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In this solo episode of Two and a Half Gamers, Jakub breaks down 5 advanced ad placements that are actively driving revenue in top mobile games.
No theory. No fluff. Just practical systems you can implement today.
He covers:
🎯 Before-level boosters that increase win probability
⚙️ Idle stacking mechanics that multiply impressions
✈️ Dynamic “random drop” placements
🎰 Gacha-based ad conversion systems
📺 Rewarded interstitials that improve retention
Plus, a hidden system used by top games to scale ad revenue over time.
This episode is brought to you by Potensus. If you're a mobile game publisher tired of leaving money on the table - listen up.
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
Podcast:
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA
Chapters
00:00 Why most ad placements suck
01:00 Before-level boosters explained
03:20 Idle stacking mechanics (impression scaling)
06:10 Random moving placement (conversion machine)
09:10 Gacha ad placement (urgency + value)
11:40 Rewarded interstitial optimization
13:30 Hidden system: rewarded ads hub
---------------------------------------
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 - [email protected]
---------------------------------------
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
This puzzle game feels like work… but it’s making money
In this episode of Two and a Half Gamers, we break down Brilliant Sort, a puzzle game by Belka Games that is scaling fast - despite gameplay that feels more like a chore than entertainment.
With around 50K DAU and strong monetization, the game proves once again that in mobile gaming, player psychology beats gameplay innovation.
We analyze:
• Why “cleaning mechanics” are so addictive
• How extreme friction drives monetization
• Why UA creatives are completely fake (and still work)
• How this fits into the broader “sort game boom”
Get our MERCH NOW: 25gamers.com/shop
--------------------------------------
PVX Partners offers non-dilutive funding for game developers.
Go to: https://pvxpartners.com/
They can help you access the most effective form of growth capital once you have the metrics to back it.
- Scale fast
- Keep your shares
- Drawdown only as needed
- Have PvX take downside risk alongside you
+ Work with a team entirely made up of ex-gaming operators and investors
---------------------------------------
For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.
Our sponsor FastSpring:
Has delivered D2C at scale for over 20 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
Chapters
00:00 First reaction — this feels like work
01:30 What Brilliant Sort actually is
03:00 Why this screams UA play
05:00 Core gameplay (and why it’s painful)
08:00 The “cleaning / sorting” psychology
11:00 Monetization breakdown (coins, ads, friction)
14:00 Why difficulty is intentional
17:00 DAU vs revenue reality
19:00 UA strategy and fake creatives
22:00 AI creatives and concept diversity
25:00 Scale potential (60–100K/day ceiling?)
27:30 Final verdict
---------------------------------------
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 - [email protected]
---------------------------------------
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
Layoffs, closures, and major strategy shifts across gaming
This week in Two and a Half Gamers Breaking News, we cover one of the toughest weeks for the gaming industry — with layoffs, shutdowns, and major strategic pivots across multiple companies.
Here’s what happened:
🎮 Ubisoft launches The Division Resurgence on mobile
📉 Multiple studios shut down or reduce teams
💸 A $100M+ project gets cancelled after 7+ years
🤖 Unity doubles down on AI and ad tech strategy
📊 Nazara raises $50M for acquisitions and AI expansion
🎮 VR platforms continue to struggle with monetization
👉 The industry is going through a major reset — and mobile, AI, and distribution are at the center of it.
Get our MERCH NOW: 25gamers.com/shop
--------------------------------------
PVX Partners offers non-dilutive funding for game developers.
Go to: https://pvxpartners.com/
They can help you access the most effective form of growth capital once you have the metrics to back it.
- Scale fast
- Keep your shares
- Drawdown only as needed
- Have PvX take downside risk alongside you
+ Work with a team entirely made up of ex-gaming operators and investors
---------------------------------------
For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.
Our sponsor FastSpring:
Has delivered D2C at scale for over 20 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
Podcast:
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA
Chapters
---------------------------------------
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 - [email protected]
---------------------------------------
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
Today, we break down Castle Clashers, a new game from Voodoo that’s generating $220K+ daily revenue and scaling aggressively with 100K downloads per day.
But this is not your typical Voodoo game.
It combines:
• Artillery shooter gameplay (Worms-style)
• Clash Royale-inspired gacha systems
• Heavy-rewarded ad monetization
• Aggressive UA scaling
We dive into why this hybrid approach works, where it breaks industry “rules”, and why this could be a blueprint for the next generation of midcore-lite games.
Get our MERCH NOW: 25gamers.com/shop
--------------------------------------
PVX Partners offers non-dilutive funding for game developers.
Go to: https://pvxpartners.com/
They can help you access the most effective form of growth capital once you have the metrics to back it.
- Scale fast
- Keep your shares
- Drawdown only as needed
- Have PvX take downside risk alongside you
+ Work with a team entirely made up of ex-gaming operators and investors
---------------------------------------
For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.
Our sponsor FastSpring:
Has delivered D2C at scale for over 20 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
Podcast:
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA
Chapters
00:00 intro
02:00 Gameplay breakdown (Worms-style combat)
05:00 Why the core loop works
09:00 Repetition problem vs retention
12:00 The “Voodoo gacha” explained
16:00 Why this breaks traditional gacha rules
20:00 Rewarded ads as progression engine
23:00 Ad monetization vs IAP balance
26:00 Category analysis (Artillery Shooter)
29:00 UA strategy and creative volume
32:00 Why creatives are weak (and still scale)
34:00 Missed creative opportunities
36:00 Final verdict
---------------------------------------
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 - [email protected]
---------------------------------------
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
In this special episode, we sit down with Tactile Games and Loomit to break down how ad monetization actually works at scale - using Lily’s Garden as a real-world example.
https://loomit.ai/
https://meetings.hubspot.com/iortizf/25gamers?uuid=c4c16368-14b8-4277-9ab2-ab55d5614c2d - to book a meeting
From segmentation and A/B testing to dynamic floors, multiple ad units, and user-level optimization — this episode goes deep into the systems behind modern ad revenue.
We also tackle the biggest challenges in ad monetization today:
• Cannibalization vs incremental revenue
• Ad quality vs revenue trade-offs
• Why most setups leave money on the table
• How AI and automation are changing AdMon
🎯 KEY TAKEAWAY
Ad monetization is no longer about placements.
It’s about user-level optimization, testing, and control over the auction.
https://loomit.ai/ - website
https://meetings.hubspot.com/iortizf/25gamers?uuid=c4c16368-14b8-4277-9ab2-ab55d5614c2d - to book a meeting
---------------------------------------
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,
Special guests: Ignacio Ortiz Freuler
https://www.linkedin.com/in/iortizfreuler/
Éric Tournié
https://www.linkedin.com/in/erictournie/
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA
Chapters
00:00 Intro and guests (Tactile + Loomit)
01:40 What makes Lily’s Garden unique
04:00 Ads in IAP-heavy games — why it’s hard
07:00 Defining non-payers and segmentation
09:30 A/B testing ad placements
12:00 Rewarded placements that actually work
15:00 Cannibalization vs incremental revenue
18:00 Mediation platforms and testing strategy
21:00 What Loomit actually does
24:00 Smart buffering and ad loading
27:00 Ad quality vs revenue tradeoffs
30:00 Bid floors and multiple ad units explained
34:00 Why most setups are suboptimal
36:30 AI, automation and future of AdMon
---------------------------------------
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 - [email protected]
---------------------------------------
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
In this episode of Two and a Half Gamers, we break down one of the strangest success stories in mobile gaming right now — Yarn Loop.
Despite having a relatively small player base, the game is already generating millions in revenue, driven by strong Tier 1 users, efficient monetization, and heavy AppLovin scaling strategies.
We explore how this “Pixel Flow-inspired” puzzle game evolved into a top performer, why iteration beats originality in today’s market, and how studios like Spyke are building scalable puzzle machines using templates, AI, and ruthless execution.
🧠 Key Takeaway
You don’t need millions of players to win. You need the right players, the right monetization, and the right UA strategy.
Get our MERCH NOW: 25gamers.com/shop
--------------------------------------
PVX Partners offers non-dilutive funding for game developers.
Go to: https://pvxpartners.com/
They can help you access the most effective form of growth capital once you have the metrics to back it.
- Scale fast
- Keep your shares
- Drawdown only as needed
- Have PvX take downside risk alongside you
+ Work with a team entirely made up of ex-gaming operators and investors
---------------------------------------
For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.
Our sponsor FastSpring:
Has delivered D2C at scale for over 20 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
Podcast:
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA
Chapters
00:00 Why this game makes no sense
01:30 Millions in revenue with low DAU
03:00 What Yarn Loop actually is
05:00 Pixel Flow vs Yarn Loop comparison
08:00 Why cute visuals matter for CPI
11:00 The “slinging” mechanic explained
14:00 Difficulty curve and retention design
17:00 Spike’s puzzle template strategy
20:30 LiveOps advantage vs competitors
23:00 Revenue breakdown and Tier 1 focus
27:00 Puzzle genre explosion in 2026
30:00 Competitors: Pixel Flow, Magic Sword
33:00 AppLovin scaling and ad revenue debate
37:00 Creative strategy breakdown
40:00 Legal risks and copycat strategy
42:30 Final verdict — how big can this get?
---------------------------------------
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 - [email protected]
---------------------------------------
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
Subway Surfers City just hit 10 million downloads in 3 weeks — but is it actually a good business?
We tear apart Sybo's long-awaited follow-up to one of the most downloaded games in history. We break down the gameplay, the surprisingly advanced (and stingy) economy, Felix's obsession with the ad placements, and why the UA setup is basically a ghost town despite having MiniClip's full weight behind it.
After 5+ years of development in Denmark and a soft launch back in July 2024, Subway Surfers City finally went global — but the numbers are already declining. Is this a profitable sequel or a $20K/day money pit that'll never recoup its dev costs?
Topics covered:
Game breakdown: gacha system, hoverboards, shard economy, modes & daily trials
Ad monetization deep dive: 8 rewarded ads/day cap, ad boxes, interstitials done right
Why Felix wants to sell you a subscription to watch MORE ads
Revenue reality: ~$100K/day total, DAU at 730K and shrinking
UA analysis: 51 creatives, mostly Facebook, no AdROAS, no AppLovin — why?
The organic trap: can Subway Surfers City ever escape the shadow of the original?
Cross-promo mystery: 16M monthly downloads next door and zero funnel into City
Was this game worth building at all?
Get our MERCH NOW: 25gamers.com/shop
--------------------------------------
PVX Partners offers non-dilutive funding for game developers.
Go to: https://pvxpartners.com/
They can help you access the most effective form of growth capital once you have the metrics to back it.
- Scale fast
- Keep your shares
- Drawdown only as needed
- Have PvX take downside risk alongside you
+ Work with a team entirely made up of ex-gaming operators and investors
---------------------------------------
For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.
Our sponsor FastSpring:
Has delivered D2C at scale for over 20 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
Chapters
00:00 intro
02:38 Game overview – What is Subway Surfers City?
04:13 Background – Sybo, MiniClip, and the original game
05:49 Monetization model – IAPs vs. the original's ad-only approach
06:26 Ad placements deep dive – Rewarded ads, revives, doubler
07:32 Economy breakdown – Shard gacha, currencies, and the 8-ad daily cap
21:13 Felix's wild idea – Pay to watch MORE ads
22:07 Interstitial placement & eCPM balance
23:37 Numbers – Downloads, DAU, revenue
26:14 Revenue reality – $20K/day IAP, ~$100K/day total
31:03 UA breakdown – 51 creatives, Facebook only, no AdROAS
33:05 Why is the UA so weak? MiniClip, earn-outs, LTV issues
36:06 Cross-promo – Why isn't Subway Surfers 1 pushing City?
39:10 Final verdict – Was this game worth making?
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 - [email protected]
I automated my weekly UA reporting using AppsFlyer MCP and it took less than 15 minutes to set up. https://bit.ly/4lMS8jM
Every week, I was doing the same painful thing: opening AppsFlyer for one client, then another, then another. 10 accounts, 10 dashboards, hours gone before the week even starts. Not anymore.
In this episode, I walk you through the exact setup I use - live, on screen - so you can copy it for your own accounts today.
What you'll learn:
→ What MCP (Model Context Protocol) actually is, in plain UA terms
→ How to connect AppsFlyer MCP to n8n (or Claude Desktop / ChatGPT)
→ How to build an automated weekly UA report in under 20 minutes
→ How to deliver reports to Slack, email, Notion, Google Sheets — wherever you work
→ How to scale to 10+ client accounts using a multi-agent setup
→ What's coming next: creative fatigue alerts, spend cap monitoring, and more
This works whether you're an internal UA manager with one app or a consultant running campaigns for multiple clients. No coding required.
— Links mentioned —
AppsFlyer MCP GitHub (open source): https://github.com/AppsFlyerKnowledge/appsflyer-ai-agents-examples
AppsFlyer MCP setup guide + templates: https://bit.ly/4lMS8jM
AppsFlyer workflow library (executive summary, caps alert, and more): https://bit.ly/4lMS8jM
n8n (free automation tool): https://n8n.io
My Companion article (step-by-step written guide):
My newsletter (Sub Stack):
https://lancaric.substack.com/p/i-tested-all-10-new-appsflyer-products
— Chapters —
00:00 Why I hate weekly UA reporting
01:45 What is MCP — the 2-minute version
03:30 Where to find AppsFlyer templates and the workflow library
05:00 Step 1: Get your AppsFlyer MCP token
06:30 Step 2: Connect to n8n and set up credentials
08:15 Step 3: Run your first automated report
10:30 Customising metrics — CPI, ROAS, creative performance
12:00 Delivering reports to Slack, email, Notion, Sheets
13:30 Scaling to multiple accounts: the multi-agent setup
— Who this is for —
UA managers, growth marketers, and mobile gaming consultants who run campaigns on AppsFlyer and want to automate the parts of their job that don't require human thinking.
#MobileUA #AppsFlyer #MCP #UAautomation #MobileGaming #UserAcquisition #n8n #AIautomation
---------------------------------------
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
Podcast:
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 - [email protected]
---------------------------------------
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
In this episode of Two and a Half Gamers, we break down the insane launch strategy behind Last Asylum: Plague by 37 Entertainment - a game that mixes onboarding mini-games, massive AI-driven creative production, and aggressive scaling tactics that could define the next phase of the 4X market.
From My Perfect Hotel-style onboarding loops to hundreds of AI-generated creatives flooding ad networks, this launch shows how Chinese publishers are building growth machines that are almost impossible to compete with.
Get our MERCH NOW: 25gamers.com/shop
--------------------------------------
PVX Partners offers non-dilutive funding for game developers.
Go to: https://pvxpartners.com/
They can help you access the most effective form of growth capital once you have the metrics to back it.
- Scale fast
- Keep your shares
- Drawdown only as needed
- Have PvX take downside risk alongside you
+ Work with a team entirely made up of ex-gaming operators and investors
---------------------------------------
For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.
Our sponsor FastSpring:
Has delivered D2C at scale for over 20 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
Podcast:
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA
Chapters
00:00 Why the Last Asylum launch is shocking
02:10 Fake-ad onboarding becomes real gameplay
05:10 My Perfect Hotel mechanics inside a 4X
08:40 Star gating progression and retention design
12:00 Building pressure systems and event timers
15:10 Alliance onboarding and server population tricks
18:00 Early performance data and Tier-1 scaling
22:00 Comparing launch trajectory vs King Shot
26:30 Chinese revenue reality vs Western dashboards
30:00 AI production pipeline and creative volume
34:00 Creative strategy breakdown and winning concepts
39:30 Playables gap and future scaling potential
42:30 Final prediction — biggest 4X of 2026?
---------------------------------------
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
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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 - [email protected]
---------------------------------------
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
Mobile Gaming & AI Industry Breaking News. This week’s biggest stories reveal major shifts in platform power, investment flows and UA channel consolidation.
In this Breaking News segment of Two and a Half Gamers, Felix explains:
• How Apple is making nearly $1B from generative AI apps despite lacking a clear AI product strategy
• Why new mobile gaming funding rounds signal renewed investor confidence
• The strategic acquisition of JustPlay by NCsoft for $200M
• Why rewarded UA companies are starting to consolidate globally
• How Nazara’s acquisition strategy shows the rise of owned-traffic ecosystems
The episode highlights a key trend:
Distribution and monetization infrastructure are becoming more valuable than individual game launches.
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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
Podcast:
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA
Chapters
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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 - [email protected]
---------------------------------------
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
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