two & a half gamers

two & a half gamers

By Lancaric.meLeisureVideo Games
Download on the App Store

two & a half gamers episodes

  • 🐷​🧶​ Unravel Master’s success explained: 25 key insights on modern Hybrid-Casual design

    In this special episode, we sit down with Supersonic to break down Unravel Master - the puzzle/hybrid hit using streak mechanics, x-ray boosts, early difficulty personalization, and an innovative hybrid casual game.


    We cover design, monetization, UA, creatives, AI usage, and how Supersonic built a category-leading title with 1000+ creatives.


    What you’ll learn

    • How the X-ray streak mechanic works (and why it converts so well)

    • Why Chinese puzzle design uses early difficulty spikes

    • How Supersonic balanced hybrid monetization toward IAP

    • Why revive screens were intentionally not ad-driven

    • How 1000 creatives → pig characters → ASMR → AI weaving boosted UA

    • Why interstitials are avoided early and tested later

    • How hybrid-casual studios build teams + workflows

    • The pressure of clones and how to stay ahead with theme timing


    Key takeaway

    Unravel Master succeeds because it blends the best of hypercasual CPI instincts with deep puzzle design, early monetization pressure points, and industrial-grade creative iteration.


    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

    Special guests:

    Paz Shabtai

    https://www.linkedin.com/in/paz-shabtai-59588b76/

    David Wang

    https://www.linkedin.com/in/david-wang-38579a88/

    Contact Supersonic:

    https://supersonic.com/submit-your-game/


    Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg


    Chapters

    00:00 — Unravel Master overview & Supersonic intro

    04:20 — X-Ray Streak mechanic & difficulty personalization

    10:10 — Monetization strategy: IAP-first hybrid + boosters

    18:00 — UA & Creatives: pig magic, AI, ASMR & 1000 creatives

    26:10 — Global scaling, clones, meta debates & final insights

    ---------------------------------------

    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

    47 min
  • The next evolution of Roguelites is finally here by Jakub Remiar

    Roguelites have dominated mobile and Steam for three years — Survivor IO, Vampire Survivors, Habi’s new games, and a wave of Steam hits. But the genre is hitting a wall: every run resets too much, and long-term progression is stuck in 2018.


    In this solo episode, Jakub breaks down the next evolution of the roguelite genre: the imprint system — a mechanic where each run becomes a permanent resource.


    What you’ll learn

    • Why traditional roguelites suffer from harsh resets

    • How Uma Musume solved the progression problem with “run → character” imprints

    • How Chaos Zero Nightmare created a more accessible imprint system

    • Why deckbuilders (Slay the Spire-style) handle imprints perfectly

    • Why MegaBong, Bonk roguelites, and Ball X-Pit are missing the key feature

    • How imprint systems increase retention, investment, and buildcraft

    • Why the next Western roguelite hit will use this mechanic

    • Why Habi, Supercell, and 4X devs will adopt it in 2026


    Key takeaway

    The future of roguelites is simple: your best run should never die — it should become your next strongest asset.


    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

    00:00 — The core problem with roguelites (resets ruin progression)

    03:10 — Uma Musume: the first full-feature imprint system

    08:20 — Chaos Zero Nightmare: the streamlined imprint evolution

    13:10 — Steam roguelites (MegaBong, Ball X-Pit): deep innovation but missing imprint save

    18:00 — The future: imprint systems will redefine mobile roguelites

    ---------------------------------------

    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

    21 min
  • Ball X-Pit Review: The Most Innovative Game of 2025?

    Ball X-Pit is one of the most creative roguelite hits on Steam - a blend of Arkanoid, Vampire Survivors, and base-building meta that delivers insane depth. In this episode, we dive into the full gameplay loop, the fission/fusion/evolution system, the “two games in one” base mechanic, and why this could be a massive mobile hit if executed properly.


    What you’ll learn

    • How Ball X-Pit sold 367k units & $4.4M in under a week

    • Why its roguelite mechanics go deeper than Balatro/MegaBong

    • How fission → evolution → fusion creates multi-layer combos

    • The innovative base-building/harvesting system

    • Why it’s trending on Steam, TikTok, Reddit, and Twitch

    • Why this will definitely come to mobile

    • Why Devolver publishing matters for reach & discovery


    Key takeaway

    Ball X-Pit proves that roguelites can still innovate - especially when they merge physics, skill, and deep buildcraft with a completely new meta layer.


    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 — What is Ball X-Pit & why it’s trending

    04:20 — Roguelite design: fission, fusion, evolution mechanics

    10:56 — Combat depth: balls, builds, synergies, boss fights

    17:56 — The base-building metagame (the real innovation)

    26:50 — Why this could work on mobile + 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

    33 min
  • 🚨📢 BREAKING NEWS: JamCity in trouble, Unity Vector fun & Playable Ads = $124B Market?!

    This week’s Breaking News covers the wildest stories from mobile gaming, ad tech, privacy, and monetization. From brand-new global launches (Bleach, Resident Evil, Villains Robot) to Unity’s new ad-tech push, to JamCity’s $1.4M CCPA fine — Matej breaks it down with zero fluff.


    What you’ll learn

    • Bleach: Soul Resonance launches with millions of preregs

    • Resident Evil Survival Unit hits 1M downloads in 48 hours + $150K/day

    • Real Farm Craft expansion (but almost no revenue)

    • Villains Robot BR + blockchain weirdness

    • Molang: Match & Munch launches (and makes $100/day)

    • Unity’s “Vector” returns again + new ad ecosystem tools

    • Playable ads → the next $124B brand frontier

    • JamCity fined $1.4M for CCPA violations

    • Why e-commerce brands are now using playables


    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

    00:00 — Intro

    00:18 — Bleach: Soul Resonance launch

    01:00 — Real Farm Craft expansion

    01:38 — Villains Robot Battle Royale

    02:20 — Resident Evil Survival Unit hits 1M downloads

    03:10 — Molang Match & Munch release

    03:45 — Seven Deadly Sins Grand Cross update

    04:20 — Zombies, Run rights reacquired

    04:55 — Paysafe adds Brazil payments

    05:25 — DC Dark Legion Thanksgiving event

    05:55 — Solo Leveling Winter update

    06:30 — Unity ad-tech announcements

    07:35 — JamCity fined $1.4M

    08:55 — Playable ads become brand frontier

    09:40 — Apple pushes playables into e-commerce

    10:20 — Wrap-up


    ---------------------------------------

    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

    12 min
  • West Game II Review: Is cloning Kingshot enough?

    West Game 2 is the first real King Shot clone built by a Chinese 4X team acquired by Tripledot, layered on top of Frozen City / Whiteout Survival onboarding, and wrapped in Western cowboy aesthetics.


    In this breakdown, we dive into:

    • Full onboarding → Lucky Luke opener → King Shot 1:1 copy

    • Frozen City mechanics, chapter quests, invasion timers

    • Why 4X innovation happens only in onboarding, not the core

    • Webshops & D2C: now up to 50% of revenue for some studios

    • The creative madness: Red Dead cinematics, Idle Lumber, Goblins, Save the Dog, Lens of Jail, ASMR mining, drama Playrix, Sims life-sims, TikTok memes

    • Why running 1000 creatives in 30 days is “normal” now

    • And how they cloned King Shot’s onboarding in under 7 months


    Key takeaway

    West Game 2 is proof: onboarding = everything. Whoever controls the first 10 minutes controls CPI… and 4X revenue.


    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 West Game 2 Matters: The First Real King Shot Clone

    04:20 — Onboarding Breakdown: Lucky Luke → King Shot → Frozen City Mix

    10:45 — The Chinese Production Engine: 1000 Creatives in 30 Days

    18:00 — Creative Chaos: Red Dead Cinematics, Goblins, Idle ASMR & More

    23:30 — The New 4X Meta: Onboarding beats Gameplay + Webshops Rising

    ---------------------------------------

    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

    38 min
  • 😱​ Only 14 of the TOP Grossing 100 Games use Ads by Felix Braberg

    Felix delivers a 30-minute solo masterclass on how the top-grossing mobile games use ads, revealing the real truth:


    Only 14 of the Top 100 IAP games use in-game ads.


    This is shocking considering the category earned $2.6B in the last 30 days — likely over $3.6B when counting D2C webstores. Yet only 55M of the 660M DAU are exposed to ads.


    The episode breaks down each of those 14 games, but uncovers three major meta-shifts.


    This episode reveals how Candy Crush, Coin Master, Gossip Harbor, Merge Mansion, Homa, June’s Journey, and more use segmentation, boosters, energy, timers, SkipIt tickets, Remove Ads bundles, and hybrid strategies to unlock millions in incremental ad revenue.


    This is the most practical breakdown of how ads work at the highest tier of mobile gaming.


    What you’ll learn

    • How Candy Crush earns $200M+ yearly from ads

    • Why only 14 of the top 100 IAP games use ads (and why that’s changing)

    • The difference between Western “premium illusion” mindset vs Chinese “data-first” mindset

    • SkipIt tickets → now invading midcore and puzzle (June’s Journey)

    • Remove Ads Bundles (iKIM, Capybara Go, Merge Prison)

    • Why merge, match, and puzzle rely on energy boosters & timers

    • How to segment ads by GEO, payer probability & time since last IAP

    • The next wave of hybrid monetization


    The future isn’t “ads OR IAP.”

    The winning studios are mastering ads + IAP, using segmentation, bundles, SkipIts, and hybrid models to grow revenue without hurting payers.


    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 — intro

    02:00 — Candy Crush & Coin Master: The Segmentation Masters

    05:20 — Merge & Match: Energy, Boosters, and Rewarded Moves

    10:00 — SkipIt Tickets & Remove Ads Bundles Take Over

    14:30 — Chinese Studios vs Western Studios: Mindset Split

    19:10 — Subscriptions, Ad-Free Bundles & Perk Stacking

    23:30 — The New Hybrid Meta: Ads + IAP → The Future

    ---------------------------------------

    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

    29 min
  • The ultimate AI creative breakdown: Why Western studios are late & who dominates the meta?

    This is the ultimate AI creative breakdown: 112 creatives in 36 minutes.

    Jakub, Matej, and Felix review the best (and worst) AI-generated ads across rise of castles clones, tasty travels madness, fluffy animals, Pixar-style mutations, fake physics, and high-production AI cinematics that now rival outsourcing studios.


    AI is no longer “experimental.”

    It is the creative pipeline.


    What you’ll learn

    • How to spot AI in 2025 (lighting errors, physics breaks, muscle glitches)

    • The new top AI hooks (animals, food, POV inward movement, waifus, chaos)

    • The rise of “high-production AI” replacing studio cinematics

    • Why Rise of Castles, Golden Goblins, Tasty Travels, and Whiteout Survival dominate AI usage

    • How top teams use loras, inpainting, upscaling & 20-step workflows

    • The new East–West gap in creative production

    • Why by end of 2026, 50% of ads will be AI-driven

    • And the moment Candy Crush uses AI bear attacks 😅


    Key takeaway

    AI creatives are no longer a gimmick. They’re a production system, and the studios that master workflows will own the CPI curve.


    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

    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 — AI jokes

    02:30 — Spotting AI: Botox faces, broken physics, weird lighting

    04:00 — Tasty Travels deep dive: AI characters, mutation loops, animal overload

    07:40 — AI pets, fluffy rabbits, “cuteness overload” & why animals = low CPI

    09:20 — AI POV trends: camera moving towards the object, not the player

    11:00 — Rise of Castles AI: medieval films, flying swords, fake Warcraft scenes

    14:40 — Engine-quality AI creatives (text errors, menu artifacts, but insane quality)

    16:00 — How top teams build AI workflows (loras, upscaling, inpainting, layering)

    18:50 — God-hand AI creatives, bear rescues, cinematic transitions

    25:00 — Whiteout Survival hooks: 2D, 3D, transitions, smooth animations

    27:20 — Idle Lumber & Golden Goblins: the kings of AI hooks

    29:00 — Horror hooks, brain-rot, Tom the Train nightmares

    30:20 — Full-length AI creatives: stitched shots, Olympics watermarks (!?)

    34:00 — Why Western studios are late & who dominates the meta

    35:40 — Final insights: AI catching up to real cinematics


    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]

    37 min
  • Unity & Epic Join Forces. What It Really Means & Apple MiniApps Explained. NO 💩 TL;DR News Navigator

    In this week’s News Navigator, Jakub breaks down the biggest global gaming stories from November 17th. Apple tries its own WeChat-style mini-app ecosystem. Unity and Epic shock the industry with a collaboration nobody saw coming. Roblox revamps age restrictions. Google Play crowns Pokémon TCG Pocket as Game of the Year after $1B+ in revenue. And Ubisoft’s trading halt hints at a looming plot twist.


    What you’ll learn

    • How Apple’s 15% MiniApps program works

    • Why Unity & Epic are suddenly “friends”

    • The new rules for US third-party payments

    • Roblox’s age-based chat brackets and moderation strategy

    • The insane scale of Pokémon TCG Pocket

    • Why Ubisoft halted trading and delayed earnings

    • Why the AI bubble isn’t slowing down (NVIDIA’s numbers)


    Key takeaway

    The industry is shifting toward open ecosystems, cross-engine collaboration, and safer platforms—while the biggest revenue wins still come from IP heavyweights and AI-driven infrastructure.


    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

    00:00 — Cold open: Welcome to News Navigator

    00:15 — Apple MiniApps Program explained

    02:00 — Why MiniApps work in China (but may struggle in the West)

    03:10 — Unity & Epic partnership: what it really means

    05:00 — D2C & payments: Stash x Galleon, Google ruling

    06:10 — Roblox age-based chat brackets

    07:00 — Google Play Awards: Pokémon TCG Pocket hits $1B+

    08:00 — Vampire Survivors deckbuilder spin-off

    08:40 — NVIDIA’s monstrous $57B AI quarter

    09:10 — Dark Horse: Ubisoft trading halt mystery

    10:00 — Wrap-up: Stay two and a half steps ahead


    ---------------------------------------

    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

    9 min
  • Level Devil Review - NOT A TROLL GAME! haha really? Solo Dev, Millions of Installs. Profit!

    Level Devil (solo dev) proves that level design is a UA channel. The game’s “troll but fair” traps create clips that people have to share, fueling TikTok/YouTube reach with essentially zero paid spend.


    Monetization is light: interstitials triggered by deaths on a cooldown, occasional rewarded skip, one ad network (Unity), no mediation.


    We est.: $5–7K/day; with mediation + a couple of safe placements, $11–14K/day looks realistic.


    What we cover

    • How the level-design craft creates infinite hooks (rage → laughs → shares)

    • The actual ad logic (death-based interstitials; rewarded skip after streak)

    • Why copycats fail (it’s the hours-per-trap polish, not the theme)

    • Monetization gaps (no mediation; limited placements) and easy wins

    • Viral geos & creator angles (Brazil/ES longform shout-casts = IPM rocket fuel)


    When the product manufactures shareable moments, you don’t need paid UA to grow - just enough monetization hygiene (mediation + safe placements) to convert all that free attention.


    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 — Cold open: product-led growth in a troll platformer

    01:20 — The solo-dev story and why it resonates

    03:10 — Virality loop: die → laugh → share → install

    06:15 — Core monetization today: death-based interstitials + rewarded skip

    09:40 — What’s missing: no mediation, limited placements

    12:05 — Safe add-ons: menu banner, app-open, regional “remove banners” IAP

    15:10 — Creator/geography angles (why BR/ES clips pop)

    18:30 — Retention pattern and how level craft sustains it

    22:10 — Why copycats fail: the craft, not the theme

    34:00 — Wrap-up: ops to turn virality into $$$


    ---------------------------------------

    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

    38 min
  • 🧠 MVP UA template: How to set up your Meta campaigns for Success by Matej Lancaric

    In this solo episode, Matej walks through the exact step-by-step method he uses to launch successful Meta (Facebook) UA campaigns in 2025. From SDK setup to event engineering, targeting, budgets, creative strategy, and daily management - this is the “MVP strategy” every UA manager needs.


    Direct links to step-by-step guides:

    https://lancaric.substack.com/p/mvp-ua-template-i-want-to-launch

    https://lancaric.substack.com/p/mvp-ua-iaa-template-i-want-to-launch?triedRedirect=true

    https://lancaric.substack.com/p/creative-brief-template-7-creative


    Softlaunch E-BOOK: https://payhip.com/b/fJi9E



    What you’ll learn

    • Minimum viable tracking setup (Facebook SDK, Firebase, MMPs)

    • How to build meaningful event combinations (WY S WYG)

    • Purchase-optimized vs. app-event optimized campaigns

    • How to structure T1, T2, and ROW for better learning

    • Targeting that still works in 2025 (broad, genre interest, lookalikes)

    • Budget pacing rules and when to scale

    • 3 starting concepts → 9 ad variations

    • Using AI hooks, memes, UGC & dev-cam videos

    • Daily operations: When you should do nothing

    • Moving from AEO to value optimization

    • Live example: Creating a full Meta campaign


    Actionable checklist


    Integrate Facebook SDK + Firebase + MMP.


    Build 5–10 event combinations (engagement + monetization).


    Start with 3 concepts → 9 variations.


    Use T1 (US/UK/DE/CA/AU/NZ/KR/JP) + ROW.


    Don’t scale before day 3–5 stability.


    Check KPIs 2–3× per day, not hourly.


    Switch to value optimization once you have depth of payers.


    Key takeaway

    Your UA performance is defined by the events you send, the creatives you test early, and how fast you can validate your first 3 concepts.

    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

    00:00 — Cold open & why this solo episode matters

    00:40 — The original problem: “Where do I start with Meta UA?”

    01:20 — Tracking essentials (SDKs, MMP, events you MUST send)

    03:00 — WYSIWYG: “What You Send Is What You Get” explained

    04:20 — Event combinations that actually help Facebook find payers

    05:40 — Purchase vs. App Event optimization: when to use each

    07:00 — Geo setup: US, Tier 1, ROW, and why you always need all three

    08:10 — Targeting in 2025: broad, interests, lookalikes (what still works)

    09:30 — Budgets: first 7-day rules & how not to break learning

    11:00 — Creative framework: 3 concepts → 9 ad variations

    12:30 — What concepts to start with (gameplay+finger, AI hooks, UGC/dev-cam)

    14:00 — Creative iterations: hooks, pacing, soundtrack, memes

    15:10 — Daily UA workflow: why “doing nothing” is sometimes the best move

    16:40 — When to switch to value optimization (signals + payer depth)

    18:00 — Live walkthrough: building a Meta campaign step-by-step

    19:20 — Final advice

    ---------------------------------------

    Matej Lancaric

    User Acquisition & Creatives Consultant

    ⁠https://lancaric.me

    ---------------------------------------

    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

    22 min

About two & a half gamers

From the publisher's feed

This is a no BS gaming podcast. We share insights, knowledge and fun gossip relating to the topics of User Acquisition, Game Design and Ad monetisation. You will find here actionable insights in a fun…

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