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New Games on the Rise!

NEW GAMES ON THE RISE - # 1 WEEK, APRIL, 2025 Here I bring you titles debuting at the top of the charts. 📈👇 These are this week's highlights. 👇 ➡️ The giant publisher ABI Game Studio has published yet another promising title. “Cookingdom” is a cooking simulator with a dash of logic puzzles. 👩‍🍳🧠 The player must figure out the correct sequence of tasks in the recipe. The main monetization is via video rewards. One offered after a hint with the sequence of the recipe and another extending the timer. ⏰ Released on March 6th, “Cookingdom” reached almost 4MM downloads in just 15 days. 🚀On April 5, it appeared in the 🔝 50 downloads in mobile games for the first time. 🏅➡️ Released on March 24, “NBA 2K” by Tencent reveals the power of the Chinese mobile games market. […]

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More Installs, Zero Cost: Cross-Promote in Applovin MAX with Google Ad Manager

Over the past few months, I’ve noticed growing interest from teams trying to run house ads, often to support new launches, bring life back to older titles, or just reduce churn to other games. The challenge is, Applovin MAX quietly removed its direct sold campaigns feature in early 2025, which used to be the standard way to handle this. So I spent some time figuring out how to make cross-promotion work using MAX + Google Ad Manager, and wrote this to help others avoid the same trial-and-error. If you're looking to scale installs across your portfolio without touching your UA budget and without hurting monetization, this setup can really help. Cherry on top? Monetization might actually improve when cross-promotion is added strategically. Let’s take a look at how to set it up. What Is It, Exactly? Cross-promotion is simple at […]

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Mobile Game Market Research: What Everyone Gets Wrong

Most studios say they’ve “done market research” before greenlighting a new game. But more often than not, what they actually did was check the top charts, scroll through a few competitors, and call it a day. The result? Missed opportunities, misaligned concepts, and wasted dev time. If you’re serious about building a successful mobile game—especially in the free-to-play space—you need to go deeper. Here’s what most teams get wrong about market research, and how to fix it. Start With Reality, Not Charts Before looking outward, start inward: What is your company’s vision? What are your team’s actual strengths? (Genre mastery matters.) What is your timeline and resource allocation? This context is essential. There’s no point identifying a billion-dollar opportunity in hardcore strategy if your team excels in casual puzzle and has 9 months of runway. Market research should align with what […]

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Apple Search Ads recent move to SKAN

I hadn't shared my thoughts on ASA’s recent move to SKAN yet. But now that the decision has officially taken effect today, I think it’s still a good time to discuss what I expect from this. Apple has decided to align their ad network aligned with the rest of channels by using SKAN but only limited to versions 1-3 which is in my opinion, an embarrassing decision. We must remember that SKAN 4.0 was launched in October 2022!!!! 🫠 If the creator of this attribution framework isn’t even able to implement the latest version in its own ad network, you can imagine how "ready" SKAN 4 really is…But putting that aside, let's talk about what we can expect from this pivoting decision and I will be quite straightforward with my opinion as usual:👉You must expect a drop in all SKAN […]

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Perfect Gaming App Icon?

You: the perfect gaming app icon doesn’t exist me: hold my beer! 📌 Shoutout to 'Color Block Jam' for this beautiful icon. It's simple. It's bold. It's basically a LEGO brick — and they used the natural rounded-square icon shape to their full advantage. With a 3D feel, soft shadows, and no extra noise, this icon does exactly what it should: catch your eye and spark curiosity.Game icon design at its best.

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Monster Strike just hit $8 Billion!

MIXI, Inc.'s Monster Strike just hit $8 billion 🤑 in lifetime revenue this month. It is THE biggest gacha game of all time. Why did you never hear of it 🤨? Because it makes 99% of its revenue from Japan market only 🇯🇵. There was an English version before, but they shut it down in 2017. Why? long story for another post 😅. It is one of the cornerstones of the mobile game industry. It is the 2nd mobile game that ever made $1 Billion in revenue and currently the 3rd mobile game in the overall lifetime revenue chart. It is still casually making $30-40 mil. a month. Even Supercell was trying to follow up on it with their now killed game Spooky pop. So what is this game about? It followed up on Puzzle & Dragons and took its […]

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New Puzzle Games: Bite Size Insights

Mobile devs, 30% retention on d1 isn’t bad. It’s just not scale. You can try these 4 things to boost that number UP! Copying top charts won’t fix your retention problem.Innovating small things early on will.1- If you keep following what your competitors do,Eventually, you will hit a mechanic that works.2- From there, you need to twist level design.There is no “one” winning formula.3- Your early retention lies in your gameplay.Keep things simple, especially on video creatives.4- Develop better ASMR and VFX visuals.Don't drown in complicated art that makes no sense. Getting early KPIs is a good start,Don't overcomplicate things..

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Mobile Gaming Today: April’9 Week

Hey Fam, I’m pretty curious if Trump’s new +104% tariffs on China will affect mobile gaming. Lmk how you feel about that ¯\_(ツ)_/¯ And - Lezgo! 👇🏻 👌🏻 Top Gaming Content » Why Now Is the Worst Time to Launch a Match-3? 🧩 Match-3 is still a $5B beast, dominating Puzzle Game revenue, but breaking in is brutal. No Western Match-3 title has hit $100M since Royal Match (2020), unlike the 2013–2017 boom. It’s saturated with UA hurdles and content-rich giants guarding the gates. The smarter move? Start with adjacent hits, Tile Match, Sort, Match-3D. These rising subgenres offer room to build your puzzle chops, monetization muscle, and LiveOps flow, without getting crushed. Think Spyke Games: smaller wins today, bigger Match-3 ambitions tomorrow. In this red ocean, scaling sideways might be the only way up. 🍕 Game of the Week: […]

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Puzzle Genres Tier-list

Puzzle Genres Tier-list Based on the analysis of 1,000+ of games over the past year that reached at least 1M+ downloadsHere’s the 2025 success rate tier list:🟢𝗧𝗼𝗽 𝘁𝗶𝗲𝗿 (>𝟳% 𝘀𝘂𝗰𝗰𝗲𝘀𝘀 𝗿𝗮𝘁𝗲) These genres work best for newcomers𝗔𝗹𝗰𝗵𝗲𝗺𝘆 (https://lnkd.in/g8kgP9Nd) • Infinite Craft by Neal • Magic Merge: Endless Craft • Emoji Kitchen – DIY Emoji Mix 𝗟𝗼𝗴𝗶𝗰 𝗽𝘂𝘇𝘇𝗹𝗲𝘀 (https://lnkd.in/gpNDWevH) • Brain Test: Tricky Puzzles • Thief Puzzle: To Pass a Level • Braindom: Brain Games Test 𝗖𝗼𝗹𝗼𝗿𝗶𝗻𝗴 (https://lnkd.in/g3adAEGV) • Happy Color: Coloring Book • Paint by Number • Pixel Art – Color by Number ---🟡𝗠𝗶𝗱 𝘁𝗶𝗲𝗿 (𝟱–𝟳% 𝘀𝘂𝗰𝗰𝗲𝘀𝘀 𝗿𝗮𝘁𝗲) Still plenty of room to grow𝗠𝗮𝘁𝗰𝗵 𝟯𝗗 (https://lnkd.in/gYVnp_et) • Match Factory! • Project Match: ASMR Salon • Tile Master Pro 𝗦𝗼𝗿𝘁 𝗽𝘂𝘇𝘇𝗹𝗲𝘀 (https://lnkd.in/gfzxtNgc) • Hexa Sort • Goods Sort • Goods Puzzle: Sort Challenge 𝗦𝗰𝗿𝗲𝘄 𝗽𝘂𝘇𝘇𝗹𝗲𝘀 (https://lnkd.in/g_Pg6Jyz) • Wood Nuts & Bolts • Wood Screw Puzzle • Screw […]

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Long Ads, Tiny Close Buttons: Maximize CPM Without Losing Players

You’ve spent hours crafting a beautiful game that hooks players, but now it’s time to make money. The tiny, tiny close button — often hidden in the farthest corner of the screen — is a seemingly innocent little dot that holds the fate of your game’s retention and monetization. Every time an interstitial ad pops up, it takes multiple taps, finger gymnastics, and maybe even some squinting. As the ads get longer, your players’ frustration grows. They’re desperate to close the ad, but hey—your CPM is up! It seems like a win, right? But here’s the big question: How long can you really stretch those ads, and how tiny can that close button be, before your players hit their breaking point and rage quit? It’s a tricky balancing act, like playing with fire—walking a fine line between keeping the revenue […]

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War Robots has never received the credit it deserves.

War Robots has never received the credit it deserves for its financial and design achievements. Launching a PvP combat experience in 2014 with PS2-level graphics using virtual dual analog sticks seemed skeptical at best, yet the team didn't just create a "Forever Franchise"; it grew into one.  A former Scopely PM described their strategy as taking "C/C+ games and liveop'ing them into B/B+" products. Something similar has happened here, with the franchise catering to a sticky core audience, expanding it over time, and becoming an A product. IAP Revenue is astonishingly stable despite massive changes in download composition (I'm sure the Indian shift is unrelated to geopolitics...). War Robots successfully captured not only Eastern European tankies but also the Japanese and US players.  Its recent relaunch in China also appears more promising than its initial entry.Initially, compared to World of Tanks […]

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