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This episode is special. We sit down with Akin Babayigit — early Facebook gaming, Audience Network launch team, King, co-founder of Tripledot, investor at Arcadia — to talk about what actually builds winning game studios.
We go deep into:
Why Pixelflow exploded
Why Match Villains keeps growing
Why China, Turkey & Vietnam are ahead
Why copying doesn’t kill winners
Why are ads misunderstood?
Why execution beats everything
And why is there no such thing as an “end game” in your career
This is not surface-level advice. This is 15+ years of pattern recognition distilled into one conversation.
🧠 Key Takeaways
Execution beats ideas (but intuition is back)
If you know you have something, scale aggressively
Ads are not the enemy. Poor integration is.
Turkey’s gaming ecosystem is structurally advantaged
China wins because of patience + scale
Match-3 is not dead — the bar is just brutal
Long-term greedy beats short-term greedy
There is no finish line in building
--------------------------------------
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
Special guest: Akin Babayigit
https://www.linkedin.com/in/akinbabayigit/
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA
Chapters
00:00 – Why This Episode Is Special
02:10 – Akin’s Background (Facebook → King → Tripledot → Arcadia)
06:00 – The Birth of Audience Network
10:00 – Ads: The Most Misunderstood Revenue Stream
16:00 – Hybrid Monetization & CPM Decay
20:00 – Pixelflow’s Explosive Growth
27:00 – Copycats, China & Scaling Fast
34:00 – Why Match Villains Keep Growing
40:00 – Turkish Gaming Incentives Explained
48:00 – China’s Work Ethic & Competitive Edge
55:00 – Career Philosophy: There Is No End Game
---------------------------------------
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
Mobile revenue barely grew in 2025. Downloads fell on both app stores. Meanwhile 200,000+ new games launched across iOS and Google Play. The market is saturated and attention is fragmented.
The only category that keeps expanding across downloads, revenue and time spent? Strategy. Especially 4X. Deep systems, high LTV, long retention curves. That’s where scale still exists.
The lesson is simple. You can launch another puzzle game. You can chase trends. Or you can build depth and monetization power. In 2026, monetization design and category selection matter more than ever.
---------------------------------------
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 – Strategy Is Still Expanding (Hello Kingshot)
00:30 – Fresh Game Launches This Week
01:15 – Tencent x Blockblast Talks
01:55 – ByteDance Selling Moonton?
02:20 – Sensor Tower State of Gaming 2026
03:05 – 55K Games Launched… Downloads Falling
03:30 – Rainbow Six Mobile Goes Global
03:50 – Agatha Christie & Survivor Partnerships
04:10 – Playtika Earnings Breakdown
---------------------------------------
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, we break down War Inc: Rise, the new title from the studio behind Art of War: Legions - a game that previously generated over $150M.
The gameplay? Solid.
The systems? Efficient.
The monetization? Confusing.
The UA strategy? Questionable.
We dive into:
Why War Inc feels like Battle Legion + Lucky Defense combined
How Fastone Games recycled their old IP smartly
Why ad monetization is almost nonexistent (and why that’s crazy)
The missed Applovin opportunity
Creative strategy mistakes that cap scale
Whether this can become their next big hit
This game should be scaling 2–3x harder. It’s not. And the reason is simple.
War Inc is actually good. Clean core loop. Smart recycling of IP from Art of War. Efficient production. Even layered modes like Lucky Defense built in.
But here’s the problem.
They barely monetize through ads. They don't push AppLovin. They’re still heavy on Facebook and Google. And their creative playbook looks like 2021.
The lesson? In 2026, you can’t just build a good game. You need the full growth stack aligned. Miss one piece of the puzzle and you cap your scale.
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-2um8eguhf-c~H9idcxM271mnPzdWbipg
Chapters
00:00 – “Why Isn’t This Game Bigger?”
02:00 – First Impressions & Battle Legion Comparison
06:30 – Core Loop Breakdown (Merge + Army Builder)
10:30 – Gacha System Explained (And Why It’s Weird)
15:30 – Limited Banner Strategy & Power Units
18:30 – Lucky Defense Mode Inside War Inc
23:00 – Why Co-Op Actually Matters
26:00 – Comparing It to Art of War: Legions
30:00 – Revenue & Spend Deep Dive ($40K/Day Reality)
33:30 – Retention, Payback & Scaling Limits
36:00 – Creative Strategy Review (What’s Missing)
39:00 – The Ad Monetization Mistake
41:30 – AppLovin, Blended ROAS & The Missed Scale
43:00 – Final Verdict: Great Game, Capped Growth
---------------------------------------
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 also built a playable during the recording! Playables are no longer optional. If you're running on AppLovin, Unity, ironSource, or any SDK network and you don’t have playables, you’re leaving scale on the table.
https://playablemaker.com/25gamers/ build your playables now!
In this solo episode, I break down:
• Why top games produce 60 playables per month
• The real playable testing structure
• Why “just wrapping your tutorial” doesn’t work
• Template strategy vs gameplay fidelity
• How to iterate instead of building from scratch every time
• And I built a playable live on camera
This episode is a teaser for the upcoming Playable Bible.
If you want to scale outside Meta/Google/TikTok in 2026, this is mandatory.
🧠 Key Takeaway
Playables are not a creative asset. They are a system these days. If you build one playable and stop, you lose. If you build a pipeline that outputs 5+ per month, you scale.
Recent playable trends: https://open.substack.com/pub/lancaric/p/playable-ads-trends-in-mobile-games-127?r=7qqaf&utm_campaign=post&utm_medium=web&showWelcomeOnShare=true
---------------------------------------
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: 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 – Why Playables Are Mandatory in 2026
02:20 – The Shift to SDK Networks (AppLovin, Unity, etc.)
05:00 – Why Longer Ad Units Convert Better
07:30 – Build Playables as a System, Not One-Offs
10:00 – What’s Working Now (4X, Merge, 3x3, Gates)
13:00 – Templates vs Real Gameplay Debate
16:00 – Anatomy of a Converting Playable
19:00 – Testing Structure (Video + Playable Combinations)
22:30 – Iteration Framework & Monthly Cadence
25:00 – Case Study: 3x3 Puzzle That Scaled
27:30 – Building a Playable Live (Quick Walkthrough)
29:00 – Final Advice + Playable Bible Teaser
---------------------------------------
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
AI game creatives just made another massive leap. In this episode, we break down 127 new creatives across Dark War, Top Heroes, Township and more and the quality jump in just one month is honestly insane.
We’re talking:
• Full anime-quality world model sequences
• AI influencers everywhere (grandmas, gamers, street interviews)
• 50+ completely different “games” promoted under one title
• Movie-level 4X fantasy ads
• Hyper-niche creative strategy instead of broad targeting
This is not an incremental improvement. This is a structural shift in how UA works. If you run paid UA, creative production, or mobile marketing… this episode is mandatory.
👇 Drop your hottest AI take in the comments. WE CAN'T WAIT!
Key Takeaway
The creative strategy is shifting from “broad appeal” to “own every niche.”
AI now allows studios to generate dozens of fully different game fantasies — and scale them all at once.
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 – The AI quality jump in 30 days
01:20 – 127 creatives this week (yes, seriously)
03:25 – King Shot & localization with AI
06:45 – AI influencers take over UGC
09:50 – Cute overload & grandma trend
12:10 – Stitching vs realism: does it even matter?
14:30 – Dark War’s massive creative evolution
20:30 – Old vs new: 1 month difference
22:40 – The River team = top AI creative squad
27:00 – Township & AI story hooks
29:50 – Top Heroes goes nuclear (50+ concepts)
33:00 – “All niches” strategy explained
36:30 – Why this shouldn’t work… but does
39:10 – AI fantasy RPGs that look real
41:45 – What this means 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
This week’s episode centers around two major AI developments in gaming. Unity claims its upcoming AI beta will allow developers to prompt full casual games into existence. At the same time, Meta has begun embedding Manus AI into Ads Manager, signaling deeper automation inside UA workflows. The industry is clearly shifting — but whether this is real product evolution or investor-driven positioning remains the big question.
🧠 CORE INSIGHTS
1️⃣ Unity Is Selling the “No Code” Dream
Prompt-based game creation sounds revolutionary. But fully AI-generated casual games are not realistically replacing studios yet. Templates and tooling? Yes. Instant hits from text prompts? Not there.
2️⃣ AI’s Real Impact Is Marketing
Creative generation, playables, automation workflows — that’s where AI is actually changing mobile gaming today. Not full game engines.
3️⃣ Meta Is Signaling AI Monetization
Manus AI inside Ads Manager is less about utility and more about showing investors measurable AI impact. Automation + reporting + agents = Wall Street comfort.
4️⃣ M&A & Global Power Shifts Continue
ByteDance potentially selling Moonton to Saudi-backed Savvy signals broader strategic repositioning in gaming.
5️⃣ Regulators Are Watching
The UK's ban on Call of Duty’s ad shows edgy marketing still has limits. Creative boundaries matter.
---------------------------------------
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
---------------------------------------
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, we break down what’s really happening in mobile game creatives right now. Creative trends for January 2026 are here..
From Kingshot clones everywhere to Pixel Flow conveyor belts invading other genres… from 2022 impulse puzzles coming back to life… to the brutal truth about creative fatigue lasting DAYS instead of weeks.
We look at Golden Goblins, Royal Kingdom, Match Factory, Tasty Travels, Tile Survive and more, and what their ads tell us about 2026.
If you work in UA, creative production, or game marketing… this one matters.
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
0:00 – Why Creative Trends Matter More Than Ever
2:45 – Golden Goblins & The Decline Curve
6:20 – Creative Fatigue Is Now Measured in Days
10:05 – Borrowing Hypercasual Mechanics Into 4X
12:10 – Noob vs Pro Is Back
16:00 – KingShot’s Influence Across Genres
20:00 – Royal Kingdom, Block Blast & Fake Mini-Games
23:10 – Tower War, Mob Control & Genre Crossovers
28:40 – 2022 Concepts Are Working Again
30:55 – Elevate vs Impulse & The “IQ App” Strategy
33:00 – Tile Survive & Massive Playable Scaling
36:45 – Tasty Travels & 10-Click Playables
38:25 – The Real Lesson for 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
---------------------------------------
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
If you think eCPM is the most important metric in ad monetization, this episode is for you.
Felix breaks down:
• eCPM vs Fill Rate
• Why Ad ARPDAU is king
• Recency model & impression decay
• Why more ads can hurt revenue
• SDK crash risks & ANR thresholds
• Aggressive end cards & churn
• How mediation doubles revenue
• Networks vs exchanges explained
This is a practical introduction to how mobile ads actually work once the SDK is live.
Key takeaway:
Ad monetization is not about showing more ads. It’s about optimizing per user.
The biggest misconception in mobile ad monetization is obsessing over eCPM. eCPM alone is meaningless. Revenue comes from eCPM × fill rate, and the only metric that truly matters is Ad ARPDAU. That’s your real performance line of sight. If eCPM goes up but fill drops, you can still lose money. Networks respect publishers who talk about Ad ARPDAU because it shows you understand the business, not just vanity metrics.
eCPMs are not fixed. They are dynamic and driven by complex algorithms. Networks use dozens of parameters including device type, geo, historical installs, auction loss rate, and most importantly recency models. The first few impressions per user are the most valuable. After 5–7 impressions, the per-unit value drops sharply. If you keep pushing more interstitials, you may increase impressions per DAU but flatten total revenue while damaging retention. More ads ≠ more money.
Operational discipline separates professionals from amateurs. Never rush SDK updates. Android ANRs and crash thresholds can destroy organic distribution. Aggressive end cards increase churn. Mediation doubles revenue when implemented correctly because it creates a marketplace instead of a single buyer. And exchanges are not networks — they are resellers. Understanding these mechanics is the difference between earning $100 a day and scaling to $1,200+ before expanding demand sources.
---------------------------------------
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 – Why Most Studios Misunderstand Ads
01:20 – The 4 Metrics That Actually Matter
03:30 – Why eCPM Is Overrated
05:10 – Ad ARPDAU: The Only Metric That Counts
07:00 – How Networks Calculate eCPM
09:20 – Recency Model & Impression Decay
11:40 – Why More Ads Don’t Always Mean More Revenue
13:00 – SDK Risks, ANRs & Crash Thresholds
15:10 – Aggressive End Cards & Churn
17:10 – Mediation Explained (Why It Doubles Revenue)
---------------------------------------
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
We sat down with Stan (CEO of Oh BiBi, creator of Asphalt) and Luis (VP Global Marketing at Rovio) to break down Angry Birds Rush. We discuss how the game was born, why they built 6 prototypes, how they benchmarked against slot machines, how they secretly tested fans on Discord, and why they’re aiming for a billion-dollar game. A bold attempt to merge:
• Luck Battle meta (Monopoly Go / Coin Master)
• Runner-style core gameplay
• Slingshot physics nostalgia
• The biggest family IP in mobile
And what you’re seeing publicly right now? It’s only a prototype.
This is one of the most transparent product breakdowns we’ve ever recorded.
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
Special guests: Luis de la Cámara, Stanislas Dewavrin
https://www.linkedin.com/in/luiscamaraking/
https://www.linkedin.com/in/stanislas-dewavrin-2a57294/
https://www.rovio.com/careers/
https://jobs.ohbibi.com/
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg
Chapters
00:00 – Why This Could Be a Billion Dollar Game
03:40 – The Origin of Angry Birds Rush
07:50 – Why Luck Battle Is Still Early
12:10 – The First Prototypes (And Why They Failed)
17:30 – Building on Top of Another Game
22:40 – Benchmarking CPI vs Slot Games
27:10 – Runner vs Slingshot: The Core Breakthrough
32:00 – Retry Rate vs Retention: What They Actually Track
36:20 – Designing for Scale, Not Just Soft Launch
41:10 – Working With Angry Birds Superfans
45:00 – Social Layer: The Real Long-Term Bet
50:30 – Competing With Monopoly Go (What They’ll Do Differently)
55:10 – Risks, Market Timing & Billion Dollar Ambition
58:30 – Final Thoughts & What Happens Next
---------------------------------------
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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Hit the Subscribe button on YouTube, Spotify, and Apple!
Please share feedback and comments - [email protected]
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Supercell’s annual letter was supposed to be routine. Instead, it triggered backlash around Clash Royale’s “resurgence” narrative. Influencers were credited for growth, including major names amplifying the story, which upset parts of the community. The reaction escalated to organized boycotts, forcing Ilkka Paananen to issue an apology and update the letter publicly. Meanwhile, revenue tells a simpler story: Clash Royale spiked aggressively, then dropped aggressively, returning close to its previous baseline.
Layoffs continue across the industry. Riot cut around 80 people from its 2XKO fighting game. Ubisoft faces union-led strikes following structural division moves that look increasingly like pre-sale positioning. Highguard is downsizing shortly after launch. Unity stock dropped roughly 30%, founders exited, and Bernard Kim steps in. Contrast that with AppLovin reporting $5.4–5.5B revenue in 2025, up ~70% YoY. One side restructures. The other compounds.
On the upside, indie and system-driven plays are thriving. The Steam indie hit sold 500k copies in its first week. ARK Raiders drove revenue growth to $3.1B (+6.5%). Overwatch doubled its concurrent record to 165k after a story-driven update. Arknights: Endfield crossed $30M within weeks of launch. The lesson is clear: execution and product-market clarity still win, even when public markets wobble.
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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-2um8eguhf-c~H9idcxM271mnPzdWbipg
Chapters
00:00 — 🚨📢 Supercell annual letter backlash
01:10 — Clash Royale spike & community boycott
02:20 — Riot layoffs (2XKO) & early launch cuts
03:10 — Ubisoft strike & restructuring signals
04:10 — Indie Steam hit sells 500k week one
05:00 — ARK Raiders & Overwatch concurrency jump
06:00 — AppLovin Q4 earnings explode
07:00 — Unity stock slide & founder exits
08:10 — Roblox child safety scrutiny
09:00 — Arknights: Endfield momentum
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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]
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