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two & a half gamers

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two & a half gamers
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  • two & a half gamers

    🧠 Copy vs Execute: the creative trend everyone's chasing

    29/06/2026 | 44 mins.
    The whole market is chasing the same thing: one magic creative that lowers your CPI. But this month's creative trends show the real story
    We run through the month's creatives and surface the patterns: AppQuantum/Golden Goblins as the copy-machine the whole market imitates (now with a ~100-person creative team), the onboarding land grab where studios slap My Perfect Hotel, Last Asylum, and other hyper-casual hooks onto match and merge onboarding, the Game of Thrones IP game (Dragonfire) as a test of whether Western IP can punch back against the Chinese creative machine, Voodoo's standout new mid-core game Path of Kings (old-school pixel RPG nostalgia, 60K downloads/day since a May launch), AI creatives flooding every genre (and the hand-movement tell that still gives them away), and several games clearly in trouble
    The throughline: copy and execute are two different things. You can copy any creative - but can you actually execute it?

    ⏱️ TIMESTAMPS
    00:00 The full crew and creative trends kickoff
    02:30 Golden Goblins / AppQuantum — the copy machine
    09:00 The "getting slapped" hook and Whiteout Survival
    09:40 Game of Thrones IP vs the Chinese creative machine
    20:00 Panteon, Raid Rush, and the AI-tower signature
    22:50 Voodoo's Path of Kings — the standout new game
    26:30 The onboarding land grab — Match Villains & beyond

    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

    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
  • two & a half gamers

    💰 The $45M/Month Football Game Nobody Talks About: eFootball, EA FC & Dream League Breakdown

    25/06/2026 | 47 mins.
    The World Cup is here, and three football games are quietly printing money — but in completely different ways. eFootball is doing $45M a month after nearly a decade of straight-line growth, and almost nobody in the industry is talking about it.
    Matej Lančarič, Jakub Remiar, and Felix Braberg break down the three realistic football giants — Dream League Soccer, Konami's eFootball, and EA Sports FC Mobile (the game formerly known as FIFA Mobile). They get into the wildly different country mixes (Dream League at 25% US revenue, eFootball at 43% from Japan, EA FC pulling 20% from China and 16% from Korea), the radically different ad strategies (eFootball at just 0.65% ad revenue, EA FC around 15-25%, Dream League a remarkable 68% ad-driven), the gacha and card-collection monetization, the FIFA licensing divorce that freed EA from a reported nine-figure annual fee, and the UA reality: all-real-gameplay creatives, great CPIs for the genre, and the curious fact that none of them are on AppLovin despite Dream League being a perfect blended-ROAS candidate.
    The throughline: same sport, same core gameplay, three completely different businesses underneath.
    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
    ⏱️ TIMESTAMPS
    00:00 The numbers — eFootball at $45M/month

    01:30 Three games, big structural nuances

    05:30 Ad revenue split — 0.65% vs 15% vs 68%

    06:50 The country mix that changes everything

    11:00 Inside the games — gameplay and gacha

    17:30 The FIFA license divorce and EA's escape

    26:30 The ad stacks and what they get wrong

    35:30 UA reality — real gameplay, cheap CPIs, no AppLovin
    --------------------------------------
    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 - 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
  • two & a half gamers

    How Audiomack Boosted Revenue by 30% with Google’s New Next-Gen SDK

    24/06/2026 | 13 mins.
    Caught up with Sarah (Google AdMob) and Matt (VP of Revenue at Audiomack) while we were out at MAU Vegas to get the unfiltered truth about Google's new GMA Next-Gen SDK 1.00.

    Audiomack recently made a massive move by migrating their entire stack over to AdMob. We wanted to see if the reality actually lived up to the hype, or if switching was just a massive headache.

    Matt dropped the exact metrics they saw after the switch, including a 30% revenue jump, a 25% reduction in ad latency, and cutting their app crash rates in half in emerging markets.

    #GoogleAdMob #MAU2026
  • two & a half gamers

    🎮 The 3-Minute playable that pre-qualifies your WHALES!

    22/06/2026 | 48 mins.
    This month's playable trends are the kind you only catch when you're staring at hundreds of creatives in a row: the dress-up "please your boyfriend's mom" hook quietly flooding match-3 UA, and the Playrix templated-playable machine that turns one build into an entire portfolio.
    Matej Lančarič and Ondrej Mosberger are joined by Robin Kuyer, who leads Unity PlayWorks (formerly Luna Labs) and has been building playables for five years. They break down the fashion/dress-up template appearing across Crazy Labs, Kinetic, and others (often with identical assets) and why it's really a match-3 onboarding wrapper, the Playrix masterclass of strongly templated playables reused across Township, Gardenscapes, and Homescapes, and the single most underused tactic in the industry: taking one winning playable build and squeezing everything out of it with asset swaps, camera-angle changes, and different cut points. They also dig into long playables (and why 3 minutes can pre-qualify your best payers), the authentic-vs-non-authentic debate (where CTR can double but ROAS stays close), network approval chaos, and where AI playable production is genuinely heading — plus why "make a playable that performs well" will never be a working prompt.
    The throughline, straight from Robin: production speed means nothing without the foundation. Knowing what a good hook, reward loop, and progression actually look like is the part too many studios skip.
    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
    ⏱️ TIMESTAMPS
    00:00 Game designers on playable team?
    03:35 The fashion / dress-up playable pattern
    08:00 Why it's really match-3 in disguise
    16:14 The Playrix templated-playable masterclass
    20:35 One build, many ads — asset swaps and camera angles
    27:00 Long playables and pre-qualifying payers
    36:46 Authentic vs non-authentic playables
    40:00 Can AI vibe-code a winning playable?
    --------------------------------------
    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.

    🎙️ HOSTS
    Matej Lančarič — User Acquisition consultant
    Ondrej Mosberger — Playable production (PlayableMaker)
    🎤 GUEST
    Robin Kuyer — Unity PlayWorks
    https://www.linkedin.com/in/robin-kuyer-76b24b87/

    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
  • two & a half gamers

    🧠 What You Send Is What You Get: Signal Engineering and the Future of Attribution with Core Plan

    21/06/2026 | 24 mins.
    The old way of buying an MMP took weeks — sales calls, demos, contracts, CSM onboarding, documentation. Airbridge just collapsed that into a couple of hours.
    Core Plan: https://abr.ge/xqaqqlu
    Use code Matej26 for bonus attributed installs!

    Matej Lančarič sits down with Roi Nam, CEO and founder of Airbridge, to unpack Core Plan — a self-serve, pay-as-you-go MMP that comes with 15,000 attributed installs free for a year. They get into why now (AI has driven a ~60% year-over-year jump in app releases, and those founders need measurement fast), who it's for (founders under $10M ARR, teams of 1-20, mostly consumer and subscription apps), how the AI-native onboarding works (MCP and an AI pilot that installs the SDK and builds reports for you), what got stripped out to keep it "core," and the roadmap — instant pre-SDK analysis from your ad accounts, easier web-to-app, and built-in signal engineering. On that last point: Roi shares how one sleep-tracking app cut CPA 27% with the simplest signal-engineering tactic — delaying the cancellation signal to Meta.
    The throughline: measurement should be as fast as the AI tools founders already use.

    ⏱️ TIMESTAMPS
    00:00 Meet Roi and Airbridge

    00:45 What Core Plan actually is — 15K free installs

    02:31 Why now — AI and the 60% jump in app releases

    05:04 How Core Plan differs from the enterprise plans

    07:15 The AI pilot and MCP — SDK install in 2 hours

    12:05 The roadmap — pre-SDK analysis and web-to-app

    14:18 Signal engineering and the 27% CPA win

    19:08 Who's signing up — the thick-tail app market
    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
    📌 KEY TAKEAWAYS
    — Airbridge launched Core Plan, its first-ever product-led-growth motion in 10 years as an MMP. It's self-serve and pay-as-you-go, with 15,000 attributed installs free for one year, then 5 cents per attributed install (installs, not conversions) after that. Founders can sign up on the dashboard and be running in 2-3 hours.
    — The "why now" is AI. App releases are up roughly 60% year-over-year (per a16z) as founders use AI to research, pick a segment, and ship apps in days. But while AI tools deliver value in minutes, MMPs historically took weeks to two months to onboard — sales calls, contracts, CSM, documentation. Core Plan closes that speed gap.
    — The target is small-to-mid-market founders under $10M ARR, teams of 1-20, who grow primarily through UA. Currently ~85% apps (vs games), ~60% subscription apps, with more than half of users from the US, UK, and Europe but sign-ups genuinely global.
    — Core Plan is ~65% of the enterprise feature set. It keeps the essentials — cohort analysis, raw data export, deep linking, up to two integrations (RevenueCat, Adapty, AdMob, Amplitude, Mixpanel, Braze) — and strips advanced reporting, multi-touch attribution, incrementality, and agency/security management. The 15K free installs are calibrated to get an early app to ~$3-5K MRR and prove product-market fit.
    — The AI-native onboarding is the core differentiator. An MCP integration (drop it into Claude Code or Codex) plus an embedded AI pilot lets founders install the SDK, set up taxonomy, place tracking codes, and generate reports by asking — instead of reading documentation for hours. Tech-savvy founders are getting the SDK live in 2-3 hours vs the 2-month enterprise timeline.

    — Signal engineering is the sleeper topic. Everyone talks about it; almost nobody implements it. The idea: ~20% of trial subscribers cancel within 20-30 minutes, and sending that signal to Meta/Google can mislead the algorithm about your real audience. The fix can be as simple as delaying the cancellation signal by ~2 hours. One sleep-tracking app (a category leader in Japan) cut CPA by 27% with that single tactic. Airbridge wants to make this a toggle on the dashboard rather than a custom engineering project.

    🎙️ HOST
    Matej Lančarič — User Acquisition consultant
    🎤 GUEST
    Roi Nam — CEO & Founder, Airbridge
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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!
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