX Card. If you're scaling your gaming business and need more capital for UA, here's the deal: your credit limit grows with your marketing performance — the higher your ROAS, the more credit you have available. Repayment terms run from 60 to 120 days and scale with your ROAS, so you can match repayments to your game's payback period. It's dynamic, it's flexible, and it scales as fast as you do. Check out PvXPartners.com/cards and scale your UA with PvX Card --------------------------------------- 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 --------------------------------------- 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

    🛟 Township First, 4X at Level 16: The Biggest 4X Innovation Since Top Girl
  3. 4d ago

    🎒 SchoolCraft Party: 4.5M DAU, Fake Players, ~$70K/Day Ad Stack That Could Easily DOUBLE

    All three of us review SchoolCraft Party, a 7-year-old blocky action sandbox that is hitting record numbers. It looks like Minecraft, plays like GTA Vice City from Wish, and every “player” walking around with a country flag and a name is a bot. The numbers: launched in 2018 (it used to be called Nightclub Craft), with spikes in August 2022 and last Christmas. It is now at a record ~4–4.5M DAU and still ~250K downloads a day, almost all from tier 3–4 markets (Indonesia, India, Brazil, Mexico, Philippines, Russia, Turkey, Vietnam, Pakistan). Felix’s estimate is ~$70–75K/day from ads, from a small Ukrainian team running on AdMob with only Google, Unity and AppLovin in app-ads.txt. His plan: move to MAX, add Pangle, Mintegral, Moloco, InMobi and GAM, and set smarter cooldowns to double ad revenue. ⏱️ TIMESTAMPS 00:00 – Cold open: double the ads, 6x the users 02:19 – Gameplay: Minecraft looks, GTA Vice City loop, watch 10 ads to remove ads 07:45 – Every player is a bot: the offline game pretending to be online 16:24 – ~14 rewarded placements, and Google’s three-ads-in-a-row lock-in 19:02 – Only 3 ad networks in app-ads.txt: Felix’s plan to double ad revenue 22:39 – Numbers: 4.5M DAU, 250K downloads a day, tier 3–4, ~$70–75K/day 24:37 – A 262M-view YouTube short, 5 creatives, and Matej’s 6x UA plan 30:26 – Blocky art = cheapest CPI, the reskin portfolio, Nightclub Craft rebrand 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 -------------------------------------- Today's episode is brought to you by PvX Partners. Developers now have a new way to fund their marketing: PvX Card. If you're scaling your gaming business and need more capital for UA, here's the deal: your credit limit grows with your marketing performance — the higher your ROAS, the more credit you have available. Repayment terms run from 60 to 120 days and scale with your ROAS, so you can match repayments to your game's payback period. It's dynamic, it's flexible, and it scales as fast as you do. Check out PvXPartners.com/cards and scale your UA with PvX Card --------------------------------------- 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

    🎒 SchoolCraft Party: 4.5M DAU, Fake Players, ~$70K/Day Ad Stack That Could Easily DOUBLE
  4. 5d ago

    🚨📢 BREAKING NEWS: AppLovin Prints $2.2B (84% Margin), Apple Blames Gaming, UK King & DarkWar Ads ban

    Felix is back on the Friday news with three stories that matter for mobile gaming. First, AppLovin’s Q3 2026: record revenue of $2.2B (+55% YoY), $1.4B net income (66% margin), $1.8B adjusted EBITDA (84% margin), $5.9B revenue in the first nine months, Q4 guidance of $2.3–2.4B, $1.4B in buybacks this quarter and $3.2B more authorized. The gaming business grew nearly 50% YoY while the new generation of ad models is only partially deployed. With MAX in their pocket, you don’t bet against AppLovin. Second, Apple passed 1.5B services subscribers but missed on services revenue ($30B vs. the $31B expected), and the stock fell 4% after hours. The CFO blamed a slowdown in mobile gaming and App Store business model changes in certain countries. Felix’s take: gaming isn’t slowing down, it’s moving payments off-platform to avoid the 30%. Third, the UK’s ASA banned ads from King, Scopely, the Dark War Survival publisher and others for misleading gameplay, ads seen back in April. With big studios shipping 12–35K new ads a month that each live a few days, banning specific ads does almost nothing. We close with the weather: Meowdoku tops both US stores, Grand Games holds #2 and #3 on iOS, and Rotate Rings, Block Blast and Royal Smash sit near the top of Google Play. ⏱️ TIMESTAMPS 00:00 – Cold open: Apple’s 1.5B subscribers and the services miss 00:30 – Felix is back: three stories and the weather 01:00 – AppLovin Q3: $2.2B, 66% net margin, 84% EBITDA margin, $3.2B buybacks 03:30 – Apple blames the mobile gaming slowdown, or is it D2C? 05:30 – UK ASA bans King, Scopely and Dark War Survival ads, a drop in the ocean 08:00 – The weather: Meowdoku, Grand Games, Rotate Rings, Royal Smash 📌 KEY TAKEAWAYS — AppLovin’s gaming business is re-accelerating, and new ad models are only partly rolled out — Apple’s “gaming slowdown” looks more like revenue moving to web shops and D2C — Banning individual ads doesn’t touch studios shipping tens of thousands a month — Puzzle dominates the top charts: Meowdoku and Grand Games lead 🎙️ HOST Felix Braberg Subscribe for weekly mobile gaming news, UA and ad monetization: https://www.youtube.com/@twoandahalfgamers

    🚨📢 BREAKING NEWS: AppLovin Prints $2.2B (84% Margin), Apple Blames Gaming, UK King & DarkWar Ads ban
  5. Nov 2

    🚜 Bulldozer Master: ~$70K a Day & Looks like a weekend prototype

    Two Gamers again, and this time we review Bulldozer Master from Supercent, the Korean studio behind Pizza Ready. It looks like something vibe-coded over two weekends, and it works anyway. Jakub plays the loop: dig ore blocks, carry them Golden Goblins-style to the refinery, sell, and upgrade move speed, hammers and furnace. Then you rent heavy machinery that runs on fuel (hydraulic breakers, drill crushers, exo-carriers), hire workers who need pizza breaks, and prestige into company upgrades. It’s simple, idle-friendly, and built directly from its own ads. The creatives are the real story: 2,700 of them, Trackstar-style truck ads, AI videos of drilling gold walls, a Chrome Valley Customs look, a Bumblebee from Wish, and even a Kingshot salad, spread across AppLovin, Mintegral, Unity and Facebook. Matej also shares how Mintegral became one of One Mage Army’s best channels within a week. The formula: take a 4X creative, build the gameplay around it, then scale and profit. ⏱️ TIMESTAMPS 00:00 – 50K DAU in the US 01:12 – Two Gamers: “games don’t need to look good, they need to scale” 02:47 – Core loop: dig, carry, refine, sell (Golden Goblins with a bulldozer) 05:16 – Machinery rental, fuel, workers, pizza breaks and prestige 12:30 – Numbers: 200K/day, 600K DAU, Pizza Ready’s half a billion downloads 17:18 – Felix from Wish: 29 rewarded, 1 interstitial, ~$70K/day 19:27 – Creatives: Trackstar, AI gold drilling, Bumblebee from Wish, 2,700 ads 28:36 – The formula: 4X creative → gameplay → scale, plus a channel mix beyond AppLovin 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 -------------------------------------- Today's episode is brought to you by PvX Partners. Developers now have a new way to fund their marketing: PvX Card. If you're scaling your gaming business and need more capital for UA, here's the deal: your credit limit grows with your marketing performance — the higher your ROAS, the more credit you have available. Repayment terms run from 60 to 120 days and scale with your ROAS, so you can match repayments to your game's payback period. It's dynamic, it's flexible, and it scales as fast as you do. Check out PvXPartners.com/cards and scale your UA with PvX Card --------------------------------------- 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,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Matej Lancaric⁠ 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

    🚜 Bulldozer Master: ~$70K a Day & Looks like a weekend prototype
  6. Oct 29

    🎮 Playable Trends: The Playable that NEVER ends

    Our monthly Playable Trends is back. Matej, Ondrej and Robin each bring three playables that caught their eye and take them apart. Matej opens with Royal Kingdom’s “harder than you think” ball-physics level (save three characters, no snakes for once), a raft-rescue survival playable that turns out to be a 4X game, and Paper.io 2 using a Pocket Champs-style hook without hiding which game it is. Ondrej brings three from Voodoo: a Pixel Flow-style conveyor sort that is honestly harder than you think (he still can’t beat it), a satisfying ball-drop sorter you finish just by tapping, and a room-based platformer that sent us straight back to Dangerous Dave. Robin shows a sushi reskin of Pixel Flow (Ondrej rebuilt it in Playable Maker), Car Evolve’s slingshot upgrade loop, which ran five minutes before the CTA appeared (Robin fed the source to Claude to start with 5M coins), and Last Asylum running four different mechanics for the same game: Township-style building, Kingshot-style tower defense, roguelike survival and 4X. Last Asylum has gone from a handful of playables to ~1,200 in 30 days, and Kingshot still makes far more money. We close by filtering Sensor Tower to Asia (spoiler: good playables work everywhere, maybe with more family drama and a bit more grind) and looking at seasonal creatives: Golf Clash running Halloween for a year, and a Christmas video still live in July because it was the best performer. ⏱️ TIMESTAMPS 00:00 – Cold open: the playable that never ends 05:23 – Matej: Royal Kingdom’s “harder than you think” physics level 10:26 – The WTF pick: a raft rescue that’s secretly 4X, plus Paper.io 2 with a Pocket Champs hook 17:23 – Ondrej’s Voodoo trio: impossible color sort, ball conveyor, Dangerous Dave vibes 24:25 – Robin: Pixel Flow, but sushi 27:13 – Car Evolve: 5 minutes before the CTA, and we hacked it with Claude 32:25 – Last Asylum: one game, four mechanics, ~1,200 playables in 30 days 40:18 – Asia vs West playables, and do seasonal creatives actually work? 📌 KEY TAKEAWAYS — Reskin a proven mechanic (Pixel Flow → sushi) and you have a new ad — One game can be sold through four mechanics; each one attracts a different player — “Harder than you think” works only if it is actually hard, but finishable — Mechanics travel across markets; difficulty and grind may need tuning for Asia 🎙️ HOSTS Matej Lancaric, Ondrej Monsberger, Robin Kuyer 🙏 SPONSORS Potensus – premium ad network with direct brand deals (Amazon, Apple, Coca-Cola, Vodafone) and Playable Maker-built formats: https://potensus.com PVX Partners – fund your UA with PVX Card, credit that grows with your ROAS: https://pvxpartners.com/cards Kinoa – AI operating system for live ops, segments and game ops: http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100 FastSpring – the no-drama D2C for mobile publishers: https://fastspring.gg Data courtesy of Sensor Tower Seen a playable we should cover? Drop it in the comments or the Slack channel. Subscribe for more playables, creatives and UA: https://www.youtube.com/@twoandahalfgamers #playableads #playables #mobilegames #creatives #UA #useracquisition #Voodoo #RoyalKingdom #LastAsylum #PixelFlow #PaperIO #PlayableMaker #SensorTower #twoandahalfgamers #Potensus #PVXPartners #Kinoa #FastSpring --------------------------------------- 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

    🎮 Playable Trends: The Playable that NEVER ends
  7. Oct 28

    🚙 30 Rewarded Ads, No Daily Cap: How Hill Climb Racing 2 Monetizes 2.5 Billion Downloads

    A rare live episode. After almost five years of podcasting, we finally tackled one of the games we had been saving for the right moment: Hill Climb Racing 2 from Fingersoft, part of a franchise with more than 2.5 billion downloads across Fingersoft’s games. Felix and Jakub are joined in person by Oona from Fingersoft (ad monetization manager) and Denise Farley from Google (EMEA monetization) to go through the game design, the ad setup and the UA flywheel behind one of the most downloaded games on the planet. Jakub starts with the design: physics-based arcade driving, many layers of power progression, car upgrades as a soft-currency sink, and a parts gacha that drives most of the IAP revenue. That puts HCR2 at roughly 70/30 IAP vs ads, while the first game is still almost all ads. Then Una covers the ad monetization: almost 30 rewarded placements, some with no daily cap and no limits for payers (“purchasers buy and then they watch”), an ad progression bundle in the style of Monopoly Go chain offers that lifted day-1 rewarded impressions for new users by more than 10%, interstitials that are delayed after every rewarded view, and tests where delaying or removing interstitials barely changed retention. Denise and Una also explain how Fingersoft dropped geo-based mediation groups for 5 tiers based on impression value, built behavior-based custom CPA events to feed back into UA, and use hybrid mediation and ad preloading in AdMob. ⏱️ TIMESTAMPS 00:00 – Cold open: the ad progression bundle 02:12 – Live from Mount Olympus: meet Una (Fingersoft) and Denise (Google) 03:51 – Game design: physics, progression layers, the parts gacha, 70/30 IAP vs ads 08:55 – Ad progression bundle: +10% day-1 rewarded impressions for new users 09:46 – ~30 rewarded placements, no caps for payers, events like the Halloween pumpkin smash 14:42 – Interstitials vs retention, rewarded cooldowns and the meta rewarded placement 19:48 – Behavior segmentation, custom CPAs and 5 tiers based on impression value instead of geo 23:19 – Hybrid mediation, preloading, and why creatives must match the store page 📌 KEY TAKEAWAYS — Payers are also heavy rewarded watchers, so don’t hide ads from them — Delay interstitials after each rewarded view to steer players to the higher-paying format — Segment by impression value, not geo; some tier-3 users bring tier-1 eCPMs — Your ads and your store page have to show the same game 🎙️ HOSTS & GUESTS Felix Braberg, Jakub Remiar Una – Ad Monetization Manager, Fingersoft Denise Farley – Monetization, Google (EMEA) Subscribe for more game deep dives, ad monetization and UA: https://www.youtube.com/@twoandahalfgamers #mobilegames #HillClimbRacing2 #Fingersoft #admonetization #AdMob #rewardedvideo #hybridmonetization #useracquisition #gamedesign #mobilegaming #gamedev #SensorTower #twoandahalfgamers

    🚙 30 Rewarded Ads, No Daily Cap: How Hill Climb Racing 2 Monetizes 2.5 Billion Downloads
  8. Oct 26

    🦆 Duck Survival: The Legend of Mushroom Team Plays a 4X Game Without the 4X Map

    Two Gamers this time (our half is on the other side of the world), and we play Duck Survival from JoyNet Games, the studio behind Legend of Mushroom. We expected a 4X game. There is no 4X map, but nearly everything else from 4X is there: a roguelite tower-defense core lifted from Kingshot’s creatives (move your duck, build towers and walls, call the waves, pick 1 of 3 skills, autoplay), with the full Legend of Mushroom meta on top. Then the creatives: 4,700 of them and only 70 playables. There’s 4X slap-slap fake gameplay, Dark War-style transformations, high-production AI, and the same AI Japanese actor (most likely a LoRA) in almost every ad. Matej shares how he localized his own Gandalf video with Korean and Japanese soldiers. ⏱️ TIMESTAMPS 00:00 – Cold open: very deep game, very nice core 01:29 – Two Gamers only: Duck Survival from the Legend of Mushroom team 03:15 – Core loop: roguelite tower defense modeled after Kingshot’s creatives 09:13 – The meta: Legend of Mushroom template, capture mechanic, gachas, server gating 20:06 – Numbers: Western launch, then Taiwan, Korea, Japan, and an iOS-heavy Japan 24:12 – JoyNet portfolio vs Legend of Mushroom, and why it won’t fly in the West 29:05 – Tower defense top 10: Lucky Defense, Bang Bang Survivor, Clash of Creatures, Arknights 33:46 – Creatives: 4,700 ads, 70 playables, 4X fake gameplay, the AI Japanese actor 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 Today's episode is brought to you by PvX Partners. Developers now have a new way to fund their marketing: PvX Card. If you're scaling your gaming business and need more capital for UA, here's the deal: your credit limit grows with your marketing performance — the higher your ROAS, the more credit you have available. Repayment terms run from 60 to 120 days and scale with your ROAS, so you can match repayments to your game's payback period. It's dynamic, it's flexible, and it scales as fast as you do. Check out PvXPartners.com/cards and scale your UA with PvX Card --------------------------------------- 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

    🦆 Duck Survival: The Legend of Mushroom Team Plays a 4X Game Without the 4X Map

Ratings & Reviews

5
out of 5
4 Ratings

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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