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Matej Lancaric

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0 to 100K Daily Spend: SuperSonic reveals the True UA Playbook.

๐Ÿšจ From ๐—ญ๐—ฒ๐—ฟ๐—ผ ๐˜๐—ผ ๐Ÿญ๐Ÿฌ๐Ÿฌ๐—ž ๐——๐—ฎ๐—ถ๐—น๐˜† ๐—ฆ๐—ฝ๐—ฒ๐—ป๐—ฑ: Supersonic from Unity Reveals the True UA Playbook. ๐Ÿญ๐Ÿฑ% ๐——๐Ÿฏ๐Ÿฌ ๐—ฅ๐—ฒ๐˜๐—ฒ๐—ป๐˜๐—ถ๐—ผ๐—ป and 80K a Day in Ad Revenue.๐—ง๐—ต๐—ฒ ๐—ฅ๐—ฒ๐—ฎ๐—น ๐—›๐˜†๐—ฏ๐—ฟ๐—ถ๐—ฑ ๐—–๐—ฎ๐˜€๐˜‚๐—ฎ๐—น ๐—ž๐—ฃ๐—œ๐˜€ ๐Ÿ‘‡ How Screwmaster 3D Became Hybrid Casualโ€™s Breakout Hit and What Every Studio Needs to Learn: In this weekโ€™s episode, we sat down with Supersonicโ€™s Samantha Benjamin & Guy Agiv to get the full story on Screw Master 3Dโ€™s explosive growth. ๐—ช๐—ต๐—ฎ๐˜โ€™๐˜€ ๐˜๐—ต๐—ฒ๐—ถ๐—ฟ ๐˜€๐—ฒ๐—ฐ๐—ฟ๐—ฒ๐˜? Ruthless speed, data obsession, and relentless creative testing + not punishing the player!Screw Master 3D went from a WeChat trend to a global top-grosser in record time.The Supersonic team A/B tests everything: ad formats, session intervals, meta features.Playables are not just for hyper casual; here, they actually drive scale and retentionThe team balances 80 percent ad revenue with real IAP, skip-its, and boostersCreative production is AI-assisted, data-driven, […]

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Consolidated view of the current UA pain points

๐ŸฆฉTip of the week A deep dive across recent 1:1 interviews with marketers reveals consistent pressure points in User Acquisition (UA), Monetization, Platform Strategy, and Creative Execution. Despite different game genres and team sizes, recurring themes emerged: Rising CPIs (no shiiiiiiiiiiit) Creative fatigue Monetization model fragility Channel dependence Hereโ€™s a consolidated view of the current pain points and, more importantly, what you can do about them. User Acquisition: CPI Crisis & Channel Saturation Challenges Identified: CPIs rising across the board Over-reliance on AppLovin, Facebook, or Google Self-publishers with small budgets are struggling to validate games without high CPIs. TikTok conversion tracking is still limited, but the creative opportunity is strong. Opportunities: TikTok Creator Challenges to generate low-cost, authentic content at scale. You can replicate on other channels with AI Diversify spend across 3โ€“5 networks Creative Strategy & speed is key […]

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Introducing the Playable Testing Flow

๐ŸŽฏ๐Ÿงช Introducing the Playable Testing Flow: a tiered, data-driven system actually to scale what performs. ๐—›๐—ฒ๐—ฟ๐—ฒโ€™๐˜€ ๐—ต๐—ผ๐˜„ ๐—ถ๐˜ ๐˜„๐—ผ๐—ฟ๐—ธ๐˜€ ๐Ÿ‘‡ No more guesswork. No more budget-burn.Start with a proven winner โ€“ use your best-performing video as the baseline.Build playables around it, not the other way around.Test against a control, so you can prove uplift and avoid regression.Iterate fast โ€“ kill bad combos early, double down on winners.Only scale what hits KPIs. Lower CPIs, better engagement, higher ROAS.This structured flow isnโ€™t just theory. Itโ€™s how I and top studios refine performance before going full throttle.

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Chinese-built 4X survival-sim: Lands of Jail making 250K a day!

Lands of Jail making ๐Ÿค‘ $๐Ÿฎ๐Ÿฑ๐Ÿฌ๐—ธ/๐—ฑ๐—ฎ๐˜†, a Chinese-built 4X survival-sim mashup that combines Frozen City onboarding, Whiteout Survival progression, and King Shot-style map layering ๐Ÿ‘‡ All dressed in prison jumpsuits, toy factories, and riot suppression mechanics. ๐—•๐˜‚๐—ถ๐—น๐˜ ๐—ฏ๐˜† ๐—–๐—ต๐—ถ๐—ป๐—ฒ๐˜€๐—ฒ ๐˜€๐˜๐˜‚๐—ฑ๐—ถ๐—ผ ๐—ฒ๐—ช๐—ผ๐—ฟ๐—น๐—ฑ, ๐—ถ๐˜ ๐—บ๐—ถ๐˜…๐—ฒ๐˜€:Frozen City-style idle onboardingHardcore 4X warfareSaga events, riots, gacha, and Discord-forced alliance spamA prison toy factory (yes, really)And some of the most absurd AI-generated creatives on mobile๐—ฌ๐—ผ๐˜‚ ๐˜„๐—ถ๐—น๐—น ๐—น๐—ฒ๐—ฎ๐—ฟ๐—ป: Whatโ€™s working in monetization, pacing, and theme alignmentWhy KingShot might be its closest cousinWhere the game borrows from Whiteout Survival, and where it improvesHow creative strategy blends GTA, toilet humor, AI anime, and frozen family failsWhy this might be the next 4X template other Chinese devs will clone. https://www.youtube.com/watch?v=k-r2MT16zlc&ab_channel=two%26ahalfgamers

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11 tips for Killer UA operations (Q2 2025)

Here we go again! The previous UA killer articles were super successful, so I started writing a UA killer tips segment. I will keep sharing these tips; donโ€™t worry. Keep reading the tips to improve your UA. They are simple, practical, and efficient! Thatโ€™s it, no bullshitย and brutally honest! No fluff intro, straight to the point. 1. When should we start Applovin as a channel? I often get the following questions: When should we start? Is it a good channel? Are we ready? First, we must ensure that our in-app purchase volume is strong enough for the algorithm to optimize effectively. We aim for at least 10โ€“15 unique purchases per day. We can do a quick math exercise to determine if we're ready using our D7 cost per purchase (CPPD7). For example, if our CPPD7 is $800, then multiplying that […]

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Hottest New Genre in Mobile Gaming: Creative Copy-Paste Simulator

๐Ÿ“ฃ ๐—œ๐—ป๐˜๐—ฟ๐—ผ๐—ฑ๐˜‚๐—ฐ๐—ถ๐—ป๐—ด ๐˜๐—ต๐—ฒ ๐—ต๐—ผ๐˜๐˜๐—ฒ๐˜€๐˜ ๐—ป๐—ฒ๐˜„ ๐—ด๐—ฒ๐—ป๐—ฟ๐—ฒ ๐—ถ๐—ป ๐—บ๐—ผ๐—ฏ๐—ถ๐—น๐—ฒ ๐—ด๐—ฎ๐—บ๐—ถ๐—ป๐—ด: ๐Ÿ“ฃ ๐˜Š๐˜ณ๐˜ฆ๐˜ข๐˜ต๐˜ช๐˜ท๐˜ฆ ๐˜Š๐˜ฐ๐˜ฑ๐˜บ-๐˜—๐˜ข๐˜ด๐˜ต๐˜ฆ ๐˜š๐˜ช๐˜ฎ๐˜ถ๐˜ญ๐˜ข๐˜ต๐˜ฐ๐˜ณ 2025. ๐Ÿ‘‡ ๐—ข๐—ป ๐˜๐—ต๐—ฒ ๐—น๐—ฒ๐—ณ๐˜: Match Villains by Good Job Games.๐—ข๐—ป ๐˜๐—ต๐—ฒ ๐—ฟ๐—ถ๐—ด๐—ต๐˜: Matching Story by Vertex Games Studio Spot the difference? You canโ€™t, because there isnโ€™t one.Same layout. Same mechanic. Same โ€œrocks fall, drama happensโ€ edit.Even the same lantern.๐—•๐˜‚๐˜ ๐˜€๐—ฒ๐—ฟ๐—ถ๐—ผ๐˜‚๐˜€๐—น๐˜†, ๐˜๐—ต๐—ถ๐˜€ ๐—ถ๐˜€ ๐˜„๐—ต๐—ฒ๐—ฟ๐—ฒ ๐˜„๐—ฒ ๐—ฎ๐—ฟ๐—ฒ ๐—ป๐—ผ๐˜„:If a creative performs, expect five clones by next Tuesday.Performance > originality.Speed > soul.And whoโ€™s to blame?UA teams under pressure to scale yesterdayAlgorithms that reward samenessAnd maybeโ€ฆ just maybeโ€ฆ all of us ๐Ÿคท๐—ช๐—ต๐—ฒ๐—ฟ๐—ฒ ๐—ฑ๐—ผ ๐˜„๐—ฒ ๐—ด๐—ผ ๐—ณ๐—ฟ๐—ผ๐—บ ๐—ต๐—ฒ๐—ฟ๐—ฒ?Do you copy what works or build your own meta?Is this innovation or just lazy performance art?

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Mobile Gaming’s Dirty Little Secrets: Confessions from the UA Underground

โš ๏ธ ๐—”๐—ป ๐—ฎ๐—ป๐—ผ๐—ป๐˜†๐—บ๐—ผ๐˜‚๐˜€ ๐—ถ๐—ป๐˜€๐—ถ๐—ฑ๐—ฒ๐—ฟ ๐˜ƒ๐—ผ๐—ถ๐—ฐ๐—ฒ-๐—บ๐—ผ๐—ฑ๐˜‚๐—น๐—ฎ๐˜๐—ฒ๐—ฑ ๐—ณ๐—ผ๐—ฟ ๐—ฝ๐—ฟ๐—ผ๐˜๐—ฒ๐—ฐ๐˜๐—ถ๐—ผ๐—ป ๐—ท๐—ผ๐—ถ๐—ป๐˜€ ๐˜‚๐˜€ ๐˜๐—ผ ๐—ฒ๐˜…๐—ฝ๐—ผ๐˜€๐—ฒ ๐˜๐—ต๐—ฒ ๐˜๐—ฟ๐˜‚๐˜๐—ต ๐—ฎ๐—ฏ๐—ผ๐˜‚๐˜ ๐—บ๐—ผ๐—ฏ๐—ถ๐—น๐—ฒ ๐—จ๐—”. ๐Ÿคฏ Whoโ€™s the most overrated studio in mobile gaming? Why do so many UA teams ๐—ป๐—ผ๐˜ ๐—ธ๐—ป๐—ผ๐˜„ ๐˜„๐—ต๐—ฎ๐˜ ๐˜๐—ต๐—ฒ๐˜† ๐—ฎ๐—ฟ๐—ฒ ๐—ฑ๐—ผ๐—ถ๐—ป๐—ด? ๐Ÿ‘‡ ๐˜–๐˜ฏ๐˜ฆ ๐˜ˆ๐˜ฏ๐˜ฐ๐˜ฏ๐˜บ๐˜ฎ๐˜ฐ๐˜ถ๐˜ด ๐˜๐˜ฏ๐˜ด๐˜ช๐˜ฅ๐˜ฆ๐˜ณ ๐˜ซ๐˜ถ๐˜ด๐˜ต ๐˜ณ๐˜ฐ๐˜ข๐˜ด๐˜ต๐˜ฆ๐˜ฅ ๐˜ต๐˜ฉ๐˜ฆ ๐˜ฆ๐˜ฏ๐˜ต๐˜ช๐˜ณ๐˜ฆ ๐˜”๐˜ฐ๐˜ฃ๐˜ช๐˜ญ๐˜ฆ ๐˜œ๐˜ˆ ๐˜๐˜ฏ๐˜ฅ๐˜ถ๐˜ด๐˜ต๐˜ณ๐˜บWhat happens when you spend $50 million on a brand campaign... and no one cares?Why might Dream Games and Royal Kingdomโ€™s celeb-driven UA strategy not pay off? Or does it?The epidemic of UA teams bullshitting internal teams with fake ROAS success stories.How Chinese studios scale 4X games with 300+ person creative teamsWhy measurement is broken, and most founders canโ€™t evaluate UA teams properlyWhether itโ€™s still worth building a 4X game, or if AI and creative automation will flip the entire modelThe silent return of download manipulation and review buying in 2025And yes,ย we talk about […]

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‘Freezing Families’ Trend

๐ŸงŠ ๐—ง๐—ต๐—ฒ โ€œ๐—ณ๐—ฟ๐—ฒ๐—ฒ๐˜‡๐—ถ๐—ป๐—ด ๐—ณ๐—ฎ๐—บ๐—ถ๐—น๐—ถ๐—ฒ๐˜€โ€ ๐Ÿ‘ถ ๐˜๐—ฟ๐—ฒ๐—ป๐—ฑ ๐—ถ๐˜€ ๐—ฎ ๐—ต๐—ถ๐—ด๐—ต๐—น๐˜† ๐—ฒ๐—บ๐—ผ๐˜๐—ถ๐—ผ๐—ป๐—ฎ๐—น ๐—ฎ๐—ป๐—ฑ ๐—ฑ๐—ฟ๐—ฎ๐—บ๐—ฎ๐˜๐—ถ๐˜‡๐—ฒ๐—ฑ ๐—ฐ๐—ฟ๐—ฒ๐—ฎ๐˜๐—ถ๐˜ƒ๐—ฒ ๐—ฐ๐—ผ๐—ป๐—ฐ๐—ฒ๐—ฝ๐˜ ๐˜†๐—ผ๐˜‚ ๐—ฐ๐—ฎ๐—ป'๐˜ ๐—บ๐—ถ๐˜€๐˜€. Why is it mandatory now? ๐Ÿ‘‡ This trend has gained popularity in casual mobile game ads and is mandatory, especially in genres like match-3, merge games, or narrative-driven games.I always thought Playrix is the OG of freezing families, but nope. Looks like it goes way back to Matchington Mansion. Good old days of Matchington Mansion. A freezing mother and child shivering in a dilapidated house.A dramatic voiceover or visual urgency (โ€œHelp them survive!โ€).Gameplay shown as the way to restore warmth, fix the heater, or renovate the house.Then Lilly's Garden (Tactile Games) jumps on the trend, Playrix, and slowly the whole casual genre.ย Looking at you, Arsen,y too ๐Ÿ‘€ Microfun is taking this to the extreme levels with all games. You are using the "๐—ฆ๐—ฎ๐˜ƒ๐—ฒ […]

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Game over, Apple? Unlock 50% of iOS revenue via web for every game!

๐Ÿšจ EMERGENCY EPISODE๐Ÿšจ Game over, Apple? What you need to know & do NOW! This ruling could unlock 50%+ of iOS revenue via web for every game! ๐Ÿ‘‡ Historically, only the biggest players like Playtika, Scopely, and Moon Active could justify the investment in web stores โ€” using concierge programs, retargeting, and even shipping iPads to VIPs to get around Appleโ€™s restrictions.Now, even small studios can tap into:Higher LTV from off-platform purchasesLower transaction fees (vs. Appleโ€™s 30%)Direct player relationships (email capture, re-engagement, bundling)This ruling dramatically lowers the barrier to entry. If youโ€™re not rethinking your monetization funnel today, youโ€™re likely giving away 30% of your profits for no reason.The Numbers That MatterBefore the ruling, best-in-class midcore games saw 40โ€“50% of revenue via web after years of investmentCasual games managed 20โ€“25% at bestNow, with direct promotion allowed, any game could hit […]

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Disney Solitaire makes $300K a Day, wake-up call for King.

Soft-launched in late 2024 and was globally released in April 2025. Disney Solitaire ๐—ถ๐˜€ ๐—ฒ๐—ฎ๐—ฟ๐—ป๐—ถ๐—ป๐—ด more than ๐Ÿค‘ $๐Ÿฏ๐Ÿฌ๐Ÿฌ๐—ธ/๐—ฑ๐—ฎ๐˜† out of the gate, building up on that nostalgia factor and awesome execution. ๐Ÿ‘‡ This is a wake-up call for King. It's true that Candy Crush Solitaire started scaling in the last week or so, but only installs, and most installs are coming from outside the US. Yes, US installs doubled. What about revenue impact? Absolutely nothing. Anyway, this title expands SuperPlayโ€™s portfolio into the card/solitaire genre, leveraging one of the worldโ€™s most powerful entertainment brands. Completing levels in Disney Solitaire allows players to unlock and rebuild famous scenes from Disney and Pixar films. Each chapter in the game is themed around a movie (e.g., The Lion King, Moana, Beauty and the Beast, The Little Mermaid, etc.) ๐—”๐—ป๐—ฑ ๐˜๐—ต๐—ถ๐˜€ ๐—ฟ๐—ฒ๐—ฎ๐—น๐—น๐˜† ๐—ต๐—ถ๐˜๐˜€ […]

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CPI Drop with Strong IP in Mobile Games?

๐Ÿ’ฅ ๐—›๐—ผ๐˜„ ๐—บ๐˜‚๐—ฐ๐—ต ๐—ฐ๐—ฎ๐—ป ๐—–๐—ฃ๐—œ ๐—ฑ๐—ฟ๐—ผ๐—ฝ ๐˜„๐—ต๐—ฒ๐—ป ๐˜†๐—ผ๐˜‚ ๐˜‚๐˜€๐—ฒ ๐—ฎ ๐˜€๐˜๐—ฟ๐—ผ๐—ป๐—ด ๐—œ๐—ฃ ๐—ถ๐—ป ๐—ฎ ๐—บ๐—ผ๐—ฏ๐—ถ๐—น๐—ฒ ๐—ด๐—ฎ๐—บ๐—ฒ? ๐—–๐—ผ๐˜‚๐—น๐—ฑ ๐—ถ๐˜ ๐—ฏ๐—ฒ ๐—ฟ๐—ฒ๐—ฎ๐—น๐—น๐˜† ๐Ÿณ๐Ÿฌ%?๐Ÿ‘‡ Weโ€™ve all seen the power of recognizable characters and brands in UA campaigns and games. A good IP can cut through ad fatigue, boost IPMs, and increase brand awareness. ๐—•๐˜‚๐˜ ๐—ต๐—ผ๐˜„ ๐—บ๐˜‚๐—ฐ๐—ต ๐—ฑ๐—ผ๐—ฒ๐˜€ ๐—ถ๐˜ ๐—ฎ๐—ฐ๐˜๐˜‚๐—ฎ๐—น๐—น๐˜† ๐—บ๐—ผ๐˜ƒ๐—ฒ ๐˜๐—ต๐—ฒ ๐—ป๐—ฒ๐—ฒ๐—ฑ๐—น๐—ฒ ๐—ผ๐—ป ๐—–๐—ฃ๐—œ? From what Iโ€™ve seen and heard, CPI drops ๐—ฐ๐—ผ๐˜‚๐—น๐—ฑ ๐—ฏ๐—ฒ ๐—ฎ๐—ป๐˜†๐˜„๐—ต๐—ฒ๐—ฟ๐—ฒ ๐—ฏ๐—ฒ๐˜๐˜„๐—ฒ๐—ฒ๐—ปย ๐Ÿฎ๐Ÿฌ โ€“ ๐Ÿณ๐Ÿฌ%. These are possible with top-tier global IPs (think Marvel, Star Wars, Disney, etc)And of course, lower CPI doesnโ€™t always equal higher LTV, especially if the IP fans churn quickly after install. Also, there is a licensing cost... ๐Ÿ‘‰ Iโ€™d love to hear your experience.How much of a CPI drop did you see, and was it worth the licensing cost?

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Metaโ€™s Ad ROAS – 101 Guide for UA Managers

Metaโ€™s advertising platform has introduced a new campaign optimization method called Ad ROAS (Return on Ad Spend) that specifically uses in-app ad revenue as the optimization signal. In other words, instead of optimizing for purchases or installs alone, advertisers can now optimize for the ad monetization value that users generate. This is a significant development for app marketers, especially those in the mobile game and app publishing industry, whose revenue comes largely from ads. Metaโ€™s solution allows these advertisers to find and bid for users who will generate the highest ad revenue in their apps, thereby maximizing ROAS. This feature was rolled out in late 2024 for Android app campaigns and represents a major shift in how we approach user acquisition for ad-monetized apps. Why it matters: In the past, if your app monetized via in-app advertisements (IAA) rather than […]

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