two & a half gamers

two & a half gamers

By Lancaric.meLeisureVideo Games
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two & a half gamers episodes

  • 🚨📢 BREAKING NEWS: Royal Kingdom Adds Ads, Playtika Exits Social Casino, Mistplay Buys Mychips

    Dream Games swore they would never add ads to Royal Match

    or Royal Kingdom. In February 2026, they quietly did it.

    Here's the proof — and what it means for the rest of the

    industry.


    Felix Braberg flies solo this week to break down the three

    biggest stories in mobile gaming: Playtika officially

    walking away from social casino to chase Disney Solitaire

    (with D2C revenue now at 62% of their IAP), Mistplay's

    acquisition of Mychips as the rewarded UA M&A wave begins,

    and the most interesting story of the week — Dream Games

    caught adding ads to Royal Kingdom via Wayback Machine

    forensics, generating an estimated $170-190K/day in

    interstitial and rewarded revenue while 6x'ing downloads

    in markets like Brazil.


    If Dream Games breaks, Playrix is next.


    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━


    ⏱️ TIMESTAMPS


    00:00 Cold open — Royal Kingdom's $190K/day ad revenue

    01:25 Playtika exits social casino, casual is now 76% of business

    03:10 The D2C dark pool — Playtika now at 62% off-platform

    04:45 Mistplay acquires Mychips — the rewarded UA M&A wave

    07:00 Royal Kingdom's secret ads — Wayback Machine forensics

    08:30 The Brazil test — 25K to 150K downloads/day, IAP also up

    09:30 Top charts wrap — Magic Sword, Grand Games, Monopoly Go


    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━


    📌 KEY TAKEAWAYS


    — Playtika is officially out of social casino. Casual games

    are now 76% of business per CEO Robert Antokol; Slotomania,

    Bingo Blitz, and World Series of Poker are in "managed

    decline." The legacy social casino CPIs are too high for

    the return profile to justify the spend anymore.


    — D2C is the real story underneath. Playtika's D2C revenue

    is now 62% of IAP, up from 42% the last quarter they

    reported. They're one of the few public companies in

    mobile that discloses this, and the trend is the litmus

    test for how much IAP revenue is now invisible in Sensor

    Tower's "official" charts.


    — Mistplay just acquired Mychips (a Math subsidiary).

    Rewarded UA is consolidating fast — Felix estimates 14-25

    players have meaningful revenue right now, and this is

    the first of many acquisitions coming. Watch Agio, Mistplay,

    and similar platforms make moves.


    — Dream Games quietly added ads to Royal Kingdom in February

    2026. Detected via Wayback Machine showing their app-ads.txt

    file expanded, plus user reviews complaining about

    unskippable ads. This contradicts years of public brand

    positioning around "premium IAP, no ads."


    — The numbers explain why they broke: Royal Kingdom went

    from 100-300K daily downloads to 600K. Brazil went from

    25K to 150K downloads/day. Brazil IAP also went from

    $12K/day to $17K/day — IAP revenue grew alongside ads,

    not in spite of them. Estimated incremental ad revenue:

    20% lift, or $170-190K/day.


    — The mechanism is AppLovin blended ROAS campaigns —

    targeting users for both IAP purchases AND ad watches in

    a single campaign. This is the new playbook, and it

    works because ads done right widen the funnel without

    cannibalizing IAP.


    — Playrix is next. Dream Games breaking the "no ads"

    posture is the canary in the coal mine. The big

    IAP-only studios that have publicly resisted ads will

    start looking at Dream's numbers and folding.


    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━


    🎙️ HOST

    Felix Braberg — Ad Monetization consultant


    🙏 SPONSOR

    This episode is brought to you by FastSpring — the no-drama

    D2C partner scaling with mobile publishers for 20+ years.

    Visit fastspring.gg to set up your web store today.


    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━


    💬 Comment below: which "no ads" studio breaks next?

    👍 Like the video if you learned something

    🔔 Subscribe for the next weekly news drop


    #mobilegaming #useracquisition #admonetization #royalmatch

    #dreamgames #playtika #mistplay #f2p

    12 min
  • The Mistplay Audience Network: Smartest UA Expansion of 2026! 3X reach, same quality

    Rewarded UA used to be a test bed. In 2026, it's a third of your UA spend. Mistplay just made it easier to scale.


    We sit down with the full Mistplay leadership team — Tricia (CEO), Aaron (CCO), and Mark "Bear" Bearman (GM, B2B) — to unpack the launch of the

    Mistplay Audience Network. The conversation covers the state of rewarded UA in 2026, validating rewarded as a core channel, why the category is consolidating, what the MyAppFree acquisition actually unlocks for advertisers, and how the audience network expands Mistplay reach to MyAppFree and Connected Rewards inventory with a single check-box.


    If you've been treating rewarded UA as a tactical add-on rather than a core part of your stack, this episode is the wake-up call.


    ⏱️ TIMESTAMPS


    00:00 Cold open — what the audience network means for UA

    01:33 Welcome + guest intros (Tricia, Aaron, Bear)

    02:55 The state of rewarded UA in 2026

    06:23 Survey data: rewarded UA at 20-30% of budgets

    07:29 The scale-vs-performance tension and the "patient path"

    13:17 What the audience network actually is, in plain English

    17:51 Brand budgets and the value-exchange opportunity

    23:00 The "tick a box" advertiser experience explained

    30:31 Where rewarded UA goes next — discovery + retention


    📌 KEY TAKEAWAYS


    — AppsFlyer's 2025 Performance Index validates what UA

    managers already see in their dashboards: roughly one

    third of the top UA sources are now rewarded. Three to

    four years ago, rewarded was 1-3% of spend; today it's

    6-10% average and climbing.


    — Matej's own UA survey: rewarded UA is now 20-30% of

    budget for most respondents, and 80% are planning to

    increase it further next year. That makes it core, not

    tactical.


    — The Mistplay Audience Network = one campaign, three

    inventory sources. The same Mistplay buying engine now

    extends to MyAppFree and Connected Rewards (Mobvista)

    inventory with a literal check-box. Tricia's framing:

    "same key, more doors."


    — Why MyAppFree matters specifically: brand advertisers

    finally want value-exchange placements (not just gamers),

    which means a third inventory stream that wasn't

    monetizable through gaming alone. This is genuinely new.


    — The performance-quality bar isn't being lowered to add

    scale. Mark Bearman: a high-quality DAU/MAU ratio and

    engagement filter still applies; the audience network

    expands reach without compromising the cohort signal.


    — Rewarded UA consolidation is real and rapid. Three to

    five years ago, every studio was launching a rewarded

    platform; now the market is consolidating around the

    platforms with sustainable foundations. Tricia's

    intentional framing: "platforms our partners can count

    on for trusted ROAS delivery."


    — Future direction: Mistplay is shifting from a closed

    loyalty platform to a UA layer that handles discovery,

    acquisition, AND retention as a continuous loop. The

    audience network is the first piece of that vision.


    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━


    🎙️ HOSTS

    Matej Lančarič — User Acquisition consultant

    Felix Braberg — Ad Monetization consultant


    🎤 GUESTS

    Tricia — CEO, Mistplay

    https://www.linkedin.com/in/tricia-han-920649/

    Aaron — Chief Commercial Officer, Mistplay

    https://www.linkedin.com/in/aaronthandi/

    Mark "Bear" Bearman — GM, B2B Solutions, Mistplay

    https://www.linkedin.com/in/mwbearman13/

    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

    #mobilegaming #useracquisition #rewarded #mistplay

    #liveops #f2p


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

    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

    37 min
  • 🧠 MVP UA template AXON: How to set up your Applovin for Success by Matej Lancaric

    The AppLovin setup playbook. No micromanaging, no manual optimization, no bullshit. UA template for you! Applovin UA explained!


    Solo for episode three of the MVP UA Template series (after Facebook and Google), this time breaking down AppLovin / Axon end-to-end. Tracking setup, campaign structure, bidding, ROAS targets, the new CPM-vs-CPI billing change, creative strategy, the real Axon dashboard with real numbers from his own game, and the patience required to actually scale.


    The headline lesson: AppLovin is a beast, but it really matters what you feed it. Garbage MMP signals = garbage results. Playables aren't optional. And the geo-bucket strategy that works on Facebook and Google does NOT work here — worldwide campaign with geo targets is the only sensible setup.


    If you've been avoiding AppLovin because it feels like a black box, this is the episode that demystifies it.



    ⏱️ TIMESTAMPS


    00:00 Axon dashboard preview

    02:20 Why AppLovin and what this episode covers

    04:14 Budget, MMP signals, and the "garbage in, garbage out" rule

    07:42 Worldwide campaign + geo targets (NOT geo buckets)

    10:58 D7 vs D28 ROAS — which attribution window to pick

    12:57 CPM vs CPI billing — the new setting most teams miss

    14:40 Creative strategy: 80% playables, 60 new per month

    17:59 Push budgets hard when something works (30-50%)


    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━


    📌 KEY TAKEAWAYS


    — AppLovin is not Facebook and not Google. The geo-bucket

    structure (US / Tier-1 / RoW) that works on those

    channels does NOT work here. Run ONE worldwide campaign,

    split by attribution window and platform only, and use

    geo-level ROAS targets to steer traffic — never geo-level

    budgets (they don't work the way you think).


    — Garbage MMP signals = garbage results. AppLovin doesn't

    know if you're sending the right event. If you're sending

    free trial signals labeled as subscriptions, AppLovin will

    optimize for free trials and your ROAS will look great in

    Singular while your real revenue dies.


    — Skip the CPI / D7 warm-up phase. AppLovin no longer

    requires it. Go straight to D7 or D28 ROAS, ideally D28

    for higher quality and longer-cohort optimization. Pick

    D7 only if your payback period is short and cash flow

    matters more than cohort quality.


    — New CPM vs CPI billing setting: start with CPM (spends

    evenly across the day), then switch to CPI only after

    you have winning creatives identified and want to scale

    aggressively. CPM billing eliminates the old "budget

    capped in 2 hours" problem.


    — Playables are non-negotiable. 80-90% of spend should go

    to playables. Top-grossing games ship 60+ new playables

    per month — that's the bar. Video length: 30-60 seconds,

    best results in the 45-59 second window. No hook needed

    on AppLovin (user must watch 30+ seconds anyway).


    This episode is brought to you by Potensus — the premium

    ad network with direct deals to Amazon, Apple, Coca-Cola,

    and Vodafone (no programmatic middlemen), partnered with

    PlayableMaker for native gaming creative formats.

    Head to potensus.com to get started.



    📌 MVP UA TEMPLATE SERIES

    1. Facebook setup

    2. Google setup

    3. AppLovin setup - you are here



    Full AppLovin setup guide linked in show notes.



    #mobilegaming #useracquisition #applovin #axon #mvpua

    #liveops #f2p



    Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA


    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]


    27 min
  • 🌺​Cozy Florist Deep Dive: 4,000 AI-Generated creatives in 30 Days

    A Chinese-developed Farmville replacement just shipped 4,000 AI-generated creatives in 30 days. And it's only making $30K/day. What's actually going on?


    We dig into Cozy Florist by Rift Sky Games — the Western counterpart to

    "My Garden Tale," which is already doing $10M/month in China. The game is a remarkably polished Farmville without the annoying resource puzzle, with stacked cores including flower-merging mechanics, Solitaire-association customer orders, gacha-style flower rarities, social raids, and

    TikTok Live integration baked into the metagame.


    But the puzzle is the creative volume. 4,000 ads in 30 days

    is Forex-scale UA output. The game is testing primarily in

    Philippines despite being released globally in December.

    And the revenue isn't moving in proportion. The hosts spend

    half the episode trying to figure out what's happening —

    and the conclusion they land on is uncomfortable for Western

    UA: this is what "second generation" Chinese UA looks like,

    and the West isn't ready.


    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━


    ⏱️ TIMESTAMPS


    00:00 What's going on

    02:55 Cozy Florist walkthrough — Chinese fonts, sad-story onboarding

    05:21 Stacked cores — flower merging, Solitaire customers, gacha

    13:00 TikTok Live integration baked into the metagame

    16:44 Revenue reality — 90% China, 2% US, $30K/day

    21:31 4,000 AI creatives in 30 days — Forex-scale output

    25:21 Why this game isn't soft-launching like a Western game

    27:55 The "second generation UA" gap Chinese studios are opening


    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-3bckldvr8-8PXvzciMWdheOzED9hq0SA


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

    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
  • The Attention Budget Rule: why tutorials should teach maximum 3 things at a time

    We sit down with Katie Madding (CEO, emhanceAI, ex-Adjust CPO) and John

    Hobson (founded user research at Bungie and Blizzard, 20+

    years on Halo, Destiny, WoW). The conversation walks through

    two real case studies — a Skullgirls Mobile playtest and a

    creative comparison — using emhance AI's facial-emotion

    analysis (0.89 ROC AUC, basically "lie detector" precision).


    The findings are uncomfortable. Skullgirls' tutorial pauses

    combat to teach mechanics players don't need yet. Every

    level ends with 5 passive screens stacked back-to-back. And

    the creatives with "near-death experience" hooks within the

    first 4 seconds genuinely outperform — not because Chinese

    UA teams said so, but because the emotion data shows it.


    If you build games or ads for mobile, this is required

    viewing.


    The link to the report is here: https://eu1.hubs.ly/H0v1sLM0


    Peaksel case study: https://www.emhance.ai/success-stories/peaksel-emhance-case-study


    ⏱️ TIMESTAMPS


    00:00 Cold open — designing the engagement curve

    01:30 Welcome + Katie and John intros

    03:48 How AI facial-emotion playtesting actually works

    07:57 Skullgirls case study: the first 15 minutes broken

    11:25 The attention budget — what it is, why it caps at 3

    17:14 High vs low engagement moments in Skullgirls

    24:13 Creative case study: Cat Match Two vs Sheep Swipe One

    29:52 Why "near-death experience" creatives win — confirmed


    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━


    📌 KEY TAKEAWAYS


    — emhance AI uses facial-emotion analysis (0.89 ROC AUC, "lie

    detector" precision) to identify exact moments of high

    and low engagement during playtest sessions. Engagement

    = emotion + attention combined.


    — Skullgirls Mobile tutorial findings: pausing combat to

    teach optional mechanics players don't need creates

    frustration. Players come away thinking the game is

    shallow because the tutorial fights are too easy and the

    text walls killed momentum.


    — John's "attention budget" rule: teach maximum 3 things

    at a time, then give players space to digest. From his

    Halo days: pop up a tooltip → if used, snooze 5 minutes

    → if not, repeat. Snooze 15 minutes after second use.


    — The "5-stack of boring screens" problem is universal.

    Win → victory animation → reward screen → loading

    screen → cut scene → talking head → finally back to

    gameplay. Nobody designed this stack on purpose. Real

    playtesting reveals it.


    — Why 6 out of 7 AI ads still suck: the concept is right

    ("save the character") but the small execution details

    matter enormously. Emotion data lets you identify which

    4 of 15 things in a creative actually worked rather than

    throwing out the whole concept.

    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━


    🎙️ HOSTS

    Matej Lančarič — User Acquisition consultant

    Jakub Remiar — Game Design consultant

    Felix Braberg — Ad Monetization consultant


    🎤 GUESTS

    Katie Madding — CEO, emhance AI (ex-CPO, Adjust)

    John Hobson — Game user researcher, ex-Bungie/Blizzard,

    20+ years on Halo, Destiny, WoW


    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-3bckldvr8-8PXvzciMWdheOzED9hq0SA


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

    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

    38 min
  • Soft Launch Sonar: 15 New Games, 14 Are Iterations, 1 Is Probably Doomed?!

    Every new mobile game is now a copy of a copy. And that's

    not a complaint — it's the strategy.


    We dig through the soft launch charts to surface 15+ new games released in the last three months. Voodoo's Block Pals (which is literally just Block Jam 3D again). Moon Active's two new merge games are chasing Gossip Harbor. Spike's Hexa Out, Quick Send, and Solitaire Sort. Grand Games hiding its new Aerogem on the Zimbabwe App Store to dodge takedowns. SuperSend's template-driven creative-first approach with FROZIA and

    Daily Farm Harvest Empire. Plus the bigger structural question: is Overwatch Rush actually going to make it?


    The pattern is clear - 80% works, 20% iteration. Every serious studio is following the same playbook. The question is who executes it best.


    ⏱️ TIMESTAMPS


    00:00 Cold open — merge is the new match-3

    04:04 Field Day by Bitod — ex-Supercell startup goes GTA

    06:15 Overwatch Rush — Blizzard's mobile play (high CPI face)

    09:53 Moon Active's merge wave — Reality Bay + Family Bay

    12:43 Voodoo's Block Pals + Century's DakiMage Color Puzzle

    15:35 Turkish section — Rolik, Spike, Grand Games dominance

    25:16 Aerogem hidden on the Zimbabwe App Store

    27:00 Arrows hits 6.5M DAU — the new template everyone copies

    28:38 SuperSend's creative-first templates: FROZIA, Daily Farm


    — "80% works, 20% iteration" is now the default soft launch

    strategy. Every game in this episode is an iteration on a

    proven winner — Block Jam, Gossip Harbor, Pixel Flow,

    Lesmore's Arrows, Township, Last War Creative.


    — Merge is officially being treated as the new match-3. Moon

    Active alone has two new merge games in soft launch.

    Caveat: merge is much harder to balance and live-ops than

    match-3, so most of these will fail.


    — Grand Games is hiding its new game Aerogem on the Zimbabwe

    App Store specifically because legal teams from incumbents

    (likely MiniClip / Lesmore) don't operate there. This is

    apparently a real soft launch tactic now.


    — Spike has abandoned its main App Store account and is

    publishing everything from a new "testing" account,

    releasing Hexa Out, Quick Send, and Solitaire Sort in

    rapid succession with the same template strategy.

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

    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


    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]

    35 min
  • 🎲​ Will Coin Master Board Adventure eat Monopoly Go? (Our year-end predictions)

    MoonActive just launched the obvious counter-punch to Monopoly Go — and it's already pulling 2.2M monthly downloads against Monopoly Go's 1.8M, with 10x fewer creatives.


    We break down Coin Master Board Adventure end-to-end: the stacked core

    loops (board + merge + Klondike + bombs + idle tree pets), the static-vs-seasonal album split, the 5-pop-up energy trap, the UA creative library, the launch trajectory, and why social casino monetization is still a money printer that the rest of the industry can't crack.


    Plus the question that opens the episode and pretty much defines the genre: what is the D365 retention of users spending $5,000+ a month? (Spoiler: basically 100%.)


    If you work on UA, live-ops, or social casino product, this one's required viewing.


    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━


    ⏱️ TIMESTAMPS


    00:00 Cold open — D365 retention of $5K/month whales

    02:55 The setup: MoonActive's counter-launch to Monopoly Go

    04:13 Coin Master is a $70M/month plow horse — for years

    08:50 Walking the actual game: pop-ups, energy, board core

    13:12 Five stacked cores: merge, Klondike, bombs, idle tree

    20:00 Launch trajectory — $300K/day, 80K downloads/day

    21:27 UA creatives: 1.5K running, why CPIs stay at $90+

    31:21 Year-end predictions and the Las Vegas granny

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

    PVX Partners offers non-dilutive funding for game developers.

    Go to: https://pvxpartners.com/

    They can help you access the most effective form of growth capital once you have the metrics to back it.

    - Scale fast

    - Keep your shares

    - Drawdown only as needed

    - Have PvX take downside risk alongside you

    + Work with a team entirely made up of ex-gaming operators and investors

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

    For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.

    Our sponsor FastSpring:

    Has delivered D2C at scale for over 20 years

    They power top mobile publishers around the world

    Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.

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

    This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.

    Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠

    Podcast:


    Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA


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

    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: Record Revenue, Record Layoffs, Why Only 2 Genres Are Actually Winning in 2026

    The mobile gaming industry just posted record revenue

    ($195.6B) while simultaneously firing 44,000 developers.

    Here's what's actually going on.


    Matej Lančarič flies solo this week to break down the five

    stories that matter most: NTE's massive global launch,

    IronSource's official shutdown after one of the worst

    acquisitions in mobile gaming history, the State of Mobile

    Gaming 2026 report and what its genre data really tells us,

    Adam Foroughi's spicy 20VC interview, and Google's ad tech

    antitrust ruling that's about to reshape programmatic

    advertising.


    Five stories, one signal: the market growth is real but

    extremely concentrated. If you're not in the right two

    genres or one of the live-service giants, you're competing

    for table scraps.


    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━


    ⏱️ TIMESTAMPS


    00:00 Record revenue, record layoffs paradox

    00:50 NTE / Neverness to Everness global launch

    02:30 IronSource is officially dead — RIP $4.4B acquisition

    03:45 $195.6B revenue + 44K layoffs — the concentration story

    05:15 Adam Foroughi on 20VC — $83M payday, AI, layoffs

    05:45 Google ad tech antitrust ruling — what comes next

    06:30 Closing — the week ahead


    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━


    📌 KEY TAKEAWAYS


    — Global gaming hit $195.6B in revenue in 2025, the highest

    annual total on record. Meanwhile 44,000+ dev jobs have

    been cut since 2022, with another 2-3K already gone in

    2026. One in three US developers laid off, 48% still

    jobless.


    — IronSource is dead. The $4.4B Unity acquisition is one

    of the most controversial deals in mobile gaming history

    — Supersonic is being sold off, and three and a half

    years later there's almost nothing left of IronSource

    inside Unity. Unity Vector grew 48% YoY though, so the

    ad business itself isn't dying.


    — NTE (Neverness to Everness) launched globally April 29

    on PC, Android, iOS, PS5, and Mac with cross-platform

    progression. Same team behind Tower of Fantasy. Massive

    IP, production values, and gacha — benchmark is Genshin

    and Zenless Zone Zero.


    — Adam Foroughi's 20VC interview is required listening.

    $83M CEO payday after a 92% stock drop, AI vs layoffs,

    AppLovin's run as one of the best-performing tech

    businesses right now.


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

    This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.

    Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠

    Podcast:


    Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA


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

    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

    10 min
  • 💀​ Review Radar #11: 80% of the games we covered are already dead!

    Welcome to Review Radar #11 — the "broken dreams and hopes" edition. We revisit every game they reviewed between September and December last year to see which ones survived, which ones got killed, and which ones genuinely broke through.


    The verdict is brutal. AceCraft dropped from 800K downloads a day to 4K. Galaxy Defense never scaled. The Squad Busters of the world joined Supercell's graveyard. But there were real winners: The Tower, Level Devil, Sunday City (the "Casino GTA"), and Heads Down all proved that smart design beats hype every time.


    If you want to understand what actually predicts mobile game survival, this is the episode.

    #mobilegaming #gamedesign #useracquisition #liveops #f2p


    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-3bckldvr8-8PXvzciMWdheOzED9hq0SA


    ⏱️ TIMESTAMPS


    00:00 Cold open — "broken dreams" radar incoming

    01:51 AceCraft, Galaxy Defense and the September graveyard

    07:54 The Tower — one of the best games we've reviewed

    12:01 Sudoku Master and the puzzle category check-in

    20:11 The Supercell post-2018 graveyard + MoCo's slow death

    28:38 Sunday City — the "Casino GTA" winning at $100K/day

    34:00 Final verdict — who survived and who didn't


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

    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

    35 min
  • 💡 How to create new mobile games 101, 2026 edition 😎

    How do you pick the right core for your next puzzle hit?


    Jakub Remiar breaks down the methodology behind some of

    the most successful puzzle launches of the last two years

    — Domino Dreams, Magic Sword, Block Out, Hexa Out, Arrow

    Gem — and explains the pattern that connects all of them.


    The short version: stop trying to invent new cores. Find a

    puzzle sub-genre that already has massive download volume

    but is monetized almost entirely through ads. Take that

    core, wrap it in level-based design, blockers, and live-ops

    polish, and convert the ad-revenue audience into IAP

    players. Domino Dreams did it with Domino. Magic Sword did

    it with Water Sort. Block Out did it with Color Block Jam.

    Same playbook every time.


    This is the video to send to anyone who asks "what genre

    should I build in next."


    Potensus is a premium ad network built by people who've actually been on both sides of this industry - game publishers, agencies, and successful exits. They get it.


    Here's the thing - Potensus has direct deals with Amazon, Apple, Coca-Cola, Vodafone. Not programmatic. Direct. Those budgets land in your game at premium CPMs, no middleman tax.


    And they handle everything with their in-house team. PLUS they're partnered with PlayableMaker WINK WINK - so they'll take a brand's YouTube video or a static banner and actually turn it into a playable ad or rewarded video. Proper interactive format, built for gaming inventory. Brands getting a gaming-native creative, publishers getting higher CPMs. Everyone wins.


    Head to potensus.com to get started or check their creative portfolio here

    https://vimeo.com/showcase/12093300?fl=so&fe=fs


    ⏱️ TIMESTAMPS


    00:00 Intro — how to pick a core for a new puzzle game

    02:21 Domino Dreams: capturing the Domino category

    05:20 Magic Sword: turning Water Sort into IAP gold

    07:50 Spyke Games / Combo Games portfolio strategy

    10:50 Hexa Out — when iteration becomes innovation

    13:00 Grand Games portfolio: the templatization machine

    15:55 Arrow Gem: the obvious next move after Lesmore's Arrows

    17:30 Why this is a lottery — and consistency wins it

    18:30 Closing methodology: pick your strengths, know your shot



    📌 KEY TAKEAWAYS


    — The opportunity isn't in inventing new puzzle cores.

    It's in finding ad-driven puzzle categories with high

    download volume and converting them to IAP via level

    design, blockers, and live-ops.


    — Domino Dreams isn't a Domino game. Magic Sword isn't

    a Water Sort game. They're level-based puzzlers with

    a familiar core wrapped around them — that's the trick.


    — Category ceiling matters: Domino Dreams will likely

    cap around $7–8M/month because the niche is finite.

    That's still a profitable, sustainable hit.


    — Studios like Grand Games and Spyke have built a

    consistent template: 80% finished metagame engine +

    swap in the new trending core + 20% iteration.


    — Lesmore's Arrows is the current source code —

    everyone is iterating on it (Hexa Out, Arrow Gem,

    countless clones).


    #mobilegaming #gamedesign #puzzlegames #liveops #f2p


    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-3bckldvr8-8PXvzciMWdheOzED9hq0SA


    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]

    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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