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two & a half gamers
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  • two & a half gamers

    🎯 The DEFINITIVE Guide to D2C in 2026: Real Numbers from 8 Studios

    15/06/2026 | 43 min
    Direct-to-consumer is finally out of the shadows. Eight public studios just revealed how much revenue they drive through D2C — and the numbers make the case better than any pitch could. But there's a window closing, and the studios moving now are the ones who'll win.
    We are joined by Chip Thurston (FastSpring) for a D2C deep-dive built around the Pocket Gamer report aggregating publicly disclosed D2C revenue. They break down the three cohorts (social casino, mid-core, casual) and what each tells us, the standout data points (Playtika at 39% of revenue, Fishing Clash at 33%, Double Down at 44%), the difference between direct-checkout links and web stores and why you need both, Google's new External Content Links policy, the still-unapproved Epic v. Google settlement and its 20% linked-payment fee, where Apple's appeals stand after the Supreme Court declined to hear them, and the single most actionable takeaway: maximize US D2C traffic today, while you can still steer without fees.

    ⏱️ TIMESTAMPS
    00:00 Cold open — maximize US D2C traffic today
    01:35 The Pocket Gamer D2C report and why it matters
    05:35 The three cohorts — social casino, mid-core, casual
    11:50 Direct checkout vs web store — the frictionless path
    16:00 Google's External Content Links policy explained
    21:20 The Epic v. Google settlement and the 20% fee
    30:10 Where Apple stands after the Supreme Court
    36:20 Casual works too — Playtika and the playbook

    📌 KEY TAKEAWAYS
    — D2C is out of the shadows. A Pocket Gamer report (by Craig Chappell) aggregates publicly disclosed D2C revenue from eight studios — Playtika, MTG, Stillfront, SciPlay, PlayStudios, Tensquare, Huuuge, G5, Take-Two. For the first time, studios are openly reporting D2C as a positive earnings story rather than treating it as a cloak-and-dagger tactic.
    — Three cohorts, all winning. Social casino (SciPlay, PlayStudios, Huuuge, Double Down at 44%) leads because revenue is VIP-concentrated — shift a few whales and you shift a big share of revenue. Mid-core (MTG, Stillfront, Tensquare) ranges up to 44%.
    — Direct checkout vs web store is the key strategic choice. Direct-checkout links (skip the store, go straight to a hosted checkout page, bounce back to the game) are the most frictionless path available today and can push you over 50% D2C. But every direct-checkout link is a "linked payment" that would incur the 20% fee under the coming settlement — so the durable play is habituating players to your web store as a destination they'll return to regardless.
    — Google's External Content Links policy is the first salvo. In effect since January 28, 2026 (US only for now), it requires enrolling via an API to link to external content — or your app updates get disapproved. No fees yet (they legally can't), but it lays the groundwork for the 20% linked-payment fee with a 24-hour attribution window once the settlement is approved.
    — The Epic v. Google settlement is still unapproved and the dates are slipping. Google intended its new fee structure to take effect June 30, 2026 (US and Europe), but the court is skeptical and hasn't approved it. The structure decouples the old 30% into a 5% Google Play billing fee plus a 20-25% platform fee (varying by install date), with carve-outs for first $1M (10%) and subscriptions (10% + 5%). The cosmetic-vs-power-item distinction was dropped entirely.

    — The actionable playbook: maximize US D2C today with a mix of direct-checkout and web-store links (to habituate players for the fee future). Learn from the disclosed studios (Raid Shadow Legends' web-store points flywheel is a great model). And treat Japan — which already allows steering with fees under its Mobile Software Competition Act — as a soft launch for the fee-based future of D2C.

    🎙️ HOSTS
    Matej Lančarič — User Acquisition consultant
    Jakub Remiar — Game Design consultant
    Felix Braberg — Ad Monetization consultant
    🎤 GUEST
    Chip Thurston — FastSpring
  • two & a half gamers

    🚨📢 BREAKING NEWS: The Surprise World Cup Winner, Block Blast's $120K/Day Bleed, Supercell's US news

    12/06/2026 | 7 min
    It's day two of the World Cup, and the biggest download winner isn't any of the football games anyone predicted — it's a Coca-Cola-sponsored sticker-album app. That's just one of three stories this week that matter for mobile.
    Felix Braberg flies solo for the Friday news segment. The FIFA Panini Collection is pulling roughly half a million downloads a day across Brazil, Mexico, and the US — 12.2 million downloads in 30 days and ~$1.5M revenue — built around Panini's physical collectible-card heritage and Coca-Cola bottle QR codes. Felix also crunched the numbers on Block Blast's 24-hour Google Play takedown (rumored IP infringement) and found it cost the game roughly $120K/day in lost ad revenue, with a 17% daily-active-user drop and a 14-month download low. And Supercell's US game development is winding down — one project killed, another in limbo after staff departures — feeding the bigger question of when (or whether) Supercell lands its next hit.
    Three stories, one theme: distribution is fragile, and even the biggest names are exposed.
    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
    ⏱️ TIMESTAMPS
    00:00 Cold open — Block Blast's lost daily active users

    00:40 FIFA Panini wins the World Cup download race

    03:00 The Coca-Cola + Panini sticker-album playbook

    04:30 Block Blast's 24-hour outage — the real cost

    06:30 The $120K/day loss and the Turkey/Indonesia drop

    08:00 Supercell kills a US game, another in limbo
    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
    📌 KEY TAKEAWAYS
    — The surprise winner of the World Cup download race is the FIFA Panini Collection — a Coca-Cola-sponsored, Panini-built digital sticker-album game. It's pulling roughly 500K downloads a day (12.2M in 30 days, up 6.6M), ~$1.5M revenue (up over $1M), and close to 1.7M daily active users, concentrated in Brazil, Mexico, and the US. None of the football games people predicted are winning — this is.
    — The FIFA Panini model is a convergence of trends the podcast has tracked: digital sticker-album collecting (increasingly common in casual games), trading mechanics, and a physical-to-digital bridge via Coca-Cola bottle QR codes. It's effectively a marketing front to sell more Coke, and a fascinating hybrid worth a dedicated episode.
    — Block Blast's 24-hour Google Play takedown (rumored IP infringement) was far more costly than the short outage suggests. Downloads dropped to a near 14-month low, and the game lost about 17% of its Android daily active users — roughly 6.3M users, from 37.8M down to 31.5M between late May and June 8.
    — The damage compounds because Block Blast relies on an organic download engine to supplement paid marketing. When you're taken down, the store algorithms penalize you and rankings get worse — so the hit outlasts the outage itself. The biggest geo drops were Turkey (down ~41%, from 4.3M to 2.5M) and Indonesia (down 23%, from 5.87M to 4.54M).
    — Since Block Blast is ad-revenue driven, that DAU loss translates to roughly $120K/day in lost advertising revenue for Hungry Studios — a steep, ongoing price for a single day of downtime.
    — Supercell's US game development is winding down. One project (in development ~3.5 years by ex-Riot staff) was killed and the team disbanded; another is in limbo after most staff departed in late 2025 / early 2026. It feeds the recurring question of when Supercell lands its next hit, given a string of titles launched via questionable, soft-launch-skipping methods that haven't panned out.
    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
    🎙️ HOST
    Felix Braberg — Ad Monetization consultant
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    👍 Like the video if you learned something
    🔔 Subscribe for next week's news segment
    #mobilegaming #useracquisition #blockblast #supercell #worldcup #admonetization #f2p
  • two & a half gamers

    🧠 Playrix just went All-In on AI Creatives: 100+ AI Ads Reviewed

    11/06/2026 | 38 min
    AI creatives just hit a new level and the most surprising convert is Playrix. After years of holding back, they've gone all-in on AI across Township, Gardenscapes, and Homescapes. Matej, Jakub, Felix (and Freddie the robot) review 100+ AI creatives to figure out what's actually working right now.
    The episode is a guided tour through the current AI creative landscape: AppQuantum's Golden Goblins running AI influencers from a creative team scaling toward 100 people, Playrix's full-AI pivot with the recurring "there are no ads in Township" concept (and Felix's repeated insistence that ads are coming anyway), the "getting slapped" husband concept that has spread across the entire 4X category in a single month, freezing-families intros rendered at near-Pixar quality, the pajama guy who quietly took over Last War / Dark War creatives, and the broader collapse of creative production timelines from a week to a single day. It's the clearest snapshot yet of how fast AI creative production is moving — and how quickly a single winning concept now propagates across an entire genre.
    The throughline: this isn't about whether AI creatives work anymore. It's about who's iterating fastest.
    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
    ⏱️ TIMESTAMPS
    00:00 Cold open — Freddie the robot judges the AI creatives
    02:30 AppQuantum's Golden Goblins and the 100-person creative team
    04:00 Century portfolio downscaling AI (and near-Pixar quality)
    07:30 Playrix goes full AI across all three games
    08:00 "There are no ads in Township" — the recurring concept
    16:30 Freezing Families gets the full AI intro treatment
    22:20 The "getting slapped" concept takes over all of Forex
    33:30 Top Heroes, anime quality, and where this is heading
    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━-
    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 3 Rewarded UA Personas: Reward Hunter, Casual, Gambler. How TyrAds Segments for Profit

    10/06/2026 | 33 min
    Not all rewarded users are the same — and treating them as one audience is exactly why so many rewarded UA campaigns underperform. Recorded live on Day 2 of MAU Vegas, this conversation breaks down how Tyr Ads segments rewarded traffic into three distinct personas and engineers profitability around the mix.
    Matej Lančarič sits down with Zino, CEO of Tyr Ads (and the Try Rewards consumer product), to unpack the year's changes: a brand-new in-house platform built specifically for rewarded (because third-party tracking simply isn't built for it), AI-driven user labeling that sorts players into reward hunters, casual/social users, and gamblers, and an A/B testing and LiveOps system that targets each segment with different reward funnels. They get into why too many gamblers will actually lose you money, how the day-7-to-day-30 curve drives faster ROI and more aggressive bidding, the new Nordeus exclusive offerwall deal, why Tyr is betting on gaming supply over reward apps, and where rewarded UA is heading — segmentation, recommendation models, and a full shift to ROAS-based campaigns.

    ⏱️ TIMESTAMPS
    00:00 Cold open — the day-7-to-day-30 curve and faster ROI
    01:30 Tyr Ads intro and what changed this year
    02:54 The new in-house platform and audience segmentation
    03:30 The three personas — reward hunter, social, gambler
    05:40 Why too many gamblers loses you money
    09:25 How the recommendation models hit day-7 targets
    15:55 A 50/50 IAP/ads game — where to start
    21:08 The Nordeus exclusive deal and the gaming-supply bet
    26:46 Where rewarded UA is heading — ROAS and 2027

    📌 KEY TAKEAWAYS
    — Rewarded users aren't one audience — they're three. Tyr Ads segments into reward hunters (maximize earnings, jump app to app), casual/social users (play for a long time, community-driven, less aggressive), and gamblers (chase the big jackpot reward, spend whatever it takes). Each behaves differently and needs a different reward structure.
    — The mix is everything. Too many reward hunters or too many gamblers and you lose money — gamblers in particular are expensive because they chase the deep reward and cost a lot to satisfy. The profitable formula combines all three segments so it works for the advertiser, the platform, and the user — the "triangle."
    — Tyr built its own platform in-house (launched ~1 month before recording) because third-party tracking isn't built for rewarded. Event-based CPA/CPE tracking can't give granular insight into which funnel works for which segment. The in-house system labels users automatically via machine learning and enables A/B testing reward funnels per segment.
    — The day-7-to-day-30 curve is the priority. Reward hunters and gamblers deliver fast ROI (quick returns mean more UA spend sooner), while social users compound over 2-6 months. The goal is to spike returns early AND keep the LTV curve compounding past day 30 — because longer compounding lets you bid more aggressively.
    — LiveOps is the secret weapon. Tyr's LiveOps layer triggers on specific events, purchases, or segment labels. Example: a user who hits level 100 in 3 days gets surprised with a harder "level 200 in 7 days" challenge; a user labeled a gambler gets pushed more aggressive reward structures. They can see exactly where users drop off and re-engage at those points.
    — Tyr signed Nordeus (of Top Eleven / Pixel Federation orbit) as an exclusive offerwall partner. The strategic bet is on gaming supply over reward apps: reward apps are saturated with reward hunters, but gaming audiences skew casual + gambler (the healthier mix), and gaming whales already love spending. The long-term dream is connecting Tyr's LiveOps backend directly to publishers' LiveOps backends into one unified experience.

    🎙️ HOST
    Matej Lančarič — User Acquisition consultant
    🎤 GUEST
    Zino — CEO, TyrAds (Try Rewards)
  • two & a half gamers

    💰 Block Out by Grand Games: $300K/Day on iOS Alone & It's About to Overtake Magic Sort

    08/06/2026 | 37 min
    Block Out by Grand Games is scaling to $300K/day — and it doesn't even have an Android version yet. It's about to become Grand Games' biggest title, overtaking Magic Sword, and the whole thing is a masterclass in perfect execution over original innovation.
    Matej Lančarič, Jakub Remiar, and Felix Braberg break down Block Out, the deterministic sort puzzler that's quietly become one of the most aggressive scalers in mobile. The conversation covers how Block Out's iteration is now out-earning the game it borrowed from (Color Block Jam), the level-design difference that makes it more casual and more approachable, the UA upgrade that Jakub estimates at 500%+ over Grand's earlier games, the iOS-only / US-only / single-AppLovin-campaign soft launch playbook (the same one Pixel Flow used), the blended-ROAS interstitial strategy driving 32-36% ad revenue, and the 1,000+ creatives and 260 playables now powering the scale. Plus the bigger Grand Games story: a $70M raise, $105M+ total funding, and a template machine that takes proven concepts and executes them better than anyone.
    The thesis, straight from the episode: Grand Games doesn't do giant innovation. They do perfect execution.
    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
    ⏱️ TIMESTAMPS
    00:00 the 500% UA upgrade
    03:50 The numbers — $300K/day, 140K downloads/day, iOS only
    06:40 The Grand Games template — perfect execution, not innovation
    10:25 What a deterministic sort puzzler actually is
    13:25 Block Out vs Color Block Jam — the level design difference
    20:50 The soft launch playbook — one AppLovin campaign, US only
    21:45 The ad question — blended ROAS and 32-36% ad revenue
    26:30 The UA breakdown — Mintegral, 1,000 creatives, 260 playables--------------------------------------
    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.

    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
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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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