We Played Dreamy Room. It’s Brilliant, Hard, and Makes $27+ million a year in ADS!
What if a cozy puzzle game could generate $80K/day — with 89% of that from ads? Dreamy Room is the breakout hit you didn’t see coming. It's not Royal Match. It's not hypercasual. It's deterministic puzzling at its finest — and it's scaling fast.
We break down why Dreamy Room is crushing downloads, how its simple-but-hard core loop drives ad revenue at scale, and why it's one of the most innovative ultra-casual games of 2025.
🧠 What You’ll Learn:
How Dreamy Room hit $80K/day, mostly from interstitial ads
Why its deterministic puzzle design is addictively engaging (think Twisted Tangle meets cozy design)
The level mechanics: snapping items, cleaning rooms, timers, and logic-based item placement
How boosters, piggy banks, and star chests support monetization without ruining flow
UA strategy: scaling on AppLovin & Mintegral — no heavy Facebook spend (yet)
How they’re using Capybara fail states and quirky playables to lower CPIs
Why this game might get "Royal Matched" with IP or deeper meta soon
📈 This isn’t just another ultra-casual clone. Dreamy Room is creative, hard, and print money with ads.
Get our MERCH NOW: 25gamers.com/shop
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Go to: https://pvxpartners.com/
They can help you access the most effective form of growth capital once you have the metrics to back it.
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This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric
Podcast:
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg
Chapters
00:00 Introduction and Game Overview
04:25 Game Mechanics and Monetization
07:22 Gameplay Experience and Challenges
09:46 Deterministic Puzzler Explained
13:27 Level Design and Progression
16:27 User Experience and Feedback
19:07 The Puzzle Game Experience
23:05 Game Mechanics and Player Engagement
24:17 Monetization Strategies in Mobile Gaming
30:27 Creative Strategies for User Acquisition
34:15 The Future of Mobile Gaming
---------------------------------------
Matej Lancaric
User Acquisition & Creatives Consultant
https://lancaric.me
Felix Braberg
Ad monetization consultant
https://www.felixbraberg.com
Jakub Remiar
Game design consultant
https://www.linkedin.com/in/jakubremiar
---------------------------------------
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Hit the Subscribe button on YouTube, Spotify, and Apple!
Please share feedback and comments - matej@lancaric.me
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If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej Lancaric
Do you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
#DreamyRoom #MobileGameDesign #PuzzleGames #Monetization #HybridCasual #UAstrategy #InterstitialAds #CapybaraCreatives #GameEconomy #2.5Gamers #MobileGamingTrends #AdMonetization
Listen and follow along
Transcript
It's just cozy visual, man.
Like, it's a unique puzzler, especially it's a deterministic puzzler.
This is much more closer to something like color block gem or twisted tangle because it's a deterministic puzzler, meaning levels don't change.
There's no randomness.
The randomness is a little bit there depending on how stuff is pewed out from the basket because they change it up around a little bit.
But it's the same stuff, same room, same thing everywhere, goes to the same place all the time.
So it's deterministic.
So actually,
I'm determined that I'm right.
You can be, you can be
rolling the dice.
Matei drops knowledge made of gold and ice.
Felix with ads making those coins rise.
Jack up designs, world chasing the sky.
We're the two and a half gamers, the midnight crew.
Talking UA adverts and game design, too.
Matei, feeling shaku, bringing the insight.
We're rocking those vibes till the early daylight.
Mate, you ain't master eyes on the prize.
Tracking data through the cyberspace skies.
skies.
Felix sacks colors like a wizard in disguise.
Jackets craft our health, lift us to the highs.
Two and a half gamers talk and smack.
Slow hockey stick, got your back.
Ads are beautiful, they like the way.
Click it fast, don't delay.
Uh-huh.
Uh-huh.
Uh-huh.
So, so, what's more toxic?
The hits, Britney Spears single from 2003, Toxic?
Or is it Matte?
Did you write this for China?
Yeah.
No, I was just like, yeah, what else is toxic?
What are you talking about?
You're just...
Ah, Jesus Christ.
That's a very good thing.
Sing it, Matte.
Sing it.
Sing it, Matie.
Sing it.
I can't.
Come on.
Hello, everyone, and welcome to another special episode of Two and a Half Gamers.
Why is it special?
Ooh.
Oh, I got it.
Anyway, yeah.
Thank you.
Welcome to maybe the shortest episode or maybe the most fun one.
I'm not sure.
The time will tell.
And the time, I mean, like next 20 or 30 or 40 minutes.
Nobody knows yet.
Because today we are talking about Dreamy Room.
And my name is Matie Lancaric.
And I'm Felix Bromberg.
And I'm Jerko Bremiar.
And we we
are.
And we should really practice.
Like, you know what?
Maybe you can just fucking pay attention.
How every skid on Saturday Night Live ends up.
They also do this thing.
We should do it in a similar way.
Okay, sure.
Why not?
Why not?
So, Dreamy Room, again, you might have seen or might see the episode with
Admon Trends that Felix prepared.
I don't know because I haven't really figured out the way like when they will come alive.
So this game we talked about and it was a wild card at the end.
So it's a very wild card.
Yeah, it decent.
Honestly,
it's ABI games.
Yeah, latest ultra casual game that they brought out in like early March and it has some IP revenue as well.
Not much.
Not much.
It's like it's
decent.
Some left over there, let's say.
At least like it's it's let's say big enough for sensor tower to read it in the chart oh yeah fair yeah that's true that's true it should have step in the right direction yeah yeah but like but it's definitely not step in the shit so that's fine the game is amazing that's that's the part like i think this is very very unique i hope that somebody don't correct us that this is a copy of something something because if this is really something that they iterated then that's like amazing what's been built here okay regarding the core the core i mean because there's not much meta to be honest yeah let's go numbers first so why are we talking about this launched february 3rd currently doing
literally quarter a million downloads still after more like
oh wait wait wait wait wait wait wait wait wait i gotta i i i just got a call hello who is this a pvx partners oh hello so this thank you very much this episode is brought to you by pvx partners the simplest and most effective credit line for marketing.
So, if you're scaling your game or game business and you need funding, here's the deal: PVX Partners, there's no equity dilution, you can refay as you get paid.
It's very flexible,
so don't you know, take control of your UA budget with PVX partners without giving away a piece of your company.
So, visit pvxpartners.com and see how they can help you grow your game.
So, thank you very much.
Bye-bye.
Use promo code.
This was like self-ambush ad.
All right.
Can you, Yakov?
You know, downloads doesn't matter at all when we're talking about ultra-casual, so you need to switch it.
Yeah, so
Indonesia in the top row, but still, US has some kind of occasion.
You don't show downloads.
Yeah, yeah, okay, okay.
Active user.
This is what's interesting, right?
Is it?
This is how they monetize
it's odds, right?
But still, like, what kind of dinosaurs are okay?
So, the interesting part, no, no, the interesting part is U.S.
population is the top one.
Yeah, that's the interesting part.
That's the moneymaker.
Which, if Felix was here at Sensor Tower and he would be making this graph of like active users at revenue, how much wouldn't be percentage?
I know, they definitely wouldn't be stacked.
How much percentage you would throw in into the revenue column here for US?
Majority, like that's what, like, 60, 70?
I can actually tell you.
Yeah, tell me.
Tell me, tell me.
Man, that was a very, very tough question to follow.
And
it was 20.
Yeah, it's good.
It's over a third of the revenues from the US.
Over a third?
Yeah.
I would expect way more.
I was expecting like 60 plus, like you said, majority.
One third is a majority.
Yeah, but it's
not.
Yeah, but it's like 120 to 130,000 users.
And then worldwide is close to 1 million, right?
Yeah.
1 million worldwide.
And it's not all bad geos, right?
It's going to be decent.
But US will be the biggest geo by far.
When you are like in a matrix, just trying to avoid...
the numbers and stuff like Jesus.
It's like opening a bag of chips and finding out it's half full.
If it's half full, you're a lucky guy.
Jacob never finds anything half full.
It's always half empty.
Yeah, yeah.
Of course.
Well, wait a second.
That's
my life.
Yeah, so that was the revenue.
If you want to see actual IP revenue, yeah, there's some 15k a day, which is not bad, but it's still better than nothing.
So I'd say we'll see long term if, like, how this kind of continues to scale.
Because,
yeah, could be better.
Like, the difficulty for it is definitely there for this to go more IP-wise.
So that I can definitely tell.
But yeah, let's go back to the gameplay actually.
So this whole thing starts and seems like it's one of those cozy apps of like decorating levels there.
It's exactly what they do in all their ultra-casual games.
They have levels there.
It's a genre.
It's a genre of these,
I would say,
non-fail state games where you just do stuff and it's relaxing.
It's kind of easy, mundane, and like you do, you know, for the like Felix showed last time, like a lot of these things before.
What was it, like these like dress-up stuff things or makeup stuff apps or whatever, like
a lot of them don't have fail states, so you just like play with them and like beat them, and they you know shower you with interstitials and and banners in the meantime.
So, perfect model, sounds like my kind of party, yeah.
See, but this is not the case, it looks like cozy thing, but it's hard as hell.
hell so
it starts very easy and we can maybe do can i repeat level can you wait can you before you go into the level just say that this is very similar to perfect tidy stat statistom which i can't pronounce where it's always old nemesis level
old nemesis where it's just it's level based kind of puzzle where you have to solve levels and move through which means that Every three to four minutes, you're starting a new level, which means you're showing an interstitial ad, which is clever for a couple of reasons because you're also spacing them out, meaning that you get a higher ECPM.
What's the difference between the Rolex portfolio that they also have this thing?
It's not like you see the levels here, they're grouped together, right?
It's not shown on a straight line, like they do with Rolec.
So it's shown on a cloud line from top to bottom.
Yeah, well, it's like I mean, like, what does what's the difference?
I just similar it is, but they're under portfolio.
It's just that's what I'm saying.
It's actually the same template, just
Okay.
It's just Cosy Visual Man.
Like, it's a unique puzzler, especially it's a deterministic puzzler.
This is much more closer to something like color block gem or twisted tangle because it's a deterministic puzzler, meaning levels don't change.
There's no randomness.
The randomness is a little bit there depending on how stuff is pewed out from the basket because they change it up around a little bit.
But it's the same stuff, same room, same thing everywhere.
Goes to the same place all the time, so it's deterministic.
So actually, it is.
I'm determined that i'm right
you can be you you can
give your opinion
so let's let's let's do some easy level
so boosters are there straight from the bat i don't think so there's a string mechanic or at least not yet that i saw there
so we have boosters that are pretty handy
the best part about these puzzlers the unique ones is that you need to create boost boosters custom for these kind of cores.
So that's always good.
So you have a room, again, deterministic puzzler.
So we have a timer because that's the best fail state that we can immediately do there.
So we have a puzzle.
I just explain for the audience what the deterministic puzzler means.
I just said it three times before.
Yeah, I just said it.
For the Felixes around the world, deterministic means that it's not random.
And each level, you build up your strategy, even if you fail it, because you already completed to the part of, I don't know, like 50, 30, 40 percent, which you already know how it works, and you already know where the things go in this case, or in Twisted Tangle, or Coral Block Gem, like how each of these like initial blocks go, and then you learn afterwards.
So you cut down the time until you get there in the next try, and you have more time then to kind of continue your strategy.
That way, it's pretty much balanced itself out because each try you build your skill around the level or like your knowledge around the level, therefore it's easier to get it down.
That was good.
Two and a half seconds.
Thank you very much.
No worries.
So we have the basket, it starts viewing things.
You have some things that are easier or not, or like hinted.
For instance, here we know that this is definitely going to the right wall just because of its shape, and it's going either here or here, so it's going there.
The good thing is that stuff very nicely snaps, but you don't really need to like perfectly align, like you can go like this, and it like snaps into the place.
That's basically the buffer zone of how much they are
giving you the helper here.
Most of the stuff don't have these like silhouettes or whatever, like, it needs to go there.
You need to find it yourself, and this is where the hard part comes in.
Because, like, of course, there's no way like this goes anywhere else.
You were laughing at Felix when he wasn't really able to do like the level two in the episode, but now you know it's really
how you know it's really hard.
Yeah, so this is this is like pretty, pretty easy room that you kind of
waiting by the phone for my apology, which i'll never get yeah for sure
and then we can uh tidy this room by the way every single room which turns into this like overstuffed everything's everywhere part which like by the way it looks kind of
yeah it looks exactly like your room
except less swords yeah except
yeah then we have the ad at the end with the usual click your boost that we can do because we can do ads on my emulator here.
But yeah, that was that was the easy level.
You start with this like, yeah, it's easy.
Like, what what can what can we do?
It's nice, cozy.
The timer doesn't really limit me at all.
Yeah, level nine.
Yeah, yeah.
So we go to level nine soon, but like, let me just finish the feature set.
So these characters, if I understand, are being unlocked as you go through these levels.
So these two
cats weren't there before and I think they were added as I completed their level.
Yeah, what do they do?
They just sit here and you know, visual progression basically.
My guess is that after some point, like this room resets and you get like a different room that's
totally poploids.
You have daily rewards here for ads.
You have April Fool's offer.
You have the star chest.
What do you mean?
April Fool's, I mean, it's like almost like it's middle of the April.
Of course, but why do you switch off the offers?
Sure, that's true.
If it's making money, no ads offer the usual, very
kind of easy shop with just a bunch of offers and anchor currencies.
No ad placements in it, by the way, which I think is a big mistake, but let's see.
Piggy bank mechanic that accumulates and then you need to break by IP conversion purchase.
This is basically like a starter pack on steroids.
And as I said, star chest, which is like constellation price.
As you go here, you still get some stuff, especially these boosters and things.
Yeah, so let's get to some kind of a hard level.
There are, by the way, levels that are these like big because they actually do two rooms or like outside part of the room, inside part of the room.
They really like the level design mechanics are really, really good.
Because not only you need to put stuff on the right place, you need to also do sequential things.
So let's say in order to put one piece, you need the previous piece.
to kind of fit it in.
So let's say if I want to put this plant, I first need like the the table to put it on or whatever.
If I don't have the table there, I can do shit with the plant.
Then there's stuff that you need to actually clean stuff.
Like we can, we can let's do dentists.
It's even better
because you've done it before.
You actually need to clean the room.
It looks like Berlin during COVID.
Yeah, exactly.
Exactly.
Syringes everywhere.
So you need to actually clean the room first before we even try.
And this is literally just taking down your time.
This is like, you know, it's easy, but it takes time.
Then we need to literally swipe it.
Sweep.
Sweep.
Swipe.
Swipe Tyler.
Swipe.
Swipe.
Swipe Tyler.
Swipe that rooster.
Yeah, and then we go.
You also, you see, you need to kind of.
It's easy on the phone.
It's super easy on the phone.
Yeah, I've seen how super easy it was for you last time.
But he was on the phone.
I was on the phone.
Yeah, I know.
No, you weren't.
So we go.
Are you not doing it?
I've already seen this.
This is the part where it gets kinda harder, and I forgot how it is.
Yeah.
somewhere here, yeah, somewhere here,
somewhere here.
Where's the window?
Here,
fancy house with air condition.
There we go.
You just randomly just put it there.
This doesn't go there, it goes above there.
This goes here.
Clearly, I knew that.
So, we have this goes, man.
Sometimes these things just don't make any sense.
And, like, you need to learn it the hard way.
Basically click through the whole room.
See, for instance, computer, I can't place it anywhere because I need a table for it.
So,
I mean, it's quite logical,
yeah.
But the problem is that if you spam with all these items floating around, it's quite hectic.
Why this won't snap?
Okay,
there we go.
So, there's the table, there's the computer, there's this.
The dentist, where did he come from?
Yeah, it's the dentist, man.
It's a pretty, pretty full room, man.
Yeah, it's always super full room.
Yeah, that's the part that I hate about it.
Like, it's always super stuffed.
It's not Scandinavian minimalism here, you know.
Yeah, definitely.
No,
so where's the plant?
Was there in the plant corner?
There's the plant.
Are you gonna make it?
Oh, no, whoa.
Of course, I'm making it.
Of course, well, I hope you don't now.
I remember in one of the other ones, I literally had to open the fridge, stuff the fridge, and then it would complete it.
Nice.
So, so, yeah, like the level design mechanics of the corrections.
Yeah, yeah, there we go.
Nice.
And then there's like even some kind of and not here, but I think there was an animation, maybe only just on first try, like, something happens, nice, or whatever, something, something.
Well, I don't think it's nice, like, the pig is the pig was in pain.
Yeah, it was by the way, screaming, like, the sound was like pretty annoying.
So, this is the level, for instance, I'm stuck on because maybe you can help me out
to figure out.
Like, because again,
we have
big things here
that we need to build in.
I think I'm missing like one or two pieces now because I know where you know this, right?
What do you mean?
I've played it like you don't know where they go, you have to try them.
You try them where they go.
Yeah, you need to learn it the hard way, like trial and error, basically.
Yeah,
sometimes it's very unintuitive.
It's not a shower.
Sometimes, as I said, it's like super unintuitive and you just don't know, and time is running out, so the monetization is very, very tight as you go.
And some things you just don't understand what they are.
Because, I mean,
it's clearly not like a men's room, so you don't really understand, obviously.
Oh, you'll see.
I mean, I sure
said he played like 10 million times already, so it's not 10 million, but yeah, Jesus Christ, okay, far, fine, it's not 10, 5.
There you go.
So new listeners, but that could be strong.
It still doesn't matter, even if you complete nearly all the pieces, you need to complete them all.
So if one is missing, you're gone.
Yeah, like that's catching Pokemon.
You need to catch them all, otherwise.
No, it's just, you know,
it's called mission complete.
It's not like mission 98% complete.
Yes.
Exactly.
Doing pretty well though.
Yeah.
But he will be stuck.
He will be stuck.
He'll be stuck.
And then, like, it's basically me.
As you see, like, this is how these games work: these deterministic puzzlers.
Yeah, because you already already did it multiple times, and you still remember.
Yeah,
there.
I don't know where this goes.
This goes somewhere here.
Wow.
Damn it.
Yeah, not there.
Yeah, I put it there.
There.
This goes here.
Great.
Okay, so we are looking at Jakub nailing it actually.
Is it good?
Yeah, you go.
You go, and then
put it.
Yeah, the plant is next to the sofa.
Not sofa, but yeah, it's somewhere there on the other side.
Okay, not there.
And can be the purse.
Put the purse.
Yes, we don't know.
Come on, guys.
See, this is the point.
And if you don't know and you don't have the boosters,
you can just
can you can you can you go left and right?
Yeah,
put yeah put that the the plant on the table somewhere on the left.
No,
behind the necklace.
That's where it goes in the corner.
Do you see?
No?
Okay, no.
And maybe next to the shoes or next to the other.
Wait, I say, I told you.
Windowsille.
Try the windowsill.
No?
No.
What about on top of that shoebox?
Yeah, that could be.
We still want one more minute.
But it's super engaging, to be honest.
Like, you really want to intrigued?
Yeah.
Can you zoom?
Yeah.
there you go.
There you go.
Amazing.
You know how much time it actually took to do this.
I can imagine.
Yeah, yeah, yeah.
And this feels great because you pass the level.
I mean, what you're missing here, right, if you're playing on the phone, right, is that you have banners and then between levels and failure, it's interstitials.
Yeah, for sure.
Oh, yeah.
Oh, yeah, yeah, of course, which is additional revenue.
It's additional revenue.
So, I mean, this is this is quite fun and it's hard.
So it's very hard.
It ticks all the boxes.
All right.
So you're pretty much
to play it more.
Come on.
How many things there are?
Oh, you're never going to make it.
Oof.
Oof.
There you go.
So, yeah, that's how it works, basically.
Nice.
As you said, that yeah, I'm not going to do it because it's like we would be dead anyway.
But
that's crying pig, literally.
Look how he's chase trying so hard.
I love it.
But yeah, as I said, I've never seen this kind of a type of gameplay and i think it's really good it's like uh
it has the visual of something very unique and new and you wouldn't expect this to be a puzzle game especially a deterministic one but it is it's it's really good and the fail states and the boosters i could imagine what can it what can they can they do better because it's it's 80k it's 80k or whatever royal match it royal match it okay that's what i'm trying to
add the trigger meta events and collectible albums or some kind of more progression into it.
Oh, I can imagine the collectible albums with all the collectible albums.
Oh, Jesus Christ.
Yeah, exactly.
Yeah,
I can see that happening for sure.
Like Royal Matchet, basically.
That's what I can do.
Hey, ABI, you know, you should call iCame.
Or just go next doors.
Oh, they did it already.
Yeah.
Maybe you're in the
part of the same company.
No, they're not.
No, they're not.
No, no, no, they're not.
Okay.
But yeah, Diego and ICAM are the same, but Abby and Falcon, I think, are somehow tied.
Okay, so they're the nemesis of each other, I guess.
They're quite friendly, everyone, in Vietnam.
It's not Turkey.
Okay.
Yeah.
Anyway, game's amazing.
Like, the score is
amazing.
And I'm really intrigued that we have a lot of these kind of new puzzler type games coming in, which are making their way.
And I think if this scales even more, because we know it scales, so it's appealing and accessible, it's just a matter of time until somebody picks it up and Royal matches it and do like the heavy IP version of it.
Yeah, thanks very much.
That's it.
Yeah, we already covered this on the admon episode, right?
So, don't need to repeat too much.
I estimate about 68K a day in ad revenue, the majority of that coming from interstitials, a little bit from banners.
But yeah, that's about 11% of the overall revenue.
11% is IP and 89% is from ad revenue.
Nice.
Okay, so the overall number is what?
Something around 100K?
Right now,
yeah, So, like, total is around 80, close to 80, 77.
But it's kind of so it's just a matter of time, yeah, because the demos are still kind of
the dinosaur type of the demo.
If it stays here, right, it'll is on a run rate for 27 million in a year, it won't stay here, it won't stay there, yeah.
This is this, like, there's only two ways, like, it either goes up or just it dies very quickly.
There's no other way,
because the next version
will take over.
Yeah, exactly.
Yeah, I don't see it.
It's interesting creatives.
Is Britain Spears in him?
I predict a lot of cats.
Yeah.
Capybaras, I think.
A lot of capybaras.
If you fail, there's a capybara.
That's like crying capybara.
Look, this is your crying capybara.
And by the way, this is a trend from App Space.
You use all these, like, the pen.
you mean the camera looks at
the camera looks at exactly.
So this is like the new nail polish trick?
It's not new and not nail polish trick, but it's just kind of like what
apps are using a lot.
And then you try this in the in the game space as well.
I think like the tile busters used it a lot in the
in the creative.
So you like let's just go a little bit back.
So you have all the channels except Facebook.
It's interesting.
You know what?
I think on App Labin, yes, but why they're not running uh Facebook?
Because the CPI is gonna be way higher than what they can
get on up labin and other SDK SDK networks because, yes, I mean, this can scale outside of Facebook, but because of the
revenue that Felix mentioned, this can't scale yet on Facebook
because the Adros kind of
is not that
great,
but it's getting better.
Let's call it
better.
The Adros campaign optimization.
There are other ways how you can go about it, but it's still not Aldros.
So, this is applied, yeah.
Yeah, this is a playable.
There you go.
I mean,
yeah, but it's loud, and but the level design mechanics of this thing, like, that's amazing.
I really like those, like, very creative ideas, and like some of the things that
they were there, you know.
So, my problem with this playable is except it was loud as fuck, but it's just it's not hard enough.
You should, you should, it's like,
yeah, exactly, just manual work.
It should be hard, yeah, not fun-boring, yeah, because it's like, eh, it's it's that's this is not the game, right?
This is not that game.
Oh, there's the copyboard,
Yeah,
that's the actual game.
That's pretty much it.
Yeah, that's the we just did this level.
Yeah, we just did the level.
Yeah, that's a lot of
hints with lots of hints.
Yeah, needs a lot of, yeah, it's like a flat in Paris.
Yeah, exactly.
Except it costs 5k a month.
They're probably more than this creative who ever spent on the way.
Bed bugs are sold separately, but yeah, they're there.
Yeah, yeah.
All right, let's see.
Are they running Mintegril?
Or is it only oh, this is a video, okay?
Have you seen any fail states?
No, not yet.
No fail states, so they always win?
Wow, this is
that level.
Yeah, man.
It's one minute long.
It's one minute long.
And then imagine you fail for the last item.
Imagine the conversion of that.
Yeah, yeah.
It's like, come on, like, that's not happening.
That's the power of those deterministic puzzles that at some point the levels turns into chores that you want to skip.
Oh yeah, but then then it becomes annoying, right?
Yeah, it's it's just frustratingly annoying then to go again.
It's like that one feeling that I really hate where you don't save your game and then you need to repeat the content that you didn't save.
It's like
gamer's nightmare.
You wake up sweaty, beddy in the middle of the night.
Did you realize you didn't save me?
Did you realize?
Oh my god,
you need to repeat the the last two hours you were playing.
Yo, me.
Yeah, it's like
that's not happening.
Yeah.
Let's check that, like, the new creative only.
Thanks for auto-saves.
Oh, yeah, exactly.
Oh, my God.
Thank God for auto-saves on my newsletter as well, because I was kind of like writing one article for two and a half hours, pun intended, and I was writing it on my website, and there was like no autosave.
And I accidentally refreshed the page.
I was like, fuck hell, I'm not doing this again.
It's like, I almost died.
Stupid.
Yeah, exactly.
Yeah, I was like, okay, I'm just gonna go to bed.
Do you think are they scaling it with this?
With these creatives?
Yeah.
I mean, they know
are they able to scale it?
Or that's a different question.
Oh, interesting.
I think, yes.
I think the, I mean,
the max is there.
Wait, do you're scaling it?
they have the money to scale it, yeah.
I think they have because you know you forgot that we already already talked about the PVX partner.
Oh, really?
The first thing we started called, yeah, remember PBX partner?
I forgot.
I
called this Pierce joke, and then he was like, Bling, bling, bling.
I was like, Yeah, well, they called me.
Yeah,
I know what you are suggesting.
I know what you are suggesting.
Thank you very much.
By the way, this podcast is brought to you by PVX partner.
So, yes.
Thank you.
Thank you.
I was like, are you fucking stupid?
I already I was already I already mentioned it.
Like Jesus Christ.
Not enough sleep, too many podcasters.
That's what you get.
Yeah, okay.
This is uh anyway.
Okay, so you you wanted to see the the Mintegral.
Here you go.
That's Mintegral.
The Mintegral one.
Is it a lot of playables on that network as well, or how does it work there?
Nah, it is.
It's a combination again,
video plus playable.
And I have a few static images as well.
But this is this is video only.
We can look at this Mintegral, for example, as well, which is which is super small.
Super small.
Oh, yeah, because it's like
it's
14 by 120.
So it's what like smartwatch or what?
Smartwatch.
Okay, so here we go, here that the Mintegral.
It's just like, oh yeah, it's playable.
I see, see basically the playables we saw, and there's this interesting
set of games.
Yeah, yeah, yeah, yeah.
So all the basic look, basically, all playables and a few videos.
So yeah.
But that's why it's mainly scalable.
That's the fate of ultra-casual thing.
Like you need to show core gameplay in the ads.
Otherwise,
yeah, like the thing is, like, this is basically scaling or getting all the all the installs thanks to uploading.
Period.
It's like, that's it.
That's really it.
You have all the playables, videos and playables and videos.
And you have plenty of them.
And one minute long.
That's it.
Yeah, yeah, it's yeah, pretty much.
And that's only thanks to the address.
And that's what Felix mentioned.
Because I I work with one one game which is in this category and it's really, really hard to scale outside of uploading.
And I mean we are kind of running Mintegral as well, Google as well.
It's Google now is kind of picking up nicely.
Going into TikTok as well, it's just the uploading of
the overperform basically everything by miles.
Seriously, by miles.
And if they are doing what I think these guys are doing, like they even have the day 28 optimization for Adros, which is insane.
And like the numbers are just really, really good.
So yeah, the creatives and uploading, that's the success for
and Max, obviously.
And Max, that's the successful successful formula for a lot of other monetized games.
So, here we go.
And if you want to know more, check out our album.
Oh, yeah, exactly, exactly.
Check out the album because I'm uploading it as well.
Yeah, there you go.
There you go.
I guess thank you for another great episode of Two and a Half Gamers, where you can come and stay two and a half steps ahead of the mobile gaming industry.
If you want to listen to Britney Spears' Toxic from 2003, all you have to do is go to Spotify and
we should make the Felix version of Toxic.
Felix version.
Oh, yeah, that's gonna be a
that's gonna be a next song on our album, a new one coming soon.
All right, thank you very much for listening.
Please uh subscribe, share the podcast, uh, comment
under the episode on YouTube or Spotify, or just join the Slack channel and let us know what you think.
Thank you very much.
See you next time.
Bye-bye.
Ciao.