• Sandloop review: It looks simple. That’s the point.
    Jan 22 2026

    In this episode, we break down Sandloop by Voodoo and explain how a lightweight, physics-driven sorting game can already generate ~$100k+ per day with a heavily ad-driven model.


    We cover gameplay design, monetization, difficulty tuning, creative strategy, and where Sandloop realistically sits compared to Pixel Flow and other sorting hits.


    What we cover

    • Sandloop core mechanics

    • Physics-based puzzle design

    • Ad-first monetization strategy

    • Early revenue and spend estimates

    • Sorting category trends

    • Voodoo’s portfolio strategy


    Get our MERCH NOW: 25gamers.com/shop

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

    PVX Partners offers non-dilutive funding for game developers.

    Go to: https://pvxpartners.com/

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

    - Scale fast

    - Keep your shares

    - Drawdown only as needed

    - Have PvX take downside risk alongside you

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

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

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

    Our sponsor FastSpring:

    Has delivered D2C at scale for over 20 years

    They power top mobile publishers around the world

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

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

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

    Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠

    Podcast:


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


    Chapters

    00:00 — Intro and first revenue estimates

    02:05 — Why Sandloop exists in Voodoo’s portfolio

    03:00 — No menu early and why it matters

    04:45 — Sandloop vs Pixel Flow pacing

    05:50 — Physics-based sorting explained

    07:40 — Hidden layers and bucket logic

    09:20 — Fail states and difficulty design

    11:00 — Why thinking beats speed here

    12:50 — Ads, segmentation, and break timing

    14:40 — Monetization mix and ad share

    16:25 — Early revenue and download estimates

    18:10 — Where Sandloop ranks among Voodoo IPs

    20:00 — Sorting category explosion

    22:10 — Pixel Flow, Arrows, and category leaders

    24:30 — Copycats, second-mover advantage

    26:15 — Creative strategy and velocity

    29:00 — Spend, payback, and early scaling math

    32:00 — Sandloop’s realistic ceiling

    33:40 — Final take and outro


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

    Matej Lancaric

    User Acquisition & Creatives Consultant

    ⁠https://lancaric.me

    Felix Braberg

    Ad monetization consultant

    ⁠https://www.felixbraberg.com

    Jakub Remiar

    Game design consultant

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

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

    Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!

    Hit the Subscribe button on YouTube, Spotify, and Apple!

    Please share feedback and comments - matej@lancaric.me

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

    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

    Show More Show Less
    34 mins
  • New genre leader in cozy games by Jakub Remiar
    Jan 21 2026

    In this solo episode, Jakub breaks down how Heartopia scaled to hundreds of thousands of daily downloads and over $200k per day using slow-life gameplay, cosmetic-only gacha, and zero fake ads.


    We look at the cozy / avatar-life genre, monetization mechanics, gacha cycles, UA creatives, and why this game works despite having almost no traditional gameplay pressure.


    What we cover

    • Heartopia launch performance

    • Cozy and avatar-life genre explained

    • Cosmetic-only gacha monetization

    • Why collections work without stats

    • UA strategy and creative volume

    • Sustainability and revenue outlook


    Get our MERCH NOW: 25gamers.com/shop

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

    PVX Partners offers non-dilutive funding for game developers.

    Go to: https://pvxpartners.com/

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

    - Scale fast

    - Keep your shares

    - Drawdown only as needed

    - Have PvX take downside risk alongside you

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

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

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

    Our sponsor FastSpring:

    Has delivered D2C at scale for over 20 years

    They power top mobile publishers around the world

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

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

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

    Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠

    Podcast:


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


    Chapters


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

    Matej Lancaric

    User Acquisition & Creatives Consultant

    ⁠https://lancaric.me

    Felix Braberg

    Ad monetization consultant

    ⁠https://www.felixbraberg.com

    Jakub Remiar

    Game design consultant

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

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

    Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!

    Hit the Subscribe button on YouTube, Spotify, and Apple!

    Please share feedback and comments - matej@lancaric.me

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

    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

    Show More Show Less
    22 mins
  • 🤯 AI ads evolved from fake gameplay into full world simulations
    Jan 19 2026

    In this episode, we break down how AI ads evolved from fake gameplay into full world simulations. Dark War and Top Heroes are now running up to 90% AI-driven creatives, generating environments, hooks, and pseudo-games that look better than many shipped titles.


    We cover sand loops, world models, long-form creatives, IP gray zones, and why teams that fully commit to AI are pulling away fast.


    What we cover

    • AI world simulation creatives

    • Sand loops and seamless rooms

    • Dark War & Top Heroes strategies

    • Long creatives that actually work

    • Fake games that outperform real ones

    • The real AI tipping point


    Get our MERCH NOW: 25gamers.com/shop

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

    PVX Partners offers non-dilutive funding for game developers.

    Go to: https://pvxpartners.com/

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

    - Scale fast

    - Keep your shares

    - Drawdown only as needed

    - Have PvX take downside risk alongside you

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

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

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

    Our sponsor FastSpring:

    Has delivered D2C at scale for over 20 years

    They power top mobile publishers around the world

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

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

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

    Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠

    Podcast:


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


    00:00 — Intro & why this episode matters

    01:40 — AI creatives are no longer a novelty

    03:30 — Guess the game & spotting non-AI creatives

    04:30 — Golden Goblins, King Shot & early AI signals

    06:40 — Hooks that still work in an AI world

    08:10 — Drama, grandmas & narrative escalation

    10:00 — Fake people, ASMR & viral slop economics

    12:20 — IP style borrowing and legal gray zones

    14:30 — Dark War enters the big league

    16:10 — Seamless rooms and sand-loop environments

    18:30 — Why these creatives hold attention

    21:50 — World simulation vs classic generation

    24:20 — Genie-style models and consistency problems

    26:30 — 80–90% AI adoption explained

    29:10 — Fake games that look real

    32:00 — Why long creatives are winning again

    34:10 — Revenue reality: Dark War & Top Heroes

    36:30 — The real AI tipping point

    38:40 — Final predictions & what teams should do next


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

    Matej Lancaric

    User Acquisition & Creatives Consultant

    ⁠https://lancaric.me

    Felix Braberg

    Ad monetization consultant

    ⁠https://www.felixbraberg.com

    Jakub Remiar

    Game design consultant

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

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

    Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!

    Hit the Subscribe button on YouTube, Spotify, and Apple!

    Please share feedback and comments - matej@lancaric.me

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

    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

    Show More Show Less
    40 mins
  • 🚨📢 BREAKING NEWS: 2026 State of Gaming Marketing, Turkish studio raises big, Meta shuts studios
    Jan 16 2026

    Creative output hits record highs, Turkey and India attract massive funding, Meta shuts down VR studios, Rockstar launches a paid mod marketplace, and Arc Raiders sells 12M copies in just 2.5 months.


    The State of Gaming Marketing 2026 Report:

    https://www.appsflyer.com/resources/reports/gaming-app-marketing/?utm_source=influencer&utm_medium=Referral&utm_campaign=CO%3A+State+of+Gaming+01-2026&utm_term=matej&utm_content=Newsletter


    This week shows how fast the industry is consolidating around execution, scale, and monetization efficiency.


    What I cover

    • Creative volume explosion

    • $25B global UA spend

    • Tale Monster & Liquid Nitro funding

    • Meta VR studio shutdowns

    • Rockstar’s paid mod marketplace

    • Valve’s Steam Machine update

    • Ubisoft layoffs

    • Arc Raiders breakout success


    2026 is not slowing down.

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

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

    Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠

    Podcast:


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


    Chapters

    00:00 — Why this week matters

    00:32 — Creative volume explodes (2,600 creatives per quarter)

    01:40 — AI shifts from creation to reporting

    02:45 — Tale Monster raises $30M (Turkey momentum)

    03:40 — Liquid Nitro and AI live-service model

    04:45 — Global UA spend hits $25B

    05:35 — GDC becomes a premium festival

    06:20 — Meta shuts down VR studios

    07:10 — Rockstar launches paid mods

    08:05 — Valve updates Steam Machine strategy

    08:45 — Ubisoft layoffs & ARC Raiders breakout

    09:25 — Final take for 2026


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

    Matej Lancaric

    User Acquisition & Creatives Consultant

    ⁠https://lancaric.me

    Felix Braberg

    Ad monetization consultant

    ⁠https://www.felixbraberg.com

    Jakub Remiar

    Game design consultant

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

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

    Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!

    Hit the Subscribe button on YouTube, Spotify, and Apple!

    Please share feedback and comments - matej@lancaric.me

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

    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

    Show More Show Less
    10 mins
  • 🚀​ Pixel Flow! Review: from 0 to $1MIL+/day in 90 days
    Jan 15 2026


    Pixel Flow! works because it combines familiarity with novelty. The core loop feels intuitive if you’ve played sorting or bench-based puzzle games, but the slinging and conveyor mechanics add speed, mastery, and tension. Difficulty is created through execution pressure, not confusion. Players feel smart when they win and responsible when they lose, which massively boosts engagement.


    Monetization is deceptively simple and very effective. Interstitials trigger on failed and completed levels, rewarded videos are optional and placed where they don’t break flow, and there are no unnecessary ad placements on app open. Ads already contribute roughly 15–20% of revenue and perhaps even more, with room to grow, but the team clearly prioritizes uninterrupted gameplay to protect conversion and retention.


    The biggest growth driver is UA. Pixel Flow! skipped a traditional soft launch, went hard on AppLovin and Mintegral, then expanded rapidly to TikTok, Unity, Google, and Meta. Creative velocity is extreme, with thousands of new creatives pushed in weeks, including playables, AI visuals, and gray-zone recognizable characters.


    Get our MERCH NOW: 25gamers.com/shop

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

    PVX Partners offers non-dilutive funding for game developers.

    Go to: https://pvxpartners.com/

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

    - Scale fast

    - Keep your shares

    - Drawdown only as needed

    - Have PvX take downside risk alongside you

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

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

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

    Our sponsor FastSpring:

    Has delivered D2C at scale for over 20 years

    They power top mobile publishers around the world

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

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

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

    Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠

    Podcast:


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


    00:00 — Intro and why Pixel Flow matters

    02:10 — First impressions and core loop

    04:10 — Sorting shooter mechanics explained

    06:40 — Bench, tray, and slinging mastery

    09:30 — Difficulty design and fail states

    12:10 — Comparison vs Voodoo-style sorting games

    14:00 — Growth timeline and revenue explosion

    16:00 — DAU, geo mix, and scale reality

    18:30 — Copycats and category pressure

    21:00 — Deterministic vs casino-style puzzles

    23:20 — Ceiling discussion: 15–30M per month?

    25:00 — Ad monetization breakdown

    27:30 — Why not to overpush rewarded ads

    29:30 — CPI, retention, and UA efficiency

    32:00 — Creative velocity as the real moat

    35:00 — IP lookalikes and gray-zone creatives

    38:30 — What Pixel Flow must do next

    41:30 — Final take and closing thoughts


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

    Matej Lancaric

    User Acquisition & Creatives Consultant

    ⁠https://lancaric.me

    Felix Braberg

    Ad monetization consultant

    ⁠https://www.felixbraberg.com

    Jakub Remiar

    Game design consultant

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

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

    Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!

    Hit the Subscribe button on YouTube, Spotify, and Apple!

    Please share feedback and comments - matej@lancaric.me


    Show More Show Less
    44 mins
  • 🤔​ What if games paid players back?
    Jan 14 2026

    What if paying players actually made games more profitable?


    In this episode, we sit down with Ben Cousens (Chief Strategy Officer at ZBD) to unpack how embedded payouts, loyalty rewards, and regulated payments infrastructure can radically change retention, LTV, and monetization in mobile games.


    This is payments, psychology, and monetization design.


    Topics covered

    • Why gaming has a payments problem

    • Embedded rewards vs cash-for-tasks

    • How ZBD increases retention by 180%

    • Sharing ad revenue with players

    • Anti-fraud & compliance realities

    • UA creatives that attract better cohorts

    • Bank payouts & real-world spend in 2026


    More on ZBD SDK: https://zbd.gg/z/rewards-sdk

    Case studies mentioned: https://zbdpay.com/en/case-studies

    ZBD: https://zbdpay.com

    Ben Cousens : https://www.linkedin.com/in/bencousens/

    RSVP to Game of Tones II: https://luma.com/07c3ffq0?utm_source=twoandahalfgamers


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

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

    Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠

    Special guest: Ben Cousens

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



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


    Chapters

    00:00 — Why 180% retention sounds like BS?

    01:35 — Ben’s background: games, banking, VC, ZBD

    04:25 — What ZBD actually is (and isn’t)

    06:20 — The real payments problem in gaming

    09:10 — Money lifecycle in games: pay-in, move, pay-out

    11:15 — Why pay-outs are allowed when pay-ins aren’t

    13:00 — Embedded rewards vs “cash for tasks”

    14:30 — Bitcoin Miner & easter-egg rewards explained

    17:20 — Why sharing ad revenue increases LTV

    19:40 — From Bitcoin wallets to direct bank payouts

    22:00 — How rewards change player behavior long-term

    24:00 — Fraud, bots & anti-abuse systems

    26:50 — Why this works better than classic rewards apps

    29:35 — Tech integration & SDK reality

    31:40 — UA creatives and signaling “this game pays you”

    33:45 — Regulation costs & why others can’t copy this

    35:10 — What’s coming in 2026 (bank, real-world spend)

    37:10 — Blurring virtual and real economies

    39:20 — Who should actually use ZBD

    41:10 — Final take: owning the player relationship

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

    Matej Lancaric

    User Acquisition & Creatives Consultant

    ⁠https://lancaric.me

    Felix Braberg

    Ad monetization consultant

    ⁠https://www.felixbraberg.com

    Jakub Remiar

    Game design consultant

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

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

    Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!

    Hit the Subscribe button on YouTube, Spotify, and Apple!

    Please share feedback and comments - matej@lancaric.me

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

    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

    Show More Show Less
    43 mins
  • 🔨​ Forge Master review: Forging $3mil/month Revenue. Legend of Mushroom, westernized!
    Jan 12 2026

    In this episode, we break down Lessmore’s second major hit after Arrows and explain why Forgemaster is a pure IAP-driven idle RPG with no visible ads. From Legend of Mushroom mechanics and gacha systems to LTV, UA limits, and creative strategy, this is a deep dive into why Lessmore knows exactly when ads help and when they don’t.


    What we cover

    • Why Forgemaster feels instantly familiar

    • Legend of Mushroom DNA explained

    • Why are ads missing on purpose

    • LTV vs scale tradeoffs

    • UA and creative bottlenecks

    • How this game could scale further


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

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

    Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠

    Podcast:


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


    00:00 — Intro & context after Arrows

    01:40 — Why Forgemaster matters

    03:10 — Visual DNA and reused assets

    04:30 — Legend of Mushroom comparison

    06:20 — Gacha, skills, pets & progression

    09:00 — Idle loops and infinite treadmill

    11:30 — PvP, clans and social layers

    13:30 — The missing ads question

    16:00 — Why Lessmore likely turned ads off

    18:10 — Revenue, ARPU and LTV signals

    20:30 — UA performance and CPI reality

    23:00 — Creative strategy limits

    25:10 — How to scale Forgemaster further

    27:30 — Category outlook for idle RPGs

    29:30 — Final takeaways

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

    Matej Lancaric

    User Acquisition & Creatives Consultant

    ⁠https://lancaric.me

    Felix Braberg

    Ad monetization consultant

    ⁠https://www.felixbraberg.com

    Jakub Remiar

    Game design consultant

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

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

    Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!

    Hit the Subscribe button on YouTube, Spotify, and Apple!

    Please share feedback and comments - matej@lancaric.me

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

    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

    Show More Show Less
    31 mins
  • 🚨📢 BREAKING NEWS: Block Blast Hits 70M DAU, Apple Fined €98M, Brazil Forces App Store Changes
    Jan 9 2026

    Block Blast hits 70M DAU after running 10,000 A/B tests in a single year, Apple is fined €98M in Italy over unfair ATT rules, and Brazil forces major App Store changes including third-party payments and app stores.


    This week shows how execution, regulation, and platform power are colliding in mobile gaming.


    What we cover

    • How Block Blast scaled to 70M DAU

    • Why experimentation beats features

    • Apple fined €98M over ATT

    • Why double consent hurts developers

    • Brazil forces App Store rule changes

    • What this means for UA & monetization


    Key takeaway

    Platforms are under pressure. Teams that test faster will win.

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

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

    Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠

    Podcast:


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


    00:00 — Why this week matters

    00:45 — Block Blast hits 70M DAU

    02:20 — 10,000 A/B tests explained

    04:20 — Why simplicity scaled globally

    05:40 — Italy fines Apple €98M

    07:10 — Why ATT is under fire

    08:20 — Brazil forces App Store changes

    09:20 — What this means for developers


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

    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 - matej@lancaric.me

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

    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

    Show More Show Less
    11 mins