512 episodes
💍 Rotate Rings was a FAKE ad for a YEAR. Now it's a GAME With 1M DAU in 2 Weeks
12/10/2026 | 26 mins.Rotate Rings is two weeks old, already at 1M DAU and 500–600K downloads a day. The twist: the core mechanic was a UA creative first. Century Games ran rotating-ring fake gameplay for a year, Tasty Travels used it as a minigame, and now Nebula (Felix's "good authority" says Hungry Studio, the Block Blast team) turned the ad into the game. No timer, no fail state, "another Arrows," and still only $45–50K/day in ads because interstitials are delayed Block Blast-style: Jakub hit level 34 without one. 3,000 creatives in three weeks, AI IQ-test guys, Einstein, sunglasses to hide the AI eyes. UA is 70% of the success, and the clones are coming.
⏱️ TIMESTAMPS
00:00 – Why the traffic isn't pristine
01:37 – A UA creative became a game
03:08 – Gameplay: rotate, disconnect, shatter
08:20 – 1M DAU in two weeks
11:04 – Hungry Studio's delayed-interstitial playbook
14:32 – Creatives: AI hooks, 3,000 ads, 90 playables
23:12 – $50K/day verdict and clone prediction
This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa.
http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100
--------------------------------------
Today's episode is brought to you by PvX Partners. Developers now have a new way to fund their marketing: PvX Card.
If you're scaling your gaming business and need more capital for UA, here's the deal: your credit limit grows with your marketing performance — the higher your ROAS, the more credit you have available. Repayment terms run from 60 to 120 days and scale with your ROAS, so you can match repayments to your game's payback period.
It's dynamic, it's flexible, and it scales as fast as you do.
Check out PvXPartners.com/cards and scale your UA with PvX Card
---------------------------------------
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 - 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💰 You Hit $1,000/Day in Ad Revenue. Now Here Are the 5 Tricks Ad Networks hope you NEVER Learn
10/10/2026 | 20 mins.https://www.segmenta-ai.com/ - Link for signup if you want bid floor help
Felix, solo from Istanbul, with the advanced ad monetization episode nobody makes: what to do once your game is earning $1,000 a day in ads. The core idea is that ad revenue stacks on top of itself, so tactics that were a waste of time at $100 a day are suddenly worth real money, and the networks know it better than you do. First, network coverage: at $1,000 a day you should be live on at least six or seven of the ten big networks (AppLovin, Meta, Google, Unity, Mintegral, InMobi, Digital Turbine, Pangle, Moloco, Liftoff, BidMachine on iOS), and at $3,000 a day on all of them, because each good network adds roughly 5–10% to revenue.
And finally, bid floors: since the industry went bidding-only two years ago, every network runs a bandit model that keeps testing lower bids until one converts, dragging your average down, turning you from price setter to price taker. Bid floors, set at the right levels and updated at the right cadence, claw back 5–20%, and Felix's new SDK-less bid-floor service plugging into MAX showed one client earning nearly 30% more during the test window. Eleven games live, looking for the twelfth. Next milestone to plan for: $25–30K a day, where everything changes again.
⏱️ TIMESTAMPS
00:00 – Cold open: when spacing ads out is actually worth it
02:32 – Why ad monetization stacks: what changes at $1,000/day
03:30 – Which networks to run: 7 of 10 at $1K/day, all of them at $3K/day
05:00 – app-ads.txt and reseller demand: why it's not a beer tap
07:00 – The recency model: impressions lose 39–52% of value by the 12th
09:30 – Policing ad length: timestamp every impression and confront the network
11:30 – The pro move: load an interstitial in the rewarded slot
13:00 – Bid floors vs the bandit model: from price taker back to price setter
---------------------------------------
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 - 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- Aniimo is the prettiest game we've reviewed this year and Jakub spent a week waiting for it to catch him. It didn't, and the reason is the biggest hole we've ever found in a Chinese launch: there is no gacha. None. Everything you'd expect from a top-tier open-world RPG except the engine that pays for it. You catch your Aniimo in the world, grind the rare ones through long quest chains, and that's it. Jakub's verdict: "you build a beautiful car and you forgot to put in the engine."
Mobile revenue is around $200K a day, the cross-platform in-game spend chart suggests maybe $600K combined, and the audience is exactly who you'd want: Japan, Korea, Taiwan and Thailand with the US at just 16%. The people who, in Jakub's words, live and die by the gacha, handed a game with none.
Kudos to FunPlus for diversifying away from 4X. Now add the gacha.
⏱️ TIMESTAMPS
00:00 – Cold open: Honkai did $12M a day at launch, Aniimo doesn't have the engine for it
02:32 – Who made it: Paw Print Studio, FunPlus and why the 4X OGs need a way out
06:00 – The game: Genshin world, Pokémon catching, twining into your Aniimo, boss fights and rarities
15:00 – Energy, live ops and cosmetics: the only monetization that exists
18:24 – The elephant in the room: there is no gacha
23:30 – The numbers: 40M pre-regs, ~1M DAU, $200K/day mobile, Japan and Korea leading
34:11 – UA and creatives: 1,300 in-game cinematics, no AI, no playables, Kakao and Path of Exile YouTubers
43:23 – Category check: Genshin $30M, WuWa $10M, NTE $5M a month and the prediction
This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa.
http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100
Today's episode is brought to you by PvX Partners. Developers now have a new way to fund their marketing: PvX Card.
If you're scaling your gaming business and need more capital for UA, here's the deal: your credit limit grows with your marketing performance — the higher your ROAS, the more credit you have available. Repayment terms run from 60 to 120 days and scale with your ROAS, so you can match repayments to your game's payback period.
It's dynamic, it's flexible, and it scales as fast as you do.
Check out PvXPartners.com/cards and scale your UA with PvX Card
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 - matej@lancaric.me 🐌 Voodoo's mid-core ERA: Draft Showdown is Battle Legion with the friction removed
05/10/2026 | 46 mins.Draft Showdown is a Voodoo-published auto-battler that is, by the admission of the two people on this podcast who actually worked on it, Battle Legion with the friction removed, and that's why it's doing what Battle Legion never could: roughly $120K a day, 45–50% of it from ads, 400K DAU, a $70K IAP spike on the new Draft Pass season, and 1,200 new creatives in the last three days.
Felix estimates $38–43K a day in ads alone, and he's already messaged Voodoo begging to know how they did it.
On the UA side Matej is surprised to see Facebook still the biggest channel over AppLovin, Unity and Mintegral, then explains why: the creatives are fake-as-hell mass battles, 4X hooks, Mob Control tubes, Plants vs Zombies clones, Hero Wars, Rush Royale, a dinosaur you never get to pick, all 59 seconds, no AI, "as soon as you see these type of ads, you know it's expensive."
Plus Teut Weidemann's new book "I Told You So: Why Fairness Wins in Free-to-Play"
⏱️ TIMESTAMPS
00:00 – Cold open: $38–43K a day in ads
01:20 – Battle Legion trauma: Matej did the UA, Jakub did the design, Voodoo did the iteration
05:54 – The core loop: roguelite draft, live counters, four-card deck and no placement
11:35 – Legendaries behind the Draft Pass, shard gacha and the two-plus-one ad shop
19:26 – Felix's admon breakdown: seven rewarded placements and the double-interstitial trick
23:44 – Numbers: $120K/day, 400K DAU, $70K season spike, Voodoo portfolio and the $200–300K prediction
30:25 – UA and creatives: Facebook still number one, 1,200 creatives in 3 days, all fake, no AI
40:06 – Rigged matchmaking: why 70% win rate feels fair and games push it to 95%
This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa.
http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100
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 - matej@lancaric.me🥟 Mystery Dumpling Unbox ASMR: The Game that isn't a GAME (It's an Ad Simulator)
01/10/2026 | 34 mins.Mystery Dumpling Unbox ASMR launched in mid-August, spiked to a million downloads a day, is still pulling 300K downloads a day and 1.1M DAU, shows $2 of IAP revenue in the last 30 days.
Every one of those 12 million monthly downloads comes from a viral toy trend: RMS "Real Magical Stuff" mystery dumplings, unboxing videos on TikTok and YouTube doing 47M, 70M and 82M views each, and a developer that named the app so precisely ("mystery dumpling" + "unbox") that it sits as the first Google result when a kid searches for the toy. The monetization is textbook ultra-casual pumping: interstitials triggered by action count starting at 15 and dropping to two or three, a permanent MREC on a 10-second refresh sitting on top of the "claim free legendary pack"
Felix runs the math: mostly Indonesia and Tier 2/3 traffic, only 33K DAU in the US, so somewhere between $18K and $29K a day in ad revenue, call it $1M a month and roughly $900K banked since launch.
⏱️ TIMESTAMPS
00:00 – Cold open: 70 million views on a dumpling unboxing video
01:32 – What Mystery Dumpling Unbox ASMR is and why $2 of IAP is the wrong way to look at it
02:29 – Gameplay walkthrough: interstitials on action count, a permanent MREC, Google billboards and four ads per screen
11:07 – The toy behind it: RMS mystery dumplings, Amazon, €50 diamond editions and a safety recall
12:50 – The numbers: 1M downloads/day spike, 300K/day now, 1.1M DAU, 12M downloads a month, all Tier 2/3
15:23 – Felix's Panini FIFA theory and the $18–29K/day ad revenue estimate
20:32 – Zero paid UA: TikTok, YouTube, Google search #1 and how ASO did all the work
29:07 – Fake 4.7-star reviews, the ultra-casual category and the Miniclip clone
This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa.
http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100
--------------------------------------
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 - matej@lancaric.me
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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 and relaxed atmosphere. A safe space where we mimic the honesty of a 4am conference discussion. Enjoy & let us know your feedback!
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