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Creative trends are getting darker, faster, and more automated.
In this Creative Trends episode, we break down how AI creatives now dominate volume, why Golden Goblins mechanics are everywhere, how celebrities are quietly replacing UGC, and why IP infringement is no longer being enforced.
We analyze Dark War’s AI-first strategy, Supercent’s creative flood, merge drama escalation, and the uncomfortable reality of what actually scales in 2026.
What we cover
• AI-generated creatives at scale
• Golden Goblins copy machine
• Celebrity ads vs AI characters
• Merge drama and moral collapse
• IP infringement in UA
• Creative cost collapse
Key takeaway
If it converts, it ships.
Everything else is optional.
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 — Intro & Creative Trends setup
01:55 — The recurring themes of this cycle
03:30 — Golden Goblins and idle dominance
05:10 — Category consolidation: idle, lumber, miner
06:45 — Early AI hooks and fake characters
08:15 — One-to-one creative copying explained
10:00 — Supercent’s volume strategy
11:45 — AI influencers and talking characters
13:30 — Celebrities quietly returning to ads
15:30 — Royal Kingdom creative pressure
17:20 — Side-view mechanics becoming standard
19:00 — AI bears, yetis, and mascots
21:00 — Dark War’s AI-first creative factory
24:40 — 80–90% AI adoption reality
26:30 — Creative cost collapse
28:00 — FastSpring D2C segment
29:30 — Merge drama escalation
31:00 — IP infringement everywhere
33:30 — Networks not enforcing anything
35:30 — Travel Town and drama maximalism
38:30 — Morals vs performance
40:00 — Outro & 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
This week confirms a shift that’s been building quietly:
Volume is down. Monetization is up. And everyone is restructuring around reality.
Across the news:
Big publishers are cutting, consolidating, and centralizing power
IAP revenue keeps growing even as downloads slow
Turkey remains a capital magnet for mobile
Legacy IPs prove longevity beats novelty
AI rules are being normalized, not hyped
This is a monetization-first era, and the industry is finally acting like it.
---------------------------------------
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 — Intro & why this week matters
00:35 — Ubisoft restructures and cancels games
01:55 — Mobile IAP hits $167B while downloads fall
03:05 — Rovio revives Angry Birds again
04:05 — Turkey keeps raising (Anka Ventures)
05:00 — Activision Blizzard under investigation
06:05 — RuneScape passes $3B lifetime revenue
06:55 — Outfit7 goes PC with Talking Tom
07:45 — Steam relaxes AI disclosure rules
08:30 — Dreamhaven layoffs & Pokémon goes physical
09:10 — Final take & what this signals 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
In this episode, we break down Sandloop by Voodoo and explain how a lightweight, physics-driven sorting game can already generate ~$100k+ per day with a heavily ad-driven model.
We cover gameplay design, monetization, difficulty tuning, creative strategy, and where Sandloop realistically sits compared to Pixel Flow and other sorting hits.
What we cover
• Sandloop core mechanics
• Physics-based puzzle design
• Ad-first monetization strategy
• Early revenue and spend estimates
• Sorting category trends
• Voodoo’s portfolio 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-2um8eguhf-c~H9idcxM271mnPzdWbipg
Chapters
00:00 — Intro and first revenue estimates
02:05 — Why Sandloop exists in Voodoo’s portfolio
03:00 — No menu early and why it matters
04:45 — Sandloop vs Pixel Flow pacing
05:50 — Physics-based sorting explained
07:40 — Hidden layers and bucket logic
09:20 — Fail states and difficulty design
11:00 — Why thinking beats speed here
12:50 — Ads, segmentation, and break timing
14:40 — Monetization mix and ad share
16:25 — Early revenue and download estimates
18:10 — Where Sandloop ranks among Voodoo IPs
20:00 — Sorting category explosion
22:10 — Pixel Flow, Arrows, and category leaders
24:30 — Copycats, second-mover advantage
26:15 — Creative strategy and velocity
29:00 — Spend, payback, and early scaling math
32:00 — Sandloop’s realistic ceiling
33:40 — Final take and outro
---------------------------------------
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 solo episode, Jakub breaks down how Heartopia scaled to hundreds of thousands of daily downloads and over $200k per day using slow-life gameplay, cosmetic-only gacha, and zero fake ads.
We look at the cozy / avatar-life genre, monetization mechanics, gacha cycles, UA creatives, and why this game works despite having almost no traditional gameplay pressure.
What we cover
• Heartopia launch performance
• Cozy and avatar-life genre explained
• Cosmetic-only gacha monetization
• Why collections work without stats
• UA strategy and creative volume
• Sustainability and revenue outlook
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
---------------------------------------
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 how AI ads evolved from fake gameplay into full world simulations. Dark War and Top Heroes are now running up to 90% AI-driven creatives, generating environments, hooks, and pseudo-games that look better than many shipped titles.
We cover sand loops, world models, long-form creatives, IP gray zones, and why teams that fully commit to AI are pulling away fast.
What we cover
• AI world simulation creatives
• Sand loops and seamless rooms
• Dark War & Top Heroes strategies
• Long creatives that actually work
• Fake games that outperform real ones
• The real AI tipping point
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
00:00 — Intro & why this episode matters
01:40 — AI creatives are no longer a novelty
03:30 — Guess the game & spotting non-AI creatives
04:30 — Golden Goblins, King Shot & early AI signals
06:40 — Hooks that still work in an AI world
08:10 — Drama, grandmas & narrative escalation
10:00 — Fake people, ASMR & viral slop economics
12:20 — IP style borrowing and legal gray zones
14:30 — Dark War enters the big league
16:10 — Seamless rooms and sand-loop environments
18:30 — Why these creatives hold attention
21:50 — World simulation vs classic generation
24:20 — Genie-style models and consistency problems
26:30 — 80–90% AI adoption explained
29:10 — Fake games that look real
32:00 — Why long creatives are winning again
34:10 — Revenue reality: Dark War & Top Heroes
36:30 — The real AI tipping point
38:40 — Final predictions & what teams should do 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
---------------------------------------
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
Creative output hits record highs, Turkey and India attract massive funding, Meta shuts down VR studios, Rockstar launches a paid mod marketplace, and Arc Raiders sells 12M copies in just 2.5 months.
The State of Gaming Marketing 2026 Report:
https://www.appsflyer.com/resources/reports/gaming-app-marketing/?utm_source=influencer&utm_medium=Referral&utm_campaign=CO%3A+State+of+Gaming+01-2026&utm_term=matej&utm_content=Newsletter
This week shows how fast the industry is consolidating around execution, scale, and monetization efficiency.
What I cover
• Creative volume explosion
• $25B global UA spend
• Tale Monster & Liquid Nitro funding
• Meta VR studio shutdowns
• Rockstar’s paid mod marketplace
• Valve’s Steam Machine update
• Ubisoft layoffs
• Arc Raiders breakout success
2026 is not slowing down.
---------------------------------------
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 this week matters
00:32 — Creative volume explodes (2,600 creatives per quarter)
01:40 — AI shifts from creation to reporting
02:45 — Tale Monster raises $30M (Turkey momentum)
03:40 — Liquid Nitro and AI live-service model
04:45 — Global UA spend hits $25B
05:35 — GDC becomes a premium festival
06:20 — Meta shuts down VR studios
07:10 — Rockstar launches paid mods
08:05 — Valve updates Steam Machine strategy
08:45 — Ubisoft layoffs & ARC Raiders breakout
09:25 — Final take 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
Pixel Flow! works because it combines familiarity with novelty. The core loop feels intuitive if you’ve played sorting or bench-based puzzle games, but the slinging and conveyor mechanics add speed, mastery, and tension. Difficulty is created through execution pressure, not confusion. Players feel smart when they win and responsible when they lose, which massively boosts engagement.
Monetization is deceptively simple and very effective. Interstitials trigger on failed and completed levels, rewarded videos are optional and placed where they don’t break flow, and there are no unnecessary ad placements on app open. Ads already contribute roughly 15–20% of revenue and perhaps even more, with room to grow, but the team clearly prioritizes uninterrupted gameplay to protect conversion and retention.
The biggest growth driver is UA. Pixel Flow! skipped a traditional soft launch, went hard on AppLovin and Mintegral, then expanded rapidly to TikTok, Unity, Google, and Meta. Creative velocity is extreme, with thousands of new creatives pushed in weeks, including playables, AI visuals, and gray-zone recognizable characters.
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
00:00 — Intro and why Pixel Flow matters
02:10 — First impressions and core loop
04:10 — Sorting shooter mechanics explained
06:40 — Bench, tray, and slinging mastery
09:30 — Difficulty design and fail states
12:10 — Comparison vs Voodoo-style sorting games
14:00 — Growth timeline and revenue explosion
16:00 — DAU, geo mix, and scale reality
18:30 — Copycats and category pressure
21:00 — Deterministic vs casino-style puzzles
23:20 — Ceiling discussion: 15–30M per month?
25:00 — Ad monetization breakdown
27:30 — Why not to overpush rewarded ads
29:30 — CPI, retention, and UA efficiency
32:00 — Creative velocity as the real moat
35:00 — IP lookalikes and gray-zone creatives
38:30 — What Pixel Flow must do next
41:30 — Final take and closing 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]
What if paying players actually made games more profitable?
In this episode, we sit down with Ben Cousens (Chief Strategy Officer at ZBD) to unpack how embedded payouts, loyalty rewards, and regulated payments infrastructure can radically change retention, LTV, and monetization in mobile games.
This is payments, psychology, and monetization design.
Topics covered
• Why gaming has a payments problem
• Embedded rewards vs cash-for-tasks
• How ZBD increases retention by 180%
• Sharing ad revenue with players
• Anti-fraud & compliance realities
• UA creatives that attract better cohorts
• Bank payouts & real-world spend in 2026
More on ZBD SDK: https://zbd.gg/z/rewards-sdk
Case studies mentioned: https://zbdpay.com/en/case-studies
ZBD: https://zbdpay.com
Ben Cousens : https://www.linkedin.com/in/bencousens/
RSVP to Game of Tones II: https://luma.com/07c3ffq0?utm_source=twoandahalfgamers
---------------------------------------
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: Ben Cousens
https://www.linkedin.com/in/bencousens/
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg
Chapters
00:00 — Why 180% retention sounds like BS?
01:35 — Ben’s background: games, banking, VC, ZBD
04:25 — What ZBD actually is (and isn’t)
06:20 — The real payments problem in gaming
09:10 — Money lifecycle in games: pay-in, move, pay-out
11:15 — Why pay-outs are allowed when pay-ins aren’t
13:00 — Embedded rewards vs “cash for tasks”
14:30 — Bitcoin Miner & easter-egg rewards explained
17:20 — Why sharing ad revenue increases LTV
19:40 — From Bitcoin wallets to direct bank payouts
22:00 — How rewards change player behavior long-term
24:00 — Fraud, bots & anti-abuse systems
26:50 — Why this works better than classic rewards apps
29:35 — Tech integration & SDK reality
31:40 — UA creatives and signaling “this game pays you”
33:45 — Regulation costs & why others can’t copy this
35:10 — What’s coming in 2026 (bank, real-world spend)
37:10 — Blurring virtual and real economies
39:20 — Who should actually use ZBD
41:10 — Final take: owning the player relationship
---------------------------------------
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 Lessmore’s second major hit after Arrows and explain why Forgemaster is a pure IAP-driven idle RPG with no visible ads. From Legend of Mushroom mechanics and gacha systems to LTV, UA limits, and creative strategy, this is a deep dive into why Lessmore knows exactly when ads help and when they don’t.
What we cover
• Why Forgemaster feels instantly familiar
• Legend of Mushroom DNA explained
• Why are ads missing on purpose
• LTV vs scale tradeoffs
• UA and creative bottlenecks
• How this game could scale further
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
00:00 — Intro & context after Arrows
01:40 — Why Forgemaster matters
03:10 — Visual DNA and reused assets
04:30 — Legend of Mushroom comparison
06:20 — Gacha, skills, pets & progression
09:00 — Idle loops and infinite treadmill
11:30 — PvP, clans and social layers
13:30 — The missing ads question
16:00 — Why Lessmore likely turned ads off
18:10 — Revenue, ARPU and LTV signals
20:30 — UA performance and CPI reality
23:00 — Creative strategy limits
25:10 — How to scale Forgemaster further
27:30 — Category outlook for idle RPGs
29:30 — Final takeaways
---------------------------------------
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
Block Blast hits 70M DAU after running 10,000 A/B tests in a single year, Apple is fined €98M in Italy over unfair ATT rules, and Brazil forces major App Store changes including third-party payments and app stores.
This week shows how execution, regulation, and platform power are colliding in mobile gaming.
What we cover
• How Block Blast scaled to 70M DAU
• Why experimentation beats features
• Apple fined €98M over ATT
• Why double consent hurts developers
• Brazil forces App Store rule changes
• What this means for UA & monetization
Key takeaway
Platforms are under pressure. Teams that test faster will win.
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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
00:00 — Why this week matters
00:45 — Block Blast hits 70M DAU
02:20 — 10,000 A/B tests explained
04:20 — Why simplicity scaled globally
05:40 — Italy fines Apple €98M
07:10 — Why ATT is under fire
08:20 — Brazil forces App Store changes
09:20 — What this means for developers
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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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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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