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two & a half gamers

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two & a half gamers
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  • two & a half gamers

    🚨📢 BREAKING NEWS: New Ubisoft Mobile Shooter + Layoffs, Layoffs and Closures

    03/04/2026 | 9 mins.
    Layoffs, closures, and major strategy shifts across gaming

    This week in Two and a Half Gamers Breaking News, we cover one of the toughest weeks for the gaming industry — with layoffs, shutdowns, and major strategic pivots across multiple companies.

    Here’s what happened:

    🎮 Ubisoft launches The Division Resurgence on mobile
    📉 Multiple studios shut down or reduce teams
    💸 A $100M+ project gets cancelled after 7+ years
    🤖 Unity doubles down on AI and ad tech strategy
    📊 Nazara raises $50M for acquisitions and AI expansion
    🎮 VR platforms continue to struggle with monetization

    👉 The industry is going through a major reset — and mobile, AI, and distribution are at the center of it.

    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-3bckldvr8-8PXvzciMWdheOzED9hq0SA

    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
  • two & a half gamers

    🚀​ Castle Clashers!: Voodoo’s new HIT is scaling hard

    02/04/2026 | 37 mins.
    Today, we break down Castle Clashers, a new game from Voodoo that’s generating $220K+ daily revenue and scaling aggressively with 100K downloads per day.

    But this is not your typical Voodoo game.

    It combines:
    • Artillery shooter gameplay (Worms-style)
    • Clash Royale-inspired gacha systems
    • Heavy-rewarded ad monetization
    • Aggressive UA scaling

    We dive into why this hybrid approach works, where it breaks industry “rules”, and why this could be a blueprint for the next generation of midcore-lite games.

    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-3bckldvr8-8PXvzciMWdheOzED9hq0SA

    Chapters
    00:00 intro
    02:00 Gameplay breakdown (Worms-style combat)
    05:00 Why the core loop works
    09:00 Repetition problem vs retention
    12:00 The “Voodoo gacha” explained
    16:00 Why this breaks traditional gacha rules
    20:00 Rewarded ads as progression engine
    23:00 Ad monetization vs IAP balance
    26:00 Category analysis (Artillery Shooter)
    29:00 UA strategy and creative volume
    32:00 Why creatives are weak (and still scale)
    34:00 Missed creative opportunities
    36:00 Final verdict
    ---------------------------------------
    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
  • two & a half gamers

    🚨Lily's garden & Loomit: How Top Games Make Money From Ads

    01/04/2026 | 39 mins.
    In this special episode, we sit down with Tactile Games and Loomit to break down how ad monetization actually works at scale - using Lily’s Garden as a real-world example.

    https://loomit.ai/
    https://meetings.hubspot.com/iortizf/25gamers?uuid=c4c16368-14b8-4277-9ab2-ab55d5614c2d - to book a meeting

    From segmentation and A/B testing to dynamic floors, multiple ad units, and user-level optimization — this episode goes deep into the systems behind modern ad revenue.

    We also tackle the biggest challenges in ad monetization today:
    • Cannibalization vs incremental revenue
    • Ad quality vs revenue trade-offs
    • Why most setups leave money on the table
    • How AI and automation are changing AdMon

    🎯 KEY TAKEAWAY

    Ad monetization is no longer about placements.
    It’s about user-level optimization, testing, and control over the auction.

    https://loomit.ai/ - website
    https://meetings.hubspot.com/iortizf/25gamers?uuid=c4c16368-14b8-4277-9ab2-ab55d5614c2d - to book a meeting
    ---------------------------------------
    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,
    Special guests: Ignacio Ortiz Freuler
    https://www.linkedin.com/in/iortizfreuler/
    Éric Tournié
    https://www.linkedin.com/in/erictournie/

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

    Chapters
    00:00 Intro and guests (Tactile + Loomit)
    01:40 What makes Lily’s Garden unique
    04:00 Ads in IAP-heavy games — why it’s hard
    07:00 Defining non-payers and segmentation
    09:30 A/B testing ad placements
    12:00 Rewarded placements that actually work
    15:00 Cannibalization vs incremental revenue
    18:00 Mediation platforms and testing strategy
    21:00 What Loomit actually does
    24:00 Smart buffering and ad loading
    27:00 Ad quality vs revenue tradeoffs
    30:00 Bid floors and multiple ad units explained
    34:00 Why most setups are suboptimal
    36:30 AI, automation and future of AdMon
    ---------------------------------------
    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
  • two & a half gamers

    🧶​ Yarn Loop Review: Puzzle Gold Rush continues with Spyke Games!

    31/03/2026 | 44 mins.
    In this episode of Two and a Half Gamers, we break down one of the strangest success stories in mobile gaming right now — Yarn Loop.

    Despite having a relatively small player base, the game is already generating millions in revenue, driven by strong Tier 1 users, efficient monetization, and heavy AppLovin scaling strategies.

    We explore how this “Pixel Flow-inspired” puzzle game evolved into a top performer, why iteration beats originality in today’s market, and how studios like Spyke are building scalable puzzle machines using templates, AI, and ruthless execution.

    🧠 Key Takeaway

    You don’t need millions of players to win. You need the right players, the right monetization, and the right UA 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-3bckldvr8-8PXvzciMWdheOzED9hq0SA

    Chapters
    00:00 Why this game makes no sense
    01:30 Millions in revenue with low DAU
    03:00 What Yarn Loop actually is
    05:00 Pixel Flow vs Yarn Loop comparison
    08:00 Why cute visuals matter for CPI
    11:00 The “slinging” mechanic explained
    14:00 Difficulty curve and retention design
    17:00 Spike’s puzzle template strategy
    20:30 LiveOps advantage vs competitors
    23:00 Revenue breakdown and Tier 1 focus
    27:00 Puzzle genre explosion in 2026
    30:00 Competitors: Pixel Flow, Magic Sword
    33:00 AppLovin scaling and ad revenue debate
    37:00 Creative strategy breakdown
    40:00 Legal risks and copycat strategy
    42:30 Final verdict — how big can this get?
    ---------------------------------------
    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
  • two & a half gamers

    Subway Surfers City: Sybo built the Best Ad Placements in Mobile Gaming, then forgot to run UA

    26/03/2026 | 42 mins.
    Subway Surfers City just hit 10 million downloads in 3 weeks — but is it actually a good business?
    We tear apart Sybo's long-awaited follow-up to one of the most downloaded games in history. We break down the gameplay, the surprisingly advanced (and stingy) economy, Felix's obsession with the ad placements, and why the UA setup is basically a ghost town despite having MiniClip's full weight behind it.
    After 5+ years of development in Denmark and a soft launch back in July 2024, Subway Surfers City finally went global — but the numbers are already declining. Is this a profitable sequel or a $20K/day money pit that'll never recoup its dev costs?
    Topics covered:

    Game breakdown: gacha system, hoverboards, shard economy, modes & daily trials
    Ad monetization deep dive: 8 rewarded ads/day cap, ad boxes, interstitials done right
    Why Felix wants to sell you a subscription to watch MORE ads
    Revenue reality: ~$100K/day total, DAU at 730K and shrinking
    UA analysis: 51 creatives, mostly Facebook, no AdROAS, no AppLovin — why?
    The organic trap: can Subway Surfers City ever escape the shadow of the original?
    Cross-promo mystery: 16M monthly downloads next door and zero funnel into City

    Was this game worth building at all?

    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

    Chapters
    00:00 intro
    02:38 Game overview – What is Subway Surfers City?
    04:13 Background – Sybo, MiniClip, and the original game
    05:49 Monetization model – IAPs vs. the original's ad-only approach
    06:26 Ad placements deep dive – Rewarded ads, revives, doubler
    07:32 Economy breakdown – Shard gacha, currencies, and the 8-ad daily cap
    21:13 Felix's wild idea – Pay to watch MORE ads
    22:07 Interstitial placement & eCPM balance
    23:37 Numbers – Downloads, DAU, revenue
    26:14 Revenue reality – $20K/day IAP, ~$100K/day total
    31:03 UA breakdown – 51 creatives, Facebook only, no AdROAS
    33:05 Why is the UA so weak? MiniClip, earn-outs, LTV issues
    36:06 Cross-promo – Why isn't Subway Surfers 1 pushing City?
    39:10 Final verdict – Was this game worth making?

    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]

More Leisure podcasts

About two & a half gamers

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!
Podcast website

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