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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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IAP doesnโ€™t work in our game. Our players just donโ€™t spend.

โ€œIAP doesnโ€™t work in our game. Our players just donโ€™t spend.โ€ Iโ€™ve heard this line from dozens of teams โ€” and almost every time, itโ€™s wrong.Not because players donโ€™t spend.But because the game doesnโ€™t give them a reason to.When IAP underperforms, itโ€™s rarely about the audience.Itโ€™s usually about the offer strategy.Here are the usual suspects:๐Ÿ”ป No value framingPlayers donโ€™t buy โ€œgems.โ€ They buy progress, speed, power, customization, exclusivity.If your offer doesnโ€™t communicate why it matters, no one bites.๐Ÿ”ป Poor timingYouโ€™re showing the shop when the player has no context, no pain point, no motivation.The best moment for a sale is when a player wants something and canโ€™t get it yet.๐Ÿ”ป Everyone sees the same shopSegmented pricing, pacing, and bundles are standard practice now.Beginner whales, veteran free-to-players, and returning users all need different offers.๐Ÿ”ป No emotional hookLimited-time? Milestone reward? Progress multiplier?If […]

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Is 24-Month Payback the New Normal?

๐ŸŽฎIs 24-Month Payback the New Normal? ๐ŸŽฎ Zhen Jie (ZJ) Simย joins us from UA financing company,ย PvX Partners,ย to discuss insights from UA data theyโ€™ve gathered from over 300 games in 2024. ๐Ÿ“ŠHereโ€™s what they found:Rising User Acquisition Costs ๐Ÿ’ธ: User acquisition costs have surged, nearly doubling in the past year, particularly on platforms like AppLovin and Unity. This increase is primarily attributed to heightened competition, especially during peak seasons. Some studios are exploring alternative channels like TikTok to mitigate these costs.Monetization Trends ๐Ÿ’ฐ: While monetization has improved, it hasn't kept pace with the escalating UA costs. PVX is observing a growing trend towards hybrid monetization models, where traditionally IAP-focused games incorporate rewarded ads, and vice versa.Declining Return on Ad Spend (ROAS) ๐Ÿ“‰: ROAS performance has declined by approximately 20%, resulting in extended payback periods for games. Some games are now projecting […]

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Hypercasual games are cooked?

Hypercasual games are cooked? ๐Ÿ’€ 11.7B downloads in the past year. Thatโ€™s a 7% decrease.But the real story?Some genres are booming. Others are falling fast.Hereโ€™s whatโ€™s happening:๐Ÿ’น ๐—ช๐—ถ๐—ป๐—ป๐—ฒ๐—ฟ๐˜€:๐ŸŸข Screw Puzzle exploded: +1242.86%๐ŸŸข Logic Puzzle steady: +9.17%๐ŸŸข Idle Arcade up +34%๐ŸŸข .IO games up +13.33%๐ŸŸข Shooter โ€“ 396M downloads (+20.22%)๐Ÿ”ป๐—Ÿ๐—ผ๐˜€๐—ฒ๐—ฟ๐˜€:๐Ÿ”ด Arcade โ€“ 6.1B downloads (-7%)๐Ÿ”ด Runner games โ€“ 1.2B downloads (-14.81%)๐Ÿ”ด Rhythm โ€“ 688M downloads (-7.71%)๐Ÿ”ด Fashion & Dress Up โ€“ 235M downloads (-21.85%)๐Ÿ”ด Draw Line Puzzle โ€“ 442M downloads (-15.42%)๐Ÿ”ด Racing โ€“ 437M downloads (-13.35%)๐ŸŸ ๐— ๐—ถ๐˜…๐—ฒ๐—ฑ ๐˜€๐—ถ๐—ด๐—ป๐—ฎ๐—น๐˜€:๐ŸŸ  Simulation โ€“ 924M downloads (+7.83%)โ†’ But core Sim titles dropped -15.91%๐ŸŸ โ€œOther Hypercasualโ€ โ€“ +2.57%โ†’ Still growing, but slowly๐ŸŸ  Puzzle games โ€“ 3.2B downloads (-4.7%)The big insight?Players want ๐˜ฎ๐˜ฐ๐˜ณ๐˜ฆ ๐˜ค๐˜ฉ๐˜ข๐˜ญ๐˜ญ๐˜ฆ๐˜ฏ๐˜จe.And ๐˜ญ๐˜ฆ๐˜ด๐˜ด ๐˜ณ๐˜ฆ๐˜ฑ๐˜ฆ๐˜ต๐˜ช๐˜ต๐˜ช๐˜ฐ๐˜ฏ.The hypercasual space isnโ€™t dying:Itโ€™s evolving.If youโ€™re building in this space:โ†’ Focus on varietyโ†’ Bet on brain gamesโ†’ Watch genre fatigue closelyAdapt or get […]

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Meta AdROAS Campaign Quickly Lose Efficiency When Scaling

Last Case Study before MAU! โœˆ๏ธ Are you a gaming company monetizing through IAA?๐Ÿ•น๏ธ Then this case study will definitely be of interest to you.Four months ago, I was among the first to publicly test Metaโ€™s new adROAS campaigns (feel free to check my earlier posts). Since then, Iโ€™ve been consistently testing them across different games.Today, I want to share something that has happened not once, but three timesโ€”with three different games:๐Ÿ‘‰๐Œ๐ž๐ญ๐š ๐š๐๐‘๐Ž๐€๐’ ๐œ๐š๐ฆ๐ฉ๐š๐ข๐ ๐ง๐ฌ "๐ช๐ฎ๐ข๐œ๐ค๐ฅ๐ฒ" ๐ฅ๐จ๐ฌ๐ž ๐ž๐Ÿ๐Ÿ๐ข๐œ๐ข๐ž๐ง๐œ๐ฒ ๐ฐ๐ก๐ž๐ง ๐ฌ๐œ๐š๐ฅ๐ข๐ง๐ Donโ€™t get me wrongโ€” These campaigns work really well on Android and have delivered strong results for me. But it seems thereโ€™s a ceiling: as you start to scale spend, efficiency drops and the breakeven point gets pushed further out.Here are the three main issues Iโ€™ve observed:1๏ธโƒฃ Efficiency drops despite continuous creative rotationIn this last case, I have tested +100 creatives with […]

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Can hyper-casual still work?

Last week a client asked: "Can hyper-casual still work?" My answer: "Anything is possible, but, I'd recommend against it."Best evidence: The pubs best at hyper-casual have pivoted to hybrid.Client:  "Well, how did Block Blast do it?"๐—š๐—ฟ๐—ฒ๐—ฎ๐˜ ๐—พ๐˜‚๐—ฒ๐˜€๐˜๐—ถ๐—ผ๐—ป.So I did a bit of digging...Here is how Block Blast scaled from 15M to 42M monthly downloads over the past several months.A 60-cent Ad LTV (given insane retention) would put them at a $300M / year run rate on ads alone. ๐Ÿ˜ฎSo, how did they do this, in 2025?1. ๐Ÿฏ๐Ÿฌ๐Ÿฌ๐Ÿฌ ๐—”/๐—• ๐—ง๐—ฒ๐˜€๐˜๐˜€:  They iterated aggressively since 2022, ran 3000 A/B tests, some with AI players. ๐Ÿ˜ถ 2. ๐——๐Ÿฒ๐Ÿฌ ๐—ฅ๐—ฒ๐˜๐—ฒ๐—ป๐˜๐—ถ๐—ผ๐—ป of ๐Ÿฎ๐Ÿด%: The fruit of this iteration. ๐Ÿ’3. ๐Ÿญ๐Ÿฌ,๐Ÿฌ๐Ÿฌ๐Ÿฌ ๐—ฑ๐—ถ๐—ณ๐—ณ๐—ฒ๐—ฟ๐—ฒ๐—ป๐˜ ๐—ฎ๐—ฑ ๐—ฐ๐—ฟ๐—ฒ๐—ฎ๐˜๐—ถ๐˜ƒ๐—ฒ concepts in past 2y. ๐Ÿค So... that's ALL it takes to have a hit! ๐Ÿ˜†A D60 retention higher than most games' D7, 3000 A/B tests, […]

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Whiteout Survival vs. Kingshot: A Masterclass in Genre

When one studio launches two of the biggest strategy games in the world, the only question left is: which one should you obsess over first? What Youโ€™ll Read: In this analysis, weโ€™re diving deep into the frosty survival saga of Whiteout Survival and the flashy medieval mayhem of Kingshot โ€” both powered by Century Games. Youโ€™ll get: A full breakdown of how both games launched, grew, and hooked players What makes each gameplay loop tick โ€” from tapping bandits to freezing your citizens How they make money (and why you might want to spend) The ads that got you to download โ€” and the drama that came with them Live ops secrets: whoโ€™s evolving faster, and whatโ€™s coming next Whoโ€™s winning globally, whoโ€™s catching up, and what it means for the future of 4X Whether youโ€™re here to pick your next obsession, decode smart […]

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Short Drama Apps to earn over $2 billion in 2025?

๐Ÿ”ฅShort Drama Apps are set to earn over $2 billion in 2025๐Ÿ”ฅ ๐Ÿ’ธThe top 25 Short Drama Apps have earned $140 million in IAPs and subscriptions in the last 30 days, with another $35 million in IAA revenue. Reelshort and Story Drama Box collectively generate over $65 million monthly in revenue. This is undoubtedly one of the fastest-growing new genres in mobile. ๐ŸŽฅShort Drama Apps let users consume short dramatic content in chapter form. Each highly dramatized series is about 60-90 minutes long but divided into chapters. Users can also engage with the story arcs by choosing character choices for in-app coins. ๐ŸŽฌProductions generally cost $100- 300k, and a giant industry has emerged where production companies and low-cost geos rent out their content to multiple short drama apps. Popular content usually features Vampires, Love, intrigue, and affairs with billionaires. ๐Ÿ“ฃ […]

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Mass-Scale Monetization in Mass-Scale Games

In this article, I want to take a step into a speculative future. This isnโ€™t about optimizing your battle pass conversion funnel, tweaking ad placements, measuring ROAS for your campaigns, or refining your LTV curve โ€” itโ€™s something you donโ€™t see much being posted about as everyoneโ€™s so focused on โ€œwhatโ€™s happening nowโ€. This article is about what happens (/could happen) after we leave the current monetization meta behind and look at mass-scale games with truly mass-scale engagement and monetization models. Weโ€™re talking about games as dynamic ecosystems โ€” game-worlds where hundreds to millions of players can interact, influence, and co-create (/participate), not just in terms of user-generated content but in e.g., systemic, strategic, and factional layers. These are games where monetization isnโ€™t just layered on top of gameplay โ€” itโ€™s embedded in the social fabric and systemic interdependence of […]

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Brainy Prankster: Misleading Creatives into Puzzles

Brainy Prankster: Turning Misleading Creatives into Quirky Puzzles ๐Ÿ˜ˆ Weโ€™ve all seen those misleading ad creatives with absurd situations and puzzles โ€” always a bit cringy, weirdly catchy, and hard to ignore! Here comes a Brainy Prankster, a new game that turns this format into actual gameplay. Players solve quirky puzzles like helping a policeman gather evidence or sneaking a secret lover past an angry spouse ๐Ÿ˜We spotted the game in AppMagicโ€™s Top Trending chart this week โ€” and since its late-February launch, it has already hit 19.5M installs. ๐Ÿš€The game relies almost entirely on ad monetization with little to no IAP revenue. A reminder that not all hypercasual titles are chasing the IAP-heavy model in 2025! โœ๏ธ๐Ÿ‘‰ Check out the gameโ€™s AppMagic public card here.

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New Mobile Games & Transfers

TRACKING RELEASES & TRANSFERS# 2 HALF, APRIL, 2025 Hi Mobile Gaming Fanatics! ๐Ÿคช ๐Ÿ“ฒToday I bring you another edition of ourโ€ฆ๐Ÿ’ซ Tracking Releases & Transfers ๐Ÿ’ซThis one brings releases and transfers to big publisher accounts from the 14th of April to the 4th of May.I've found 73 titles. ๐Ÿ’ช๐Ÿ”ŽI highlight 4๏ธโƒฃ of them from 2๏ธโƒฃ big publishers.โœ… โ€œVoxel Waifuโ€ by SayGames & FuryLion Group.This Tower Defense โš”๏ธ released by the big publisher SayGames has pixel art as its main differential.Like other titles in the subgenre, โ€œVoxelโ€ mixes the mechanics of merge and puzzles. ๐ŸงฉThe pieces fit together in a Tetris shape. ๐Ÿ‘ˆDeveloped by FuryLion, "Voxel Waifu" was launched by SayGames on April 25th.๐Ÿ—“๏ธโœ… โ€œBounce Defenseโ€ by Voodoo & Mini Game Lab Ltd..The new title from the big French publisher ๐Ÿ‡ซ๐Ÿ‡ท brings a clever blend of puzzle and clicker mechanics.Before each […]

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