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!

two & a half gamers
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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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1/14/2022
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Recent Episodes

June 22, 2026
🎮 The 3-Minute playable that pre-qualifies your WHALES!
<p>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.</p><p>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.</p><p>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.</p><p>━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━</p><p>⏱️ TIMESTAMPS</p><p>00:00 Game designers on playable team?</p><p>03:35 The fashion / dress-up playable pattern</p><p>08:00 Why it's really match-3 in disguise</p><p>16:14 The Playrix templated-playable masterclass</p><p>20:35 One build, many ads — asset swaps and camera angles</p><p>27:00 Long playables and pre-qualifying payers</p><p>36:46 Authentic vs non-authentic playables</p><p>40:00 Can AI vibe-code a winning playable?</p><p>--------------------------------------</p><p>PVX Partners offers non-dilutive funding for game developers.</p><p>Go to: https://pvxpartners.com/</p><p>They can help you access the most effective form of growth capital once you have the metrics to back it.</p><p>- Scale fast</p><p>- Keep your shares</p><p>- Drawdown only as needed</p><p>- Have PvX take downside risk alongside you</p><p>+ Work with a team entirely made up of ex-gaming operators and investors</p><p>---------------------------------------</p><p>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.</p><p>Our sponsor FastSpring:</p><p>Has delivered D2C at scale for over 20 years</p><p>They power top mobile publishers around the world</p><p>Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.</p><p>---------------------------------------</p><p>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.</p><p><br></p><p>🎙️ HOSTS</p><p>Matej Lančarič — User Acquisition consultant</p><p>Ondrej Mosberger — Playable production (PlayableMaker)</p><p>🎤 GUEST</p><p>Robin Kuyer — Unity PlayWorks </p><p>https://www.linkedin.com/in/robin-kuyer-76b24b87/</p><p><br></p><p>Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA</p><p><br></p><p>---------------------------------------</p><p>Matej Lancaric</p><p>User Acquisition & Creatives Consultant</p><p>https://lancaric.me</p><p>Felix Braberg</p><p>Ad monetization consultant</p><p>https://www.felixbraberg.com</p><p>Jakub Remiar</p><p>Game design consultant</p><p>https://www.linkedin.com/in/jakubremiar</p><p>---------------------------------------</p><p>Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!</p><p>Hit the Subscribe button on YouTube, Spotify, and Apple!</p><p>Please share feedback and comments - matej@lancaric.me</p><p><br></p><p><br></p>

June 21, 2026
🧠 What You Send Is What You Get: Signal Engineering and the Future of Attribution with Core Plan
<p>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. </p><p>Core Plan: https://abr.ge/xqaqqlu</p><p>Use code Matej26 for bonus attributed installs!</p><p><br></p><p>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.</p><p>The throughline: measurement should be as fast as the AI tools founders already use.</p><p><br></p><p>⏱️ TIMESTAMPS</p><p>00:00 Meet Roi and Airbridge</p><p><br></p><p>00:45 What Core Plan actually is — 15K free installs</p><p><br></p><p>02:31 Why now — AI and the 60% jump in app releases</p><p><br></p><p>05:04 How Core Plan differs from the enterprise plans</p><p><br></p><p>07:15 The AI pilot and MCP — SDK install in 2 hours</p><p><br></p><p>12:05 The roadmap — pre-SDK analysis and web-to-app</p><p><br></p><p>14:18 Signal engineering and the 27% CPA win</p><p><br></p><p>19:08 Who's signing up — the thick-tail app market</p><p>━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━</p><p>📌 KEY TAKEAWAYS</p><p>— 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.</p><p>— 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.</p><p>— 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.</p><p>— 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.</p><p>— 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.</p><p><br></p><p>— 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.</p><p><br></p><p>🎙️ HOST</p><p>Matej Lančarič — User Acquisition consultant</p><p>🎤 GUEST</p><p>Roi Nam — CEO & Founder, Airbridge</p><p><br></p>

June 18, 2026
💀 Mo.co DEAD on arrival. Is it time for Supercell tokill Mo.co?
<p>Supercell rebooted MoCo, their monster-hunting RPG, with a big relaunch update - new weapons, new abilities, redesigned portals, daily jobs. The hype cycle lit up. And after playing it, the verdict is brutal: it's still dead on arrival.</p><p><br></p><p>Matej Lančarič, Jakub Remiar, and Felix Braberg dig into the MoCo relaunch and why it doesn't fix the game's core problem. MoCo launched in March 2025 with a download spike, hit a hard shark fin, and the relaunch pumped it back up to roughly 230K DAU — but only around $14K/day in revenue and ~$5M lifetime (about one peak day of Brawl Stars). Jakub's diagnosis as a hardcore RPG player: the game has no depth, no chase items, no endgame, just farming stat-cores and a cosmetics shop. The relaunch added "depth-ish" — a little bit of depth sprinkled into the depth — but lightweight RPGs don't exist, and Supercell's broad-and-accessible business model is fundamentally incompatible with what makes RPGs work.</p><p>The conclusion the hosts land on is uncomfortable: in its current state, MoCo is essentially unsalvageable as an RPG. Either pivot it into a MOBA, or kill it and go back to strategy games — the thing Supercell is genuinely great at.</p><p>━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━</p><p>⏱️ TIMESTAMPS</p><p>00:00 Cold open — what does this mean for Supercell?</p><p>02:19 The relaunch and the search for one positive sign</p><p>03:30 The numbers — shark fin, 230K DAU, $14K/day</p><p>07:40 The core problem — no depth, no chase items</p><p>12:50 "Gen Z slop": why the RPG genre rejects this</p><p>16:00 The endgame problem — stat-cores and cosmetics</p><p>26:00 MoCo vs Diablo Immortal vs Path of Exile</p><p>30:45 The verdict — kill it or pivot to MOBA</p><p>--------------------------------------</p><p>PVX Partners offers non-dilutive funding for game developers.</p><p>Go to: https://pvxpartners.com/</p><p>They can help you access the most effective form of growth capital once you have the metrics to back it.</p><p>- Scale fast</p><p>- Keep your shares</p><p>- Drawdown only as needed</p><p>- Have PvX take downside risk alongside you</p><p>+ Work with a team entirely made up of ex-gaming operators and investors</p><p>---------------------------------------</p><p>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.</p><p>Our sponsor FastSpring:</p><p>Has delivered D2C at scale for over 20 years</p><p>They power top mobile publishers around the world</p><p>Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.</p><p>---------------------------------------</p><p>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.</p><p>Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric</p><p>Podcast: </p><p><br></p><p>Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA</p><p><br></p><p>---------------------------------------</p><p>Matej Lancaric</p><p>User Acquisition & Creatives Consultant</p><p>https://lancaric.me</p><p>Felix Braberg</p><p>Ad monetization consultant</p><p>https://www.felixbraberg.com</p><p>Jakub Remiar</p><p>Game design consultant</p><p>https://www.linkedin.com/in/jakubremiar</p><p>---------------------------------------</p><p>Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!</p><p>Hit the Subscribe button on YouTube, Spotify, and Apple!</p><p>Please share feedback and comments - matej@lancaric.me</p><p>---------------------------------------</p><p>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</p>
458 total episodes available with 2 transcripts
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