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We dive into AceCraft, Moonton’s new Tom & Jerry–themed midcore gacha shooter that mixes Cuphead-style 1930s cartoon art with Habi-inspired systems and miHoYo-style monetization depth.
Key insights:
Gameplay & Core Loop:
Systems & Meta
Dual banners (Tom & Jerry separately) with pity timers, skewed rates, and duplicate scaling.
Each major character has a signature weapon requiring rolls.
Collectible album (Royal Match / Monopoly Go style) with trade functionality, now ported into midcore — a first.
Co-op synchronous mode
Three-layer skill trees, elemental affinities, wingman companions.
Monetization:
~$330K/day IAP revenue post-launch (peaking with Tom/Jerry banner).
Battle Pass upsell trick:
Downloads ~300K/day at launch, half from China.
Scaling across 17+ networks: TikTok, Facebook, YouTube, Unity, AppLovin, IronSource, Mintegral, etc.
UA creatives lean on retro cartoon surrealism, dancing ads, Tom & Jerry music, plus street interview trend (borrowed from Raid Rush).
Prediction:
Likely to fade in Western markets (art style too niche, monetization too punishing).
Moonton may line up other WB/Looney Tunes IPs (Sylvester, Tweety, Popeye, Roadrunner) for similar launches.
Takeaway: AceCraft is one of the deepest midcore gacha launches in 2025 — but built for Asia, not the West.
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 Intro
03:46 Discussion on Ace Craft and Impressions
09:22 Core Gameplay Mechanics and Innovations
12:14 Character Development and Gacha Elements
15:04 Battle Pass and Game Structure
21:05 Exploring Game Modes and Social Features
23:05 The Collectible Album Revolution
25:23 Gacha Mechanics: A Deep Dive
31:48 Event-Driven Engagement Strategies
41:03 Nostalgia in Gaming: The Influence of Classic Titles
47:09 The Role of IP in Game Development
50:32 Cultural Differences in Game Reception
---------------------------------------
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]
In this special Two and a Half Gamers duet episode, Matej and Felix walk through how to set up Ad Monetization (AdMon) from scratch using Matej’s own test app as a live case study. This episode is part tutorial, part comedy of errors, and part step-by-step guide for anyone new to AdMon.
Key insights:
App-ads.txt basics:
Required by IAB for fraud prevention.
Must be hosted on the developer’s listed website (App Store/Google Play).
Each network (Google, AppLovin, IronSource, Unity, Meta, Mintegral, etc.) requires unique entries.
Some networks (like IronSource) force you to request Publisher ID via support, making setup painful.
Mediation setup (MAX):
One network is never enough — competition = higher eCPM.
Best practice: integrate multiple (Google AdMob, AppLovin, IronSource, Unity Ads, Meta Audience Network).
Connect networks directly in MAX for payout reconciliation & fraud safety.
Network quirks:
Google AdMob: straightforward, rewarded bidding setup.
AppLovin: entries visible in account dashboard.
IronSource: must email for Publisher ID.
Unity & Mintegral: dashboard accessible.
Meta/Facebook: painful; rewarded ads disabled for non-games, only interstitial/rewarded interstitial available.
Best practices shared by Felix:
Always keep app-ads.txt updated with every network.
Cross-check revenue between MAX vs. direct networks.
Expect a lot of clicking, logins, and waiting, but setup today saves revenue disputes later.
Live Learnings:
Matej’s developer website missing → crawlers failed.
Felix guided step-by-step through creating ad units, adding IDs, and verifying setups.
By the end, Matej had MAX + multiple networks integrated, app-ads.txt updated, and was ready to monetize his app.
Takeaway: AdMon setup is annoying, but essential. Do it properly once, and it will pay you back forever.
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 Introduction to App Development and Advertising
03:51 Understanding AdMob and App Ads TXT
06:22 Navigating Ad Networks and Their Requirements
08:52 Setting Up Ad Units and Bidding Strategies
11:36 Integrating Multiple Ad Networks
14:25 Finalizing App Setup and Future Steps
---------------------------------------
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 break down Epic Plane Evolution – Voodoo’s hypercasual throwback hit that’s pulling in ~$150K/day in ad revenue with over 100K daily downloads.
Key insights:
Gameplay: Players start with a broken cardboard plane and unlock wings, tails, and rockets through upgrades. Controls are intentionally clunky — planes crash often, driving engagement and retries.
Monetization: Heavy use of rewarded ads (“convert or die” mechanic) and interstitial spam. iOS users see gems + VIP purchases, while Android has no gems at all, leading to 80–85% of revenue coming from iOS.
Retention: Despite frustration, average playtime is ~13 minutes/day across 3 sessions, powered by the addictive slingshot mechanic.
Revenue Mix: Estimated $150K/day, 80–84% ads, minimal IAP. VIP subscriptions and gem bundles exist only on iOS.
Creative Strategy: Basic hypercasual creatives (gates + plane gameplay). Some gameplay ads actually teach players how to steer — a sign of design flaws.
Market Context: Falls under “Arcade Driving” genre, sitting alongside Hill Climb Racing & Traffic Rider. Current run rate ~$10M annually, but easily cloneable. Vietnam devs likely to copy/expand with IAP depth.
Future Potential: If Voodoo adds events/meta (e.g. Legend of Slime style), this could evolve from hypercasual into hybrid-casual. But for now, it’s a hypercasual money-printing surprise hit.
Takeaway: Epic Plane Evolution proves hypercasual isn’t dead — it just needs the right loop, frustration, and ads.
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 Introduction to Epic Plane Evolution
04:08 Gameplay Mechanics and Challenges
11:39 Monetization Strategies and Ad Revenue
14:10 Unexpected Success and Future Improvements
18:15 The Decline of Banner Ads
21:13 Analyzing Competitor Strategies
24:14 User Acquisition and Monetization Trends
28:24 Creative Strategies in Mobile Gaming
32:16 Future of Mobile Gaming and Audience Engagement
---------------------------------------
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]
Our Creative Trends episode dives into the wildest UA creative trends of July 2025. We dissect the latest ad formats, AI breakthroughs, and genre crossovers reshaping mobile game marketing.
Key highlights:
Golden Goblins still dominating: Physics + slicing + gem/gold mechanics continue to scale across genres.
AI everywhere: From fully AI-generated creatives to lip-synced fake influencers and medieval AI drama ads, VEO3 and other tools are powering cheap, fast, and diverse iterations.
Clash Royale’s bizarre UA: Gameplay with random AI gorillas and corpses – questionable hooks, but they still scale.
Celebrity & influencer hooks: Jonas Brothers cameo in Travel Town ads, Kevin Hart still pushing, street interview actors turning into professional creative talent.
Rising stars: Vita Mayong scaling with bizarre money-plinko-style creatives, Carnival Tycoon adopting 4XUA funnels, Dark War Survival flooding with pixel-art AI creatives.
Legal risks ignored: LEGO blocks, Gucci logos, celebrity likenesses - Chinese publishers are pushing boundaries regardless.
Creative of the year contender: AI-powered medieval skits with bad dialogue, compared to Viva La Dirt League, hailed as the funniest + most viral format so far.
Takeaway
2025 creatives = AI hooks + genre mashups + zero morality. The only rule: “Does it 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 Introduction to Creative Trends
03:52 Analyzing Current Creative Trends
17:44 The Ethics of Creative Production in Gaming
26:48 Ad Creatives and Performance Insights
30:48 Game Concepts and Genre Adaptation
31:48 Scaling Strategies in Game Development
32:49 Emerging Game Creatives and Market Competition
33:51 The Impact of AI on Game Creatives
40:48 Trends in Game Design and User Engagement
41:54 The Evolution of Game Creatives
42:49 Legal Challenges in Game Development
47:01 Innovations in Game Marketing Strategies
---------------------------------------
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]
In this solo episode of Two and a Half Gamers, Felix dives into the Sensor Tower data that proves Vietnam is becoming one of the biggest forces in global mobile gaming.
📊 Key highlights:
OneSoft at #3 worldwide with ~89M downloads in 30 days.
iCame skyrocketing from $2.9M → $15M/month in IAP thanks to Screwdom.
72 studios now hitting 1M+ downloads monthly, up from 44 earlier this year.
58 new studios appeared in one month.
Vietnam shifting from ad-monetized hypercasual → IAP-driven growth.
Felix explains why Vietnam is now a must-watch market, what’s fueling this growth, and why he and Jakub are heading to Games Forum Vietnam this November to meet the studios shaping the future.
Get our MERCH NOW: 25gamers.com/shop
---------------------------------------
This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric
Podcast:
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg
Chapters
---------------------------------------
Matej Lancaric
User Acquisition & Creatives Consultant
https://lancaric.me
Felix Braberg
Ad monetization consultant
https://www.felixbraberg.com
Jakub Remiar
Game design consultant
https://www.linkedin.com/in/jakubremiar
---------------------------------------
Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!
Hit the Subscribe button on YouTube, Spotify, and Apple!
Please share feedback and comments - [email protected]
---------------------------------------
If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej Lancaric
Do you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
In this episode, we suffer (literally) through Wool Craze, a yarn-peeling 3D puzzler that’s taking the charts by storm. The crew dissects why this painful yet brilliant game is generating ~$100-120K daily on a DAU of just ~140K — all while flooding the market with AI-generated creatives.
Key highlights:
Gameplay & Pain: Long, punishing levels (20–30 minutes each), fat-finger frustration, endless rewarded ads. A grind that monetizes sunk-cost fallacy.
Monetization: Aggressive rewarded ads, interstitial spam, “Fail Packs” as top IAP. Smart combo of bundles + F2P pain points.
Scale: ~$60K/day from IAP, $30–40K/day from ads = ~$100K/day total.
Creative Strategy: Wild diversity (20+ different concepts). Heavy use of AI for characters, interviews, and banners. Street interview trend, talking AIs, even knitted dwarfs.
UA Lessons: Chinese devs (HeroLinkage / SparkWish) pushing huge creative volume. AI lowers production cost, drives constant testing.
Prediction: Could follow Screwdom’s trajectory ($400K/day). With retention benchmarks and UA firepower, scaling is inevitable.
Takeaway: Pain + AI + aggressive monetization = money machine.
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
Youtube: https://youtu.be/0ONl8Bj4jR4
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg
Chapters
00:00 Introduction and Game Overview
02:18 Game Mechanics and Design
05:16 Monetization Strategies
07:28 User Experience and Retention
10:31 AI in Game Development
13:27 Comparative Analysis with Other Games
16:03 Market Performance and Revenue Insights
18:41 Creative Strategies and Advertising
21:23 Conclusion and Future Prospects
---------------------------------------
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
Grand Games is back with another puzzler and it’s a monster. Car Match has hit $120K/day, combining bench mechanics, Pixar-style cars, and a polished Royal Match meta. On paper, it’s a textbook case of how to scale a puzzle game.
Product, amazing. UA? Not so much.
Here’s why:
The product is a 9/10. Meta depth, endless events, and a proven template.
Monetization is efficient. ~30% of revenue comes from ads, bundles are cleverly layered in, and interstitials start at different levels for different players.
But the UA machine is broken. Grand Games has only 5-7 creatives live. For a game printing $2M in 30 days, that’s a scaling disaster waiting to happen.
Jakub nailed it: “If they stop producing new creatives, they die immediately.”
Felix added: “It’s an easy fix — upscale creative production.”
But Matej countered: “Not that easy. You need concepts, not spaghetti on the wall.”
$5M/month with Magic Sword + Car Match combined
The takeaway: Car Match proves that you can copy, paste, and polish your way to $120K/day. But without a creative firehose, momentum will stall.
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 Introduction to Car Match and Hosts
02:16 Overview of Game Mechanics and Comparisons
04:12 Gameplay Experience and Difficulty Levels
07:11 Meta Mechanics and Game Events
10:16 Monetization Strategies and Player Engagement
13:25 Discussion on Customization and Player Preferences
16:13 Game Performance and Market Insights
20:34 The Financial Landscape of Game Development
22:08 Understanding User Acquisition Challenges
24:59 Creative Strategies for Game Marketing
27:13 The Importance of Scaling Creative Production
31:19 Analyzing Revenue and User Acquisition Costs
36:08 The Role of Data in Game Marketing Success
---------------------------------------
Matej Lancaric
User Acquisition & Creatives Consultant
https://lancaric.me
Felix Braberg
Ad monetization consultant
https://www.felixbraberg.com
Jakub Remiar
Game design consultant
https://www.linkedin.com/in/jakubremiar
---------------------------------------
Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!
Hit the Subscribe button on YouTube, Spotify, and Apple!
Please share feedback and comments - [email protected]
This solo Two & a Half Gamers episode dives deep into Clash Royale’s shocking revenue revival in 2025. Once seen as a declining nine-year-old title, Supercell’s classic has quadrupled revenue, hitting its best month since 2017 with ~$57M in July 2025.
Jakub unpacks the timeline of monetization and economy tweaks that fueled this comeback:
2018–2022: Decline after failed battle pass integration.
2023: Introduction of Evolutions (new progression layer).
2024: Lucky Drops introduced (gacha system, adapted from Brawl Stars).
Late 2024: Cosmetics added to deepen gacha.
March 2025: Game-changing update – chest timers removed, season shop killed, all progression funneled into Lucky Drops.
June 2025: Merge Tactics mode added (fun engagement feature, but not a revenue driver).
The real driver: tightening the economy and pushing players toward monetized progression. Despite community backlash, revenue skyrocketed. Clash Royale is now Supercell’s biggest earner again, overtaking Brawl Stars.
Jakub stresses the core lesson: “Fixing your economy makes your game make much more money.”
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,
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg
Chapters
00:00 The Resurgence of Clash Royale
06:12 Economic Changes and Revenue Growth
11:39 The Impact of Lucky Drops
16:12 Merge Tactics and Game Integration
21:04 Community Reactions and Future Outlook
---------------------------------------
Matej Lancaric
User Acquisition & Creatives Consultant
https://lancaric.me
Felix Braberg
Ad monetization consultant
https://www.felixbraberg.com
Jakub Remiar
Game design consultant
https://www.linkedin.com/in/jakubremiar
---------------------------------------
Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!
Hit the Subscribe button on YouTube, Spotify, and Apple!
Please share feedback and comments - [email protected]
---------------------------------------
If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej Lancaric
Do you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
This episode of Two and a Half Gamers dives deep into UA financing with Jeff Cohen from PVX Partners, unpacking how mobile game studios can scale without giving up equity. Jeff breaks down the mechanics of non-dilutive funding, explains why not all financing partners are created equal, and reveals the traps founders fall into when choosing a lender.
Founders' guide: How to choose the right UA financing partner
https://pvxpartners.com/blog/how-to-choose-the-right-ua-financing-partner-a-founders-guide
Key insights include:
UA financing ≠ publishing — best for post-product market fit games with proven ROAS curves.
Funding scale: PVX clients receive between $500K and $2M/month, with the largest hitting $4M/month.
Market potential: UA financing is projected to hit $2.5B by 2027.
Flexibility matters — some lenders force you to take capital every month, even when you don’t need it, which burns cash.
Hidden costs: setup fees, legal fees, bundled SaaS tools you don’t need.
Risk management: Understand secured vs unsecured loans. With PVX, the risk is on them if funded cohorts don’t pay back.
Alignment is key — avoid lenders whose primary business isn’t lending (publishers, VCs, SaaS providers with side financing).
Scalability: Choose a partner who can grow your facility with you so you don’t stall at scale.
Main takeaway: Treat UA financing like raising equity — vet the partner’s reputation, structure, and incentives as if your studio’s future depends on it… because it does.
Get our MERCH NOW: 25gamers.com/shop
--------------------------------------
PVX Partners offers non-dilutive funding for game developers.
Go to: https://pvxpartners.com/
They can help you access the most effective form of growth capital once you have the metrics to back it.
- Scale fast
- Keep your shares
- Drawdown only as needed
- Have PvX take downside risk alongside you
+ Work with a team entirely made up of ex-gaming operators and investors
---------------------------------------
This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric
Special Guest: Jeff Cohen
https://www.linkedin.com/in/jeff-cohen-29930455/
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg
Chapters
00:00 Introduction to UA Financing
04:09 Understanding UA Financing
06:57 The Need for UA Financing
09:53 Choosing the Right UA Financing Partner
12:30 The Business Model of UA Financing
15:29 Pricing and Interest Rates in UA Financing
18:36 Flexibility and Facility Size in UA Financing
22:58 Understanding Risk Management in Lending
25:32 The Importance of Counterparty Risk
29:10 Aligning Incentives Between Lenders and Borrowers
32:46 Navigating Secured vs Unsecured Loans
39:06 Evaluating Lenders: Key Considerations and Red Flags
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Matej Lancaric
User Acquisition & Creatives Consultant
https://lancaric.me
Felix Braberg
Ad monetization consultant
https://www.felixbraberg.com
Jakub Remiar
Game design consultant
https://www.linkedin.com/in/jakubremiar
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Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!
Hit the Subscribe button on YouTube, Spotify, and Apple!
Please share feedback and comments - [email protected]
Chip Thurston, Head of Gaming at FastSpring, returns to Two and a Half Gamers with explosive updates on the Apple and Google rulings that are blowing open the direct-to-consumer (D2C) floodgates. Since Apple’s April ruling unlocked steering — legally directing players from your game to an off-platform payment page — publishers have shifted millions in revenue from Apple and Google to their own web shops, keeping the 30% cut and boosting player value.
Key insights from the episode:
Steering Levels: From conservative in-game banners to aggressive side-by-side pricing and direct-to-checkout flows, publishers are experimenting with how far they can push players to web shops.
Impact Numbers: Playtika reports 25% of revenue now comes from D2C, equating to $667M/year not tracked by Sensor Tower or AppMagic.
Friction Is Dead: New checkout flows get players from game to web payment and back in under 10 seconds.
Global Domino Effect: US first, Japan’s ruling hits Dec 18, 2025, with Brazil, Spain, and Korea exploring similar laws.
Google Twist: Upcoming ruling could allow in-app third-party payments, not just web-based — potentially game-changing.
Why Not Everyone Jumps: 43% of studios still have no web shop — mostly due to fear of Apple/Google retaliation (with zero confirmed cases).
Optimization Endgame: Big publishers now mediate between multiple payment providers, routing by region, payment method, or even pricing for maximum margin.
Bottom line: The payments landscape is shifting fast. Studios that delay web shop adoption are literally leaving money on the table — and their competitors are scooping it up
Get our MERCH NOW: 25gamers.com/shop
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For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.
Our sponsor FastSpring:
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.
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This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric
Special guest: Chip Thurston
https://www.linkedin.com/in/thurstonchip/
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg
Chapters
00:00 Introduction and Context of Payment Rulings
04:18 Shifts in Payment Strategies Post-Ruling
07:05 Exploring Steering Techniques in Mobile Games
09:39 Direct-to-Consumer Revenue Insights
12:35 Examples of Successful Web Store Implementations
15:25 Incentivizing Players to Use Web Stores
18:27 The Impact of Unaccounted Revenue
21:12 Future of Payment Regulations Globally
23:58 The Role of Multiple Payment Providers
26:47 The Evolution of Direct-to-Consumer Strategies
29:38 Anticipating Future Rulings and Changes
32:12 Conclusion and Future Outlook
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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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