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Slay the Spire 2 just proved that game design still wins
In this episode of Two and a Half Gamers, we break down one of the biggest indie launches in recent years.
Slay the Spire 2 reportedly generated over $100M in revenue within two weeks of early access, driven by massive wishlist numbers, Twitch coverage and an already legendary community built over nearly a decade.
The hosts discuss why the game works despite minimal visual upgrades, how roguelite deck-building loops create extreme engagement, and why premium PC launches can still outperform heavily marketed mobile titles.
They also explore the marketing blueprint behind the launch: massive media coverage, creator distribution, and community-driven hype instead of traditional paid UA.
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 $100M early access shock
02:10 Slay the Spire history and genre impact
04:30 Community scale and Steam metrics
06:40 Why small teams can win big
08:10 Deck-builder gameplay loop explained
12:00 Progression depth and content volume
16:30 Why engagement beats graphics
19:40 Premium pricing and revenue math
23:50 Community power and long-term hype
27:00 Marketing without UA spend
30:30 Mobile port opportunity discussion
33:40 Revenue predictions and future outlook
---------------------------------------
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
Influencer marketing in mobile gaming is growing fast, but most campaigns still fail. Not because creators are bad or games are weak. The real problem is setup.
In this episode of Two and a Half Gamers, Marion breaks down the real execution framework behind profitable influencer campaigns. From defining goals and calculating budgets to choosing the right creators and measuring organic uplift, this episode is a practical guide built on real campaign experience.
You will learn why organic traffic matters more than tracked installs, how to calculate the minimum views needed to see impact, and why influencer vertical testing should follow strict profitability ratios.
If you are running influencer marketing or planning to test it as a UA channel, this episode gives you the playbook.
🧠 Key Takeaway
Influencer marketing is not only about creators. It is about math, timing, and execution discipline.
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.
Podcast host: Marion Balinoff
https://www.linkedin.com/in/marion-balinoff/
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg
Chapters
00:00 Influencer marketing reality check
04:10 Defining goals
06:40 Organic uplift as the real KPI
09:10 Budget math and required view volume
12:20 Why YouTube works best for UA
15:00 Choosing the right creator vertical
18:20 Finding influencers and outreach strategy
21:10 Pricing models and profitability logic
24:30 Measuring results and scaling campaigns
27:00 Final lessons for UA teams
---------------------------------------
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
How Super Bear Adventure Became a Massive Ad Revenue Machine
In this episode of Two and a Half Gamers, Matej, Jakub and Felix break down one of the most surprising mobile success stories right now.
Super Bear Adventure looks like a nostalgic low-budget console platformer.
But behind the simple visuals hides a huge scale business driven by ads, social features and organic traffic.
The game reached millions of daily active users, especially in Tier-2 and Tier-3 markets like Indonesia, Brazil and Russia.
Instead of relying on paid UA, growth seems to be fueled by YouTube content, multiplayer updates and strong exploration gameplay loops.
The hosts analyze the monetization design, rewarded revive mechanics, cosmetic economy and why this game could be earning tens of millions per year despite 0 marketing spend.
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-2um8eguhf-c~H9idcxM271mnPzdWbipg
Chapters
Some studios spend millions on UA, build Hollywood trailers, hire growth ninjas…
and still pray for scale.
Then this cozy little bear shows up.
Looks like it escaped from a 1999 console game.
Movement is clunky.
UI feels like it was built during a power cut.
And it’s casually pulling millions of players and huge ad revenue.
No massive marketing push.
No creative testing war room.
No Meta rep screaming about ROAS.
Just exploration.
Multiplayer vibes.
And rewarded revives printing money.
Meanwhile somewhere a product team is debating
whether the grass shader feels premium enough for soft launch.
The lesson?
Players don’t scale because your game is beautiful.
They scale because your game is fun, sticky and everywhere.
This bear didn’t need better graphics.
It needed session length.
And honestly…
that’s the most mobile gaming story ever.
---------------------------------------
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]
This week’s biggest industry stories come straight from GDC announcements, platform changes and new market predictions.
Here’s what we cover:
🎮 Google reveals more details about reduced Play Store fees
💸 Fortnite increases V-Bucks pricing ahead of the new season
🤖 Google Genie world models disappoint investors
📉 Gaming stocks react to AI hype cooling down
📊 Newzoo predicts PC will overtake console revenue by 2028
🎰 Loot box regulation tightening in Europe
🎮 Xbox reveals early next-gen console plans
📦 NCsoft expands into casual games with new acquisitions
🧠 Unity AI announcements raise more questions than answers
The industry keeps shifting — and platforms are still fighting for control.
Get our MERCH NOW: 25gamers.com/shop
---------------------------------------
This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg
Chapters
00:00 GDC Week & Major Headlines
00:25 Google Play Fee Changes Explained
01:30 New 15% Commission Programs
02:20 EA Layoffs vs Battlefield Revenue
03:10 Google Genie AI Reality Check
04:20 Scopely Hits $15B Lifetime Revenue
05:00 AI NPC Research Insights
05:40 PC Revenue Prediction vs Console
06:30 Fortnite V-Bucks Price Increase
07:10 Loot Box Age Rating Changes
07:50 Xbox Next-Gen Console Details
08:20 Valve Loot Box Lawsuit Response
08:50 NCsoft Casual Expansion Strategy
09:20 Unity AI Announcements Breakdown
09:50 Final Thoughts
---------------------------------------
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 run Steam Scanner to look at the latest PC games that are quietly exploding in revenue.
Why does this matter for mobile?
Because some of the biggest mobile hits originally came from PC trends first. Studios that watch Steam early often get a 12–24 month head start on mechanics that later dominate mobile charts.
We break down several surprising titles, including Escape From Duckoff, which generated nearly $70M, and discuss why quirky concepts, niche genres, and experimental mechanics on Steam often become the next big opportunity for mobile studios.
If you want to know what mobile games might look like in 1–2 years, Steam is still one of the best places to look.
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-2um8eguhf-c~H9idcxM271mnPzdWbipg
Chapters
00:00 A $70M Steam Surprise
01:05 Intro – The Steam Scanner
02:05 Why Steam Trends Matter For Mobile
04:15 Escape From Darkhoff Breakdown
07:10 Why Weird Steam Games Win
10:20 Steam Mechanics Mobile Studios Should Watch
14:05 The Next Wave Of Mobile Inspiration
18:20 Genre Experiments Working On Steam
22:30 What Mobile Studios Usually Miss
26:10 Which Games Could Actually Port To Mobile
30:15 Final Thoughts & Biggest Opportunities
---------------------------------------
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
Rewarded user acquisition and offer walls are suddenly becoming a major part of mobile game UA strategy.
In this episode of Two and a Half Gamers, Matej and Felix talk with Max from MAF about how rewarded UA evolved from a questionable growth hack into a legitimate acquisition channel.
Studios are now allocating 30–40% of their UA budgets to rewarded channels, and some games are scaling them even more aggressively.
The conversation covers ROI timelines, retention dynamics, monetization setups, genre fit, and how rewarded playtime models are changing the economics of offer walls.
If you’re running UA in 2026, ignoring rewarded UA might be a very expensive mistake.
🧠 Key Takeaways
• Rewarded UA budgets now reach 30–40% of total spend
• Playtime rewards outperform install rewards
• Rewarded channels can reach break-even 2–3x faster than traditional UA
• Strategy, merge and social casino games scale best
• Offer walls can add 5–15% monetization uplift inside games
• Playtime rewards help build player habits over 60–90 days
• Offer walls are shifting from monetization tools to loyalty and engagement systems
---------------------------------------
This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Felix Braberg, Matej Lancaric
Special guest: Massimo Caroli
https://www.linkedin.com/in/massimocaroli/
https://maf.ad/
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg
Chapters
00:00 Rewarded UA Strategy Question
01:18 Podcast Intro
01:50 Max From MAF Introduction
03:20 What Rewarded UA Actually Is
04:00 Why Studios Are Investing In It
05:20 Privacy Changes And UA Diversification
06:40 Economic Trends In Rewarded Apps
07:46 Why Offer Walls Had A Bad Reputation
09:05 The Shift To Playtime Rewards
10:00 Monetization And Game Economy Challenges
11:00 Airline Loyalty Case Study
13:00 Rewarded Playtime On iOS
15:00 Why Playtime Rewards Work Better
16:00 ROI Comparison vs Traditional UA
18:00 Building Player Habits
19:30 Monetization Setup For Rewarded UA
21:00 Best Genres For Offer Walls
23:00 Games That Should Avoid Offer Walls
24:30 Offer Wall Monetization Benchmarks
26:00 When Studios Should Implement Offer Walls
28:00 Case Study: TapNation ROI Results
30:00 How To Launch Rewarded UA
32:00 Scaling Across Multiple Offer Wall Networks
34:00 LiveOps Events & Super Bowl Tournament
36:30 Future Of Offer Walls & Loyalty Systems
39:30 DSPs And Offer Wall Aggregation
---------------------------------------
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
The Mobile Game That Makes Money… But nobody understands why. Well, we kinda do. In this episode of Two and a Half Gamers, we dive into one of the strangest successful mobile games they’ve seen recently: Cell Survivor.
The game looks confusing, the onboarding is painful, and the design feels chaotic. Yet somehow it’s making serious money, especially in Asian markets.
So the team breaks down what’s actually happening under the hood.
They discuss the game’s unusual progression systems, monetization design, Asian-first market strategy, and how games like this manage to scale despite confusing UX and questionable gameplay clarity.
Sometimes mobile gaming success is not about polish.
It’s about understanding the right audience and scaling the right mechanics.
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-2um8eguhf-c~H9idcxM271mnPzdWbipg
Chapters
00:00 Chinese Humor & First Impressions
01:13 Intro – What Is Cell Survivor?
02:00 Why This Game Is Making Money
04:10 First Gameplay Reactions
06:40 Painful Onboarding Experience
09:20 The Idle Reward System
12:10 Asian Market Design Philosophy
15:20 Why UX Doesn’t Matter Here
18:30 Monetization Structure
21:40 Why This Works In Asia
24:30 Western Audience vs Asian Players
27:00 UA Strategy Discussion
30:10 Dragon-Style Creative Strategy
33:10 Rush Royale Comparison
35:40 Final Thoughts
---------------------------------------
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
Three huge stories this week are reshaping the mobile and tech landscape.
First, Epic and Google finally settled their long legal battle, meaning Fortnite is returning to Google Play. Even more importantly, Google is cutting store fees and allowing developers to use alternative payment providers.
Second, the AI race just took a strange turn. Claude briefly overtook ChatGPT in US App Store downloads after OpenAI announced a deal with the US Department of Defense.
And finally, Netflix walks away from the $82B Warner Bros. Discovery deal, leaving Paramount and Skydance to potentially reshape the future of some of the biggest entertainment IPs.
This week shows one thing clearly:
the platform economy is shifting.
Get our MERCH NOW: 25gamers.com/shop
--------------------------------------
---------------------------------------
This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric
Podcast:
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg
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
What if you built a puzzle game in the most crowded genre on earth…
…and scaled it to 5M downloads per month?
In this episode, we sit down with Vlad from Malpa Games and Ritzki from PVX Partners to unpack:
Why Malpa focused on production before ideas
90%+ ad revenue strategy
Why is ad tolerance in puzzles insanely high
How Cardscapes grew 200% month over month
Why AppLovin ROAS campaigns are the scaling engine
How UA cohort financing unlocked aggressive growth
The truth about incentivized traffic in ad-heavy games
Why retention beats everything in ad monetized scaling
This is not a flashy hybrid casual story.
This is disciplined production, AB testing, and pure operational excellence.
🔥 Key Takeaways
Production is more than a “Brilliant Idea”
1% retention lift = huge win
Scale increases ad margins
Incent traffic works if you tune your game
Cohort financing removes cashflow ceiling
AppLovin ROAS = main growth engine
Evergreen puzzles can still explode
Get our MERCH NOW: 25gamers.com/shop
--------------------------------------
PVX Partners offers non-dilutive funding for game developers.
Go to: https://pvxpartners.com/
They can help you access the most effective form of growth capital once you have the metrics to back it.
- Scale fast
- Keep your shares
- Drawdown only as needed
- Have PvX take downside risk alongside you
+ Work with a team entirely made up of ex-gaming operators and investors
---------------------------------------
This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric
Special guests: Uladzimir Tsimashkou & Ridzki Syahputera
https://www.linkedin.com/in/ridzkisyahputera/
[Malpa Games Website] https://malpagames.com/
[Uladzimir Tsimashkou] https://www.linkedin.com/in/tsimox/
[Malpa Games LD] https://www.linkedin.com/company/malpagames/
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg
Chapters
00:00 – Why Cardscapes Is Exploding
02:00 – Malpa’s 10-Year Production Philosophy
06:00 – 90%+ Ad Monetization Strategy
10:00 – Why Puzzle Ad Tolerance Is So High
14:00 – Scaling with AppLovin ROAS
18:00 – Why Facebook Doesn’t Work Here
21:00 – Incentivized Traffic & Ad Tuning
26:00 – Cohort Financing with PVX Partners
30:00 – Why Scale Increases Ad Margins
34:00 – Retention vs Monetization Tradeoffs
38:00 – Final Lessons for Founders
---------------------------------------
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
D2C Trends 2026: Steering is still allowed in the US. No fees (for now). But that window is closing. In this episode, we sit down with Chip Thurston from FastSpring to break down:
The current state of D2C in the US
Japan’s 15–20% platform fees
Brazil joining the party
Apple’s 7-day attribution window
Google’s 24-hour window
Why this might actually increase D2C adoption
How to treat web shops like e-commerce brands
Why hybrid monetization is the real play
This isn’t theory.
This is how publishers are thinking about 2026.
🧠 Key Takeaways
The no-fee US window won’t last forever
Japan and Brazil are the blueprint
Platform fees don’t kill D2C — they mature it
Treat web shop CAC like paid UA
Mid-core and social casino win differently
Email + community = long-term margin
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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:
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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
Special guest: Chip Thurston
https://www.linkedin.com/in/thurstonchip/
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg
Chapters
00:00 – The D2C Jet Fuel Moment
02:30 – The US No-Fee Steering Window
05:00 – Japan’s 15–20% Platform Fees
08:00 – The 24h vs 7-Day Attribution Problem
11:00 – Web Shop as Customer Acquisition Cost
14:00 – Segmenting Payers Smartly
18:00 – Why Hybrid Monetization Wins
22:00 – Mid-Core vs Social Casino D2C
26:00 – When Should You Launch a Web Shop?
30:00 – Brazil & Global Regulation Trends
34:00 – The Future of Direct-to-Consumer
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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
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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]
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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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