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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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Studio 42 Secures $3.6M to Power Up Puzzle Games

Mobile game developer Studio 42 has raised $3.6 million in seed funding to support the development of its first title and grow its team. The round was led by Play Ventures, with backing from GEM Capital and Arcadia Gaming Partners. The studioโ€™s 14-person team is spread across four countries and includes talent with experience from Belka Games, Snap Inc., Playrix, and Game Insight. CEO Alexander Bogdanov shared that the studio is focused on delivering simple but deeply engaging gameplay, with a design philosophy rooted in clarity and creativity. โ€œWe believe genius lies in simplicity,โ€ he said, as the team sets out to bring a new wave of puzzle games to life. Studio 42โ€™s debut project is built around familiar puzzle mechanics with a modern hybrid-casual approach. The team plans to operate with a fast iteration cycle powered by AI, aiming […]

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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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Evolution of Inโ€‘Game Shops in Mobile F2P Games

This is a chapter from my upcoming book "Game Shops. Ultimate Guidelines". Follow and subscribe, so you will not miss future updates. ...but first, letโ€™s take a look at the history of in-game shops in mobile games. Not so distant, but starting from smartphones. Early Pioneers (2009โ€“2011) The era of free-to-play mobile gaming began in late 2009 when Apple first allowed in-app purchases in free iOS apps, opening the door for monetized in-game shops. Early pioneers quickly experimented with selling virtual goods. For example, Tap Tap Revenge 3 (Oct 2009) initially launched as a paid app (due to Appleโ€™s old rules) but soon went free, letting players buy song packs and avatar items via an in-game store. Similarly, Eliminate Pro(2009) introduced a โ€œfreemiumโ€ model where energy for matches could be refilled by purchasing โ€œpower cellsโ€ in its shop. By 2010, […]

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Hybrid-Casual Puzzle: Studio 42 Raises $3.6M

Cyprus-based mobile games startup Studio 42 has raised $3.6 million in Seed funding to accelerate the launch of its first title and explore new puzzle game IP. The funding round was led by Play Ventures, with participation from GEM Capital and Arcadia Gaming Partners. Founded with a mission to reinvent the puzzle genre, Studio 42 is developing hybrid-casual experiences that blend classic puzzle gameplay with engaging metagame elements. The studio is taking a speed-focused and data-driven approach โ€” embracing rapid iteration, live testing, and AI-powered hypothesis validation. โ€œWe believe genius lies in simplicity,โ€ said Aleksandr Bogdanov, CEO of Studio 42. โ€œThis funding allows us to focus on crafting deeply engaging puzzle experiences that feel familiar, yet fresh. With the backing of some of the top investors in gaming, weโ€™re excited to push the genre forward.โ€ Studio 42โ€™s first prototype moved […]

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Top games hook you fast.

Top games hook you fast. Based on Playliner research, hereโ€™s how todayโ€™s mobile hits do it:๐Ÿญ. ๐—œ๐—ป๐˜€๐˜๐—ฎ๐—ป๐˜ ๐—ณ๐—ฎ๐—บ๐—ถ๐—น๐—ถ๐—ฎ๐—ฟ๐—ถ๐˜๐˜† ๐ŸŽฒ โ€ข ๐˜”๐˜ฐ๐˜ฏ๐˜ฐ๐˜ฑ๐˜ฐ๐˜ญ๐˜บ ๐˜Ž๐˜ฐ uses classic board game mechanics โ€ข Simple โ€œno-brainโ€ autoplay โ€ข Flashy rewards on every step โ€ข Multipliers for bigger wins๐Ÿฎ. ๐— ๐—ฒ๐˜๐—ฎ ๐—ด๐—ผ๐—ฎ๐—น๐˜€ ๐˜๐—ต๐—ฎ๐˜ ๐—ธ๐—ฒ๐—ฒ๐—ฝ ๐˜†๐—ผ๐˜‚ ๐—ฝ๐—น๐—ฎ๐˜†๐—ถ๐—ป๐—ด ๐Ÿ—๏ธ โ€ข Build cities, castles, or entire settlements โ€ข Upgrade to boost rewards per turn โ€ข Outrace rivals to become the top magnate๐Ÿฏ. ๐—ฆ๐—ผ๐—ฐ๐—ถ๐—ฎ๐—น ๐—ต๐—ผ๐—ผ๐—ธ๐˜€ ๐˜๐—ต๐—ฎ๐˜ ๐—ฑ๐—ฟ๐—ถ๐˜ƒ๐—ฒ ๐—ฐ๐—ผ๐—บ๐—ฝ๐—ฒ๐˜๐—ถ๐˜๐—ถ๐—ผ๐—ป โ€ข Rob or destroy rival cities (๐˜”๐˜ฐ๐˜ฏ๐˜ฐ๐˜ฑ๐˜ฐ๐˜ญ๐˜บ ๐˜Ž๐˜ฐ) โ€ข Invite friends with referral rewards โ€ข LiveOps events for timed challenges and leaderboards๐Ÿฐ. ๐—ฉ๐—ถ๐˜€๐˜‚๐—ฎ๐—น๐˜€ ๐˜๐—ต๐—ฎ๐˜ ๐—บ๐—ฎ๐—ธ๐—ฒ ๐—ถ๐˜ ๐—ณ๐—ฒ๐—ฒ๐—น ๐—ด๐—ผ๐—ผ๐—ฑ ๐ŸŽจ โ€ข Colorful, fresh puzzle layouts (๐˜™๐˜ฐ๐˜บ๐˜ข๐˜ญ ๐˜”๐˜ข๐˜ต๐˜ค๐˜ฉ) โ€ข Clean UI thatโ€™s easy to navigate โ€ข Smooth animations after each milestone๐Ÿฑ. ๐—ฃ๐—ฟ๐—ผ๐—ด๐—ฟ๐—ฒ๐˜€๐˜€๐—ถ๐—ผ๐—ป ๐˜๐—ต๐—ฎ๐˜ ๐—ณ๐—ฒ๐—ฒ๐—น๐˜€ ๐—ป๐—ฎ๐˜๐˜‚๐—ฟ๐—ฎ๐—น ๐Ÿ“ˆ โ€ข Easy to start, gradually gets harder โ€ข New mechanics […]

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The Event Strategy That Got Players Hooked and Paid Off

๐“๐ก๐ž ๐„๐ฏ๐ž๐ง๐ญ ๐’๐ญ๐ซ๐š๐ญ๐ž๐ ๐ฒ ๐“๐ก๐š๐ญ ๐†๐จ๐ญ ๐๐ฅ๐š๐ฒ๐ž๐ซ๐ฌ ๐‡๐จ๐จ๐ค๐ž๐ โ€“ ๐€๐ง๐ ๐๐š๐ข๐ ๐Ž๐Ÿ๐Ÿ Century Games launched the Moonlight Festival in ๐–๐ก๐ข๐ญ๐ž๐จ๐ฎ๐ญ ๐’๐ฎ๐ซ๐ฏ๐ข๐ฏ๐š๐ฅ, showcasing how deeply integrated event design can drive engagement and monetization.๐Ÿ“ˆ The result was +23.8% ๐ข๐ง ๐ซ๐ž๐ฏ๐ž๐ง๐ฎ๐ž ๐š๐ง๐ +20% ๐€๐‘๐๐ƒ๐€๐”, according to Sensor Tower. This is a powerful reminder that event design pays off for players and publishers when it is purposeful and player-centric. ๐ŸŽฏ The Festival featured six synergistic components โ€” all woven together to create a sense of purpose, urgency, and progression:๐Ÿ”น ๐˜๐˜ข๐˜ณ๐˜ท๐˜ฆ๐˜ด๐˜ต ๐˜”๐˜ฐ๐˜ฐ๐˜ฏ ๐˜ž๐˜ช๐˜ด๐˜ฉ๐˜ฆ๐˜ด โ€“ A 21-level battle pass acting as the central hub, offering both free and premium tracks. ๐Ÿ”น ๐˜’๐˜ช๐˜ฏ๐˜จ ๐˜ฐ๐˜ง ๐˜ต๐˜ฉ๐˜ฆ ๐˜๐˜ข๐˜ณ๐˜ท๐˜ฆ๐˜ด๐˜ต โ€“ Daily tasks with tournament-style leaderboards. ๐Ÿ”น ๐˜“๐˜ช๐˜จ๐˜ฉ๐˜ต๐˜ด' ๐˜š๐˜บ๐˜ฎ๐˜ฑ๐˜ฉ๐˜ฐ๐˜ฏ๐˜บ โ€“ A table-based task system with clear goals and instant feedback. ๐Ÿ”น ๐˜ž๐˜ช๐˜ด๐˜ฉ๐˜ง๐˜ถ๐˜ญ ๐˜™๐˜ข๐˜ฅ๐˜ช๐˜ข๐˜ฏ๐˜ค๐˜ฆ โ€“ Rewarding regular in-game activity. ๐Ÿ”น ๐˜›๐˜ฐ๐˜ฑ-๐˜ถ๐˜ฑ ๐˜‰๐˜ฆ๐˜ฏ๐˜ฆ๐˜ง๐˜ช๐˜ต๐˜ด โ€“ […]

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84% of New Playable Ad Impressions Came from AppLovin in Q1 2025!

Building or testing mobile ads? Concise, no-BS Q&A here! ๐Ÿ˜… We deep dive with Brijesh, Co-Founder of Segwise, to decode exactly whatโ€™s working right now!  We chatted about their latest Playable Winning Patterns Report! Segwise has built AI Agents to improve creative ROAS, and they used their AI Creative Agent to tag and analyze top-performing playables launched between Jan-March 2025! They also dropped a lifetime free tool that will help you experiment with playables! Brijesh, what made you put this report together? Itโ€™s pretty straightforward, at Segwise we want UA teams to create high-impact creatives that convert. And we feel this can be achieved by swapping subjective hunches with hard data-backed creative decisions.  Which is why we tagged and analyzed over 200 top-performing playables launched in Q1 2025 using our Creative Agent. We used it to tag 30 variables/creative elements […]

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Overwatch Uses This One Content Productivity Hack

๐—ข๐—ฉ๐—˜๐—ฅ๐—ช๐—”๐—ง๐—–๐—› ๐—จ๐—ฆ๐—˜๐—ฆ ๐—ง๐—›๐—œ๐—ฆ ๐—ข๐—ก๐—˜ ๐—–๐—ข๐—ก๐—ง๐—˜๐—ก๐—ง ๐—ฃ๐—ฅ๐—ข๐——๐—จ๐—–๐—ง๐—œ๐—ฉ๐—œ๐—ง๐—ฌ ๐—›๐—”๐—–๐—ž Overwatch's new Stadium mode officially marks the launch* of Overwatch 2, building on the previous release's perk system. Inside Stadium, there's one content productivity hack, known previously only to the savviest Steam roguelike indie developers: conditional passives. Retention is the sum of each piece of content multiplied by the level of retentive units that content adds. For example, a profile picture may be low-cost but will likely add only a few units of retention per profile picture. In a world where titles like Call of Duty employ thousands of developers, the counter-thesis can't be to just produce smarter, but under an entirely different system instead. FPS developers quickly realized that map packs are poor retentive units producers. Packs typically resulted in a 2-3 week bump in week-over-week retention before resuming long-run equilibrium. The […]

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I paid $25,000 for an influencer collaboration, they brought in only $96

I paid $25,000 for an influencer collaboration... but they brought in only $96.89.... and that was 11 months ago. Did that mean we stopped working with Influencers altogether? Absolutely not. The results of singular collaborations are NEVER an accurate sign of the potential of influencer marketing as a whole. In fact, you will have campaigns where 70% of your influencer collaborations may be unprofitable.But thereโ€™s 2 key things to remember with that Once youโ€™ve got your ideal set up, even if only 30% of the collaborations are profitable, the returns will usually be enough to meet your overall goals.The unsuccessful collaborations are as important as the successful ones to collect data and flash out your strategic understanding.It is SO important to treat every influencer collaboration and campaign as a learning and data collection opportunity. With each campaign, you need to […]

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