Midcore games didn’t just define the genre.
They defined the art of misleading ads.
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A hero climbing a deadly tower… (not in the game)
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Epic boss fights with 5-button combos… (not in the game)
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A full-on dungeon crawler? Nope. Just a turn-based RPG under the hood.
And the wild part?
It worked. For years.
Because showing the actual game was either:
1. Too complex
2. Too boring
3. Or just too mid
So they did what marketers do best:
They sold the fantasy. Not the product.
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The golden era of fake ads wasn’t about fraud.
It was about emotion-first targeting.
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curiosity
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frustration
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problem-solving instinct
Not clarity.
It was smart — until it broke.
Now, everyone’s seen the traps.
Everyone’s watched tower puzzles turn into turn-based tutorials.
Even Midcore Mike — our king of ARPPU — is rolling his eyes.
“I just want to play the thing I clicked on.”
— every modern UA report ever
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It didn’t die.
It just moved sideways — into casual and puzzle games.
Why?
Because those genres don’t have the same complexity mismatch.
And midcore?
Well, they had a choice:
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🅰️ Keep lying, and lose retention
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🅱️ Get boring, and lose CTR
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🆕 Or: evolve
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Publishers like RiverGame, Top Games Inc., and others are now doing something smarter.
They build the ad first.
Then build the FTUE around the ad.
✨ Clickbait creative → onboarding that looks similar → slow pivot into core game
They’re matching the promise long enough to capture interest —
and then earning performance by gradually revealing the real gameplay.
It’s fake, sure — but it’s *earned fake*.
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Midcore genres are still killing it in revenue
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Hybrid creative funnels show higher D1 and D3 than traditional “honest” ads
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Users want a dopamine hit — not a UX diagram
– Stop being boring. No one clicks on “authentic” if it’s also dull.
– Stop being lazy. Fake ads still work — but only if they’re *followed up with something worth staying for*.
– Start treating UA as your creative R&D lab — not your legal department.