Coin Sort Review: The Hybrid Puzzler smarter than HexaSort

35m

We dive into Coin Sort, a surprising hybrid-casual puzzler that blends merge + sorting mechanics with clever ad monetization.


Flow-state puzzler: players merge and sort coins, driving a satisfying loop.


Unique twist: players call in new coins themselves, creating agency.


Difficulty ramps as more coins = higher-value merges = more chaos.


Shallow progression today (daily rewards, calendar, boosters).


Likely to expand into menu + cosmetic/meta systems if scale continues.


Early launch style: prove core loop, meta comes later.


Revenue ~$120K/day; ~65% IAP, ~35% ads.


Banner ads: ever-present, likely a decoy to push “Remove Ads” IAP.


Interstitials: after level 3, ~9.7 per DAU. Pop-up after 3rd = strong “remove ads” conversion.


Rewarded ads: clever mechanic where frozen stacks of coins drop mid-level for 5s → high-pressure CTA. Also includes 2x post-level and daily reward.


Explosive scaling since June 2025, 360K DAU → $40K/day ads + $80K/day IAP.


Strong Tier 1 focus: US, UK, Canada, Australia, Japan.


Scaling with playables, though creative variety still thin (3–4 pages).


Coin Sort is IAP-heavy (~65% IAP vs HexaSort’s 88% ads).


Takeaway: Coin Sort proves that hybrid puzzlers don’t need to be ad-first — if you build clever ad funnels that push players into IAPs, you can scale fast in Tier 1 markets.


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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 Vibe Check

03:47 Game Discussion: Coin Sort

06:47 Gameplay Mechanics and User Experience

09:57 Monetization Strategies and Ad Revenue

18:48 Game Launch and Initial Reception

21:47 Creative Strategies and User Engagement

24:47 Scaling Challenges and Market Dynamics

27:55 Comparative Analysis of Game Performance

30:47 Future Trends and Market Predictions


---------------------------------------

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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Please share feedback and comments - matej@lancaric.me

Listen and follow along

Transcript

But still, the ad revenue is relatively small compared to the IAP.

So, why do people convert

you know why?

Because these additional slots, which usually help you so much, have you seen any possibilities to get them for ads?

No, no, that's why

I'm pretty hard on this.

It's 4 a.m.

and we're rolling the dice.

Matei drops knowledge made of gold and ice.

Felix with ads making those coins rise.

Jackup designs, worlds chasing the sky.

We're the two and a half gamers, the midnight crew, Talking UA adverts and game design, too.

Matej, Felix, Shaku, bringing the insight.

We're rocking those vibes till the early daylight.

But J UA, master, eyes on the prize.

Tracking data through the cyberspace skies.

Feeling stacks, colors like a wizard in disguise.

Jackups crafter realms, lift us to the highs.

Two and a half gamers talking smack.

Slow, hockey, sick, got your back.

Ads are beautiful, they like the way.

Click it fast, don't delay.

Uh-huh.

Uh-huh.

Uh-huh.

So welcome everybody.

This is Mate Lancaisch.

I'm Felix Robin.

And

we

your

almost

almost

feels like Aegis.

There's something with this man, because I said like some kind of a...

What?

So I think I don't think it's it's the voice, I think it's just uh the vibe, the vibe, the vibe, yeah, we need to do something with the vibe,

something with the vibe, the vibe is fine, but your vibe is not that great, anyway.

So you're talking about CoinSort and thank you for coming and tuning in so you can stay two and a half steps ahead of the gaming industry.

And as uh, I don't think it's Gemini or some other tool,

you you sent it over the Mate coined the two and a half steps yeah, yeah, yeah.

Google,

amazing.

So, thank you very much, uh, AI, for the support.

Also,

anyway, also thank you, Fast Spring, for the support of this podcast.

So, anyone who is listening, uh, we so two and a half gamers and fastspring is gonna be at uh PGC Helsinki,

and we're gonna do what do we do best.

You know what it is:

a yacht party

again.

So

stay tuned because uh, it's gonna be huge, obviously.

It's gonna be a little bit freezing in Helsinki by the time it's gonna be inside.

It's Finland, there's an it's Finland.

Yeah, well, do you remember when we did it in South Korea in November when it was really freezing outside?

Oh, yeah, yeah, yeah, yeah, yeah, yeah, yeah.

So, come on, man, we are used to this.

Yeah, we've done worse, worse in terms of the weather,

uh, but in terms of the weather.

Come on, I was upstairs in the upper deck.

Uh, I was there also,

yeah,

anyway.

So, Fastpring two and a half gamers uh Helsinki PGC, stay tuned, and also, if you want to have a web shop, go to fastspring.gg because

that's the place to be and to for your d to c setup.

So, fastspring.gg.

Uh,

I am with myself because I mean, it's the connection to the party and to the fastpring.gg webshop with D2C setup.

So thank you very much for sponsoring this episode.

Let's go to CoinSort.

Yeah.

Finally.

You know what's the problem?

The mic on your cheeks.

Yeah.

That's the problem.

Nothing my headphones.

Yeah.

No, no, no, no, no, my headphones.

Yes.

Yes.

It's like I've been dunked in water and I was taken out of it.

Except it was your mic.

I didn't know you can actually talk with your cheeks.

Maybe.

Yeah, just put in your ass.

Cheeky,

that would be way better.

Okay.

Okay, let's go.

So, what was numbers or game?

Let's just go game because I think

this is in the category of Grand One.

Yeah, absolutely.

This is your category.

This is my category.

I absolutely hate this game.

Really?

Really?

Yeah.

I love it.

You're in the flow state, it's a lot of fun.

There's a lot of inspiration from there's no progression, there's no fucking progression, nothing.

I just see happening in front of my eyes, it's boring.

There's progression with ads, it's great.

There's some really clever ad mechanics in this game that we're gonna hire.

Sure, but in terms of like the game and

this is so good,

it's just that

it's one of those, like you

know, usually when you see this screen, you would expect like this is coming from Rolek, because it's not coming coming from Rolik.

No, why?

Why would I expect this kind of Rolick?

Because they have these very, very unique buzzlers.

Sure, but nothing here for me as a player reminds me of Rolik.

For me, as a player, as a player.

I wouldn't be surprised if somebody showed me this game and said, like, it's from Rolick.

It's like, yeah, maybe, maybe for a Mr.

Game Designer, then part of the strategy.

Anyway, the thing is that...

Do you have a small calari somewhere or is it just

me?

or maybe a rodent?

Is it the bird?

Is it the plano?

It's your daughter.

Okay, nice.

Anyway, so

the thing here is that

I think it's still very shallow in terms of progression because it's one of those, like I said, Urolic-style launches where you scale it very fast, very high, because you want to prove that the core really works.

And you know, because it's a puzzler level design, it's your core and everything, and like it drives the game.

And then you add more and more and more meta on top of it.

I would guess that this will shift towards

actually having a main menu somewhere down the line, and then in that menu, some visual random progression, something, whatever.

We'll see.

Yeah, I think I still think this is super early, and I don't think they expected this type of numbers.

Yeah, definitely.

Yeah, because so too.

So explosive.

I don't think so.

We had that explosive puzzler yet.

No, yeah, but

it's quite explosive as well.

It's kinda maybe need to compare the curves, like we can afterwards, but like yeah, I think it was it wasn't that stupid, yeah, it's like super steep anyway.

So, let's go let's get to the core.

So,

actually, when I was playing it, this remind me of some of those like uh bus gem games where you sort customers and like do your stuff because you can call new customers yourself, which is a similar thing here.

Because the very, very unique thing about this game is that uh

oi oy oi you are oi oi oi

steal yourself out you steal yourself out

which one

the the

unlock rent it for sixty seconds

what rent the the right hand right corner on top for 60 seconds

rent rent rent yeah rent oh you don't have enough coins oh you do have enough coins yeah yeah

there we go

um yeah

so

the interesting part here is that you yourself is are responsible to merge these things and do it in like

one what?

Yes.

Okay, thank you.

Yes, there's your meta.

Yeah, exactly.

You yourself are responsible to kind of make the decision, which gives you giant agency.

This is what I really like about this game: that you control it, you decide.

And as Felix said, it gets you into this kind of a flow, which is super, super, super nice.

Because you again you just like go and merge and merge and merge and sort and sort because it's actually both merge and sort yeah within itself which is great it's very original i don't think so we've seen a similar game yet on the market no

i don't think so as well nothing close to it but as i said like even these bus gem games they don't come come as close to this as as before the other very interesting um

yeah

doesn't matter it's fine the other very interesting iteration as felix said or Matthias said, is that there's no progression, whereas this is like this is what you get, and it just grows.

It just grows and grows, and it takes on difficulty because the more I merge, the higher the tokens that I have, the more things I need to shuffle around the place.

But it's just like one thing.

And I don't even understand what happens if I completely break it.

We can try that.

What happens when you break it is you lose a life.

And then essentially what you have to do is just lose a life.

And then it restarts you from zero.

But where are the five points?

On the right hand side.

You have to see five points.

Yeah, yeah.

You didn't even notice.

Exactly.

What's the point?

Yeah, but the core itself, like,

I think we can

do a few more moves.

The core itself is like super, super engaging.

Like, this is just like mind-numbingly easy.

And then it gets super hard.

And like, yeah, the sorting stuff for you.

No, if you lose focus for one second and press to deal two times or three times in a row instead of one, suddenly you break the level and then you need to do it, get a new life.

Yeah, exactly.

Get the life.

Anyway, this is just super engaging.

I really like it.

And whoever did this, like, very, very good iteration.

I'm really liking it.

Like, I don't think so we've seen that much iteration yet in this kind of a whole puzzle genre.

I know from outside it seems like small, but like this is pretty huge.

So great job there.

Regarding

three

into the middle and then move.

Which one?

Think about it.

First row, left side.

It's easy if you're watching me talking and thinking hard when I need to talk again.

I know, I know, I know, I know.

But this, I mean, this is, I mean, I played this while asleep.

Can I talk about the first time user experience, right?

Because it starts very simple.

Let me just own the booster.

Let me just finish the feature.

So they have this kind of a first of the events that's usual there, which which is like timed one that

usually there will be levels here in like a normal puzzler.

Then they have the calendar,

they have the daily rewards and the short, and that's it.

That's the whole feature.

Thank you very much for listening.

Watching the episode, this is the shortest one.

Yeah, good point, Celix.

Sorry.

Yeah, yeah.

But how they kind of drag you in in the first-time user experience is that they start off and then they slowly unwind the boosters.

So you get all the boosters by, I think, level 10, at least on iOS.

And And then what

your level 10 by the way, the level

change.

That's the key.

That's a different thing.

Fair.

But then also what they do is they unfold new kind of boosters for ads.

New mechanics.

Yeah, new mechanics, which makes it super interesting, at least for ad monetization.

But still, the ad revenue is relatively small compared to the IAP.

So why do people convert this

game?

You know why.

Because these additional slots, which usually help you so much, have you seen any possibilities to get them for ads?

No, no, that's why

the only ad placement that comes, which is genius, is the rewarded ad slots, where basically you start sorting coins, and then they pretty much drop down from the top.

And it's like a frozen bag of coins that finishes a series,

and then you have five seconds to watch the rewarded ad, and then it goes away.

So it adds like a time,

like, yeah, time loss that you have to click.

I always click on it, and it's amazing.

Yeah, so this is this is like the the thing here with the

What's the name

hidden question mark question mark.

Sorry, thank you.

Uh, this is a mechanic.

This is like level mechanic.

It's like very similar like block plus or you know blockgem or something like that.

Like we've seen that that's normal.

But what happens actually, as Felix said, that if I would make few moves, then a stack of these like ad coins would be added here.

And again, I can click it and finish the stack.

So for instance,

let me just do some moves.

I guess we can get them.

Maybe if we, yeah, here.

So, yeah, they would go here.

If I would do that, and then I can finish the whole stack.

I don't need to kind of.

You have four seconds before it goes away as well.

So, it's super stressful.

Super fast.

But, yeah, in my opinion, like this gameplay is like super.

And by the way, it's very easy to understand because those are coins.

Yeah.

you you you get into the game and you you know immediately what to do yeah yeah that's it

so that it's like perfect yeah like honestly this this has been super super good and it's uh as i said it's very heavy iap like there's not that many ad placements like this is basically it this is basically it yeah uh i can talk about all of them right because yeah it's relatively shallow in terms of ads but what they have is quite clever so it's relatively shallow in the the first place.

I think that's why it works, right?

Because it's merge and puzzle, the two categories that will be set on this podcast, works extremely well right now.

It's kind of combining both those two, which is quite powerful to see.

Yeah, how can you even compare this to

microphone?

Anything might...

Come on.

This is not classic merge.

I mean, the merge.

No, this is not classic merge.

It's just like

a system design vector.

That's it.

That's added into it.

Yeah.

So the interesting thing is, like, they start monetizing straight away because you see at the bottom, they have the banner placement, and it's visible at all times.

So, during the first loading screen, when you start, basically, that's when you start seeing banner ads.

So, according to Sensor Tower, yeah.

I didn't want to interrupt because he's really in the mood today.

Yes, because no, like I just wanted to say,

yes, I just wanted to say

the

there was a comment uh on our YouTube channel, which was about

our last episode, the little

farm ad simulator by Say Games.

The banners were there just as a decoy to kind of make you

disappear.

Make them disappear, basically.

So it's just like...

a motivation to pay the no ads button just for this to go away because the $700 nobody cares

yeah and that's what I mean like like I said banners the revenue has dwindled especially like if you're on max and if you have a very low uh refresh rate, they've kind of become, yeah, kind of what's the point, which is personified here, right?

Because here, according to Sensor Tower, 23-minute average gameplay.

I don't know if that's true or not, but I'll just accept it, right?

So, that's about uh 1380 seconds, which means you're showing about 276

banners.

We use that a little bit to 210

because basically because of loading times, but that's at this user base 360,000 DAO.

That's $1,700 a day.

So

much more DAO, no?

470.

Yeah, but it's like I took the last 30 days average because it really dropped as well.

So I just took the last 30 days.

No idea.

Seems to me like the sensitive artifact.

Yeah.

That's what I thought as well.

Could be.

And then you also have...

Yeah, then you also have the interstitials, right?

So it starts on iOS, at least for me, after level three.

And how it's shown, it's just ad break during gameplay.

So it's no pause or anything natural.

And it's on

two minutes black, and then it says I'm going to go.

Yeah, yeah.

Yeah.

It's on a two minute and thirty eight second timer, which means that in twenty three minutes, uh that's uh eight point seven impressions per DAU.

But then there's also one more interstitial ad trap, which is if you you break a level and you lose and you need a new life, then it shows an interstitial after that, which means that it's about 9.7 impressions per daily active user, which is about 26k a day.

Then you have your rewarded ads, and the rewarded ads have this amazing feature that we haven't been able to show that we talked about on showing on hiding the level or shows up in the level.

And

rewarded, then you also have after you finish a level, a 2x, which is not really that much worth it.

So, I don't think that many people watch it.

And then the daily reward.

That's it.

So, about 10k a day, I think, which means that the total ad revenue is 40k a day on the 360,000 DAU or 35% of IAP revenue.

It's not that high.

I mean, that's pretty high.

What, 40K?

I'll do it.

40K per day is pretty good.

No, no, no, no.

I meant on the rewarded ads.

No, in total, it's high, but yeah, I mean, rewarded ads, 10k a day.

It's a very small portion.

Oh, yeah, like hexports.

All issues are going to delete the moon.

Yeah,

same thing.

Yeah,

that's a bit career.

Okay.

But I think one interesting thing I have to say as well about the interstitial, which is now kind of turning into the norm for all of these puzzle-style games, is after the first three interstitial placements, you show a pop-up that essentially says that

you can remove the obligatory

and then for an IAP.

And that's kind of what we started seeing about eight months ago, but now it's kind of becoming the norm in all of these games.

They have a full screen pop-up after the first interstitials.

And I guess it's a good conversion point.

Yeah, all these ads are just motivation to buy IIPs.

Yeah, they still make shit on the revenue.

I mean, sure.

But

it's not like banners.

Yeah, but it's like a funnel.

Like you show ads, like, oh, fuck, this is really annoying.

Let's just

show a pop-up of like, hey, you can actually remove this.

But until you see the pop-up or you buy the no ads button, you still make a lot of money.

It's amazing.

It's kind of funny that, you know these studios that used to be reliant on ad revenue have now turned their former revenue source into an avenue or a highway to make IP revenue, right?

It's amazing.

It's great.

It's perfect.

Like, like you can clearly see, like, this is basically like pure product kind of know-how expertise.

Oh, no super high visuals, IP, whatever.

Nothing, it's just like know-how, know-how, know-how.

Yeah,

yeah.

Also, this game is quite odd.

Yeah, it is.

The issue on the when you actually

soft launch April 2023.

Yeah.

That that's what Josmatis said.

Yeah, I just wanted to show the launch.

Yeah.

Yeah.

So as I said, April 2023, so more than two years old basically now.

Started scaling start of June.

I think

somewhere here.

Yeah.

I think that's where we started kind of before chatting about it in the chat.

I would guess that something happened here which didn't really work out for the game.

I think this is just soft launch because like 20k a day isn't really soft launch.

So maybe they reworked the game.

Yeah, but look at how many updates were there.

Oh, yeah, yeah.

Yeah.

So many different things.

And now it's like one, two, and three, and then bam.

Thank you very much.

And it's just the icon changer, I think.

Look at countries though, because it's

at least for the active user base, it's quite interesting.

Country mix.

It's

not your normal tier 3.

Yeah, it's pristine.

That's why it makes so much money.

There you go.

Let me get a better picture here.

US, UK, Australia, Canada.

Pretty much all tier one.

All US basically.

This reminds me all in Hollow, actually.

Like

kind of the

new wave of like IAP tier one-driven puzzlers that are pretty much now the norm, I would say, in these big companies?

And if you don't have one, you're kind of struggling these days because the hybrid casual puzzlers are kind of going down, and these IAP ones are pushing them so hard now.

And the thing is that they will stay here, they won't

term retention much more longer life cycles.

So, yeah, but I still would count them in the hybrid casual section rather than just

royal match, yeah.

Exactly, yeah, exactly.

30% of revenue is still hybrid.

Yeah, but you have 10 of these,

and 10 of these making 10 of these is way easier than making one

royal match.

Yeah,

it's still hard even to make 10 of these.

Yes, but comparing to royal match, easier.

And you know, next month, next month you'll see like five of these from Vietnam.

Maybe.

And they'll add 3D into it.

You like it.

3D and AI.

3D and AI.

Thank you very much.

See you next year.

I'm just going to count the money.

All right.

Let's look at some creatives.

You mean all two of them?

Yeah.

One sec.

I'm just going to use, yeah.

This will also allow us to mute Jakub's intense morning.

Yeah.

Intense morning.

That's how I would say it.

Intense morning.

This is intense morning.

Oh, my God.

Come on, guys.

Like, it's nothing.

It's a lullaby.

It's fine.

Do you just want to mute yourself?

No, why?

I can.

I can.

Nothing's coming now.

Exactly.

No, it's fine.

It's fine.

It's fine because

I need to, well, actually,

I need to reshare just because of your

ears.

Oh, you want to save our ears?

Yes, I want

to have three years.

Come on, ladies, you know.

Please.

So, what do you have here?

It's actually, I mean,

what would you what do you say?

Uploading.

No, shit.

Do you think they mediate on Macs?

Oh, no, no, no, no.

I don't know.

Lion Studios mediating on Macs.

No.

And that's not true.

And I need to actually also turn off the sound of this because

see?

Thank you.

This is exactly how I feel about these games.

This is exactly how I feel about this game.

No, but uh I mean they have so many playables which is great.

And I mean, but that's pretty much it.

If if we if we kind of end here, okay, I can't even click on this.

Amazing.

E even if we end here, like that's

all the playables, like just playable?

No, they have others other stuff, but mainly playables.

So is it the rainbow coins or normal world coins?

Normal world

coins and then this kind of combination, which is

you know

customers.

customers concept yes

and uh i mean

any this is this is no i didn't see any ai

this is just like like why would you put the all these kids in here i don't really understand but i mean those kids are yeah those are ai i know i can see it in their faces but still

but it doesn't make any sense anyway but yeah At least this is a long form, long form, playable, so I can

deal all of it off.

what the surprise yeah and we have also money sorting but this is only a

interactive end card so you can't do the double shit here

so we have all

three

pages of creatives question

yes

so a game like this is a scaled right which dropped them a little bit but it's scaled but they still managed to get to really nice scale but with only three pages of creatives but why three pages of creatives I see 42 or did I click somewhere wrong

it's time I'm looking at September I'm playables now

and I'm playables only now I'm playables only now because I want to show you the playables

so

oh there we go yeah I mean very interesting

try again again zoom yes again

because this is gonna this is scaling on Applevin and on the on the networks that's why the playables are super What?

Color block gem or mob control?

Color block gem first, I think.

And then everything else, car mage as well.

And before tap for fun.

And B4, yes, exactly.

Exactly.

So you see, like you have

sushi here as well.

Or no, it's not sushi, it's Coca-Cola.

Coca-Cola.

Yeah, Coca-Cola.

All the IP, so all the fun stuff.

So

it's quite a lot of them, actually, which is great.

But let's let's just go and select all of these.

And then

it's gonna be a lot of fun.

So now it's all ten.

It's ten.

But

they ran a lot of others in August, and I guess we are still a little bit delayed.

But I want to show you the actual Facebook side of things because there's usually always the interesting stuff happening.

And I need to go to August.

Because this is still very few it's very few still yes

very few that's why

yeah no wi-fi that's what I'm saying it's it's either like it caught them by surprise like what I mean this is a nice iteration but yeah like what they are seeing in terms of the revenues because if you're going if you're you know ready for scaling then

you have way yeah you have more stuff you have way way more stuff so I mean this is maybe just like a let's say extended soft launch or how should I call it?

So it's unexpected success.

I don't want to see unexpected, I want to say unexpected success, but definitely they were not ready for seeing this amount of revenues and apparently this scale.

Because all of this is just the same thing.

I mean,

well, you know, this, the Angry Customer, which they like Match Factory is doing this.

And all of the other Turkish studios are doing this as well.

So, I mean, they already know what's working.

It's kind of with always the problem with these games are just like, it's like, what do you, what are you going to do with this shallow game, right?

I mean, there's not many opportunities to showcase this in a

different way.

I mean, you could potentially do a lot of other stuff like 3D, AI, and all of it, but

I mean, what's this?

It's Fruit Ninja.

Okay.

Fruit Ninja.

Yeah, Fruit Ninja and Coloss are amazing.

I mean, this is what I kind of like in here because the big board definitely works well.

And it works well on coins, like the water sorting.

It works well on the merge category.

It's in general.

So this is nice.

But again, I mean, guys,

it's 20 pages.

Just look at your friends from China.

98% users can solve this.

Yeah.

Which is like,

yeah, and like, this is pretty much it, kind of.

Like, I don't.

Yeah, there's a little bit of AI.

Oh, there's AI.

Yeah.

But

is this a quarter of unexpected successes?

Because, you know, Epic Plane Evolution, kind of also unexpected success.

Might be.

That screams so much GPT.

Oh, this is, of course, yeah.

I mean, but we know it.

Players don't, and I don't think they care that much, to be honest.

So it's up loving

Facebook, Unity.

Oh, let's see, Unity.

People are talking about Unity these days so often, and I still see it's as a sh upsold shit show.

When I compared this, like Unity versus Facebook, it was like Unity CPI,

twenty cents in US versus, let's say, ten dollars in US for Facebook.

But the quality was absolute shit on Unity.

I was like, Yeah, I see the CPI.

I was like, Yeah, yeah.

Garbage.

So Vector doing really well.

But I mean, I don't really have anything else to say and to show you.

I don't really have either.

I think we can end it here because we talked all the way through it.

I have a few more if you want.

I mean, you can because you you go

where?

Here.

Can I go broad, just like like everything

oops i don't want to see galaxy here

because

i was doing some research on this game though so

maybe give me the screen yeah i will give you the screen i'll show you

so just a few more as matte was kind of browsing through is like there's this like wish wish family thing oh yeah but this is the this is a little bit old i saw i saw it i think last month somewhere yeah that's that's for last month basically it's going and then there's the

three D ones.

I mean, this is basically Hexas.

This is Hexasword, yeah, it's Hexasword.

Yeah, so

there.

And then

there's Hexasort.

Hexasword playable.

Yeah, yeah, yeah.

That's there.

And what was the last one?

Yeah, sushi.

Yeah.

Oh, just food.

Okay.

I mean, that's nice.

You can have so many different variations of this.

It's it's insane.

But like that that's it, like, that's something to talk about.

Like, game is great, makes money, and it's as simple as that.

Exactly.

Uh, I mean, I wonder if

we could compare it to something else and have some kind of uh benchmarks, but uh, I mean, accessor, I guess, but or we can we can, I know what we can do.

We can uh

curve if you want, yeah.

We can

definitely, and while you load that, we can also plug this into the PVX Lambda

because that's a game changer, and you can plug it in your MMP or whatever.

And within an hour, you can get the ROS benchmarks, retention insights, and forecast whether you are eligible for funding.

You know, just it's 100% free.

Go to pvxpartners.com/slash lambda and get your strategy on point.

So, pvx partners, thank you very much for sponsoring this episode as well.

pvxpartners.com slash lambda for your raw benchmarks.

And now we can compare Hexasort with CoinSort and see

where it actually is.

Because I think Hexasort was stronger on the IIPs, but not as steep.

Yeah, the filtering on steep already peaked something like 60.

It's peaked there.

No, I don't think it peaked there.

I think it peaked in like for 450 days at that point.

Yeah, here.

So,

yeah, we find Hexasort here.

We did so long ago, I can't remember what the ad split was.

50-50, I think.

No?

Don't know.

But like, you still see that this probably scales faster.

Hexasort went like okay, great.

And then like,

only then, I guess, some updates were necessary to kind of push it higher.

Go on the active user base as well.

Okay,

okay.

Yeah,

slightly different.

500k against like 1.7 million.

But you see how stable playback is.

Yeah, exactly.

It's really interesting.

It's the same, but went down, like, I guess it's still making sheets on that.

Oh, yeah.

Like, IP revenue went down, but add revenue.

Add revenue

definitely holds.

That's for sure.

But okay.

Ooh.

I know it's all together.

Yeah, but the coins are quite small anyway.

Okay.

It's good.

Yeah.

Hexasor is getting

88% ad revenue.

So, well,

wait a second.

No.

It makes sense.

My notes are 1.7 million.

Yeah,

okay, fair.

What my notes are?

Okay, not bad.

Put it in a completely different context.

Yeah, exactly.

Okay, then.

Yeah, as usual, it's very important what you'll see after two or three months down the line.

If this goes, this goes up.

it's it's very clear what you what we're gonna see it's gonna grow they're gonna

implement more features into the game and then it's gonna be 200 300k per day for sure

gonna get shipped away by vietnam

only i came anything else no chance yet

or a bi sorry guys i wouldn't even underestimate like homa or like any other of these now that they're getting pushed very hard, it'll seem so but like look the Vietnamese studios are now pushing more towards the whole whole games like all in hole and these types of clones.

So, I mean they're kind of

doing a different

strategy or going for a different game mechanic.

But maybe they're gonna sort points at the end of the year.

We'll see.

So, thank you very much, guys, for listening.

Please join the Slack channel.

Also, share your your comments, thoughts, ideas, insults.

So, we don't care.

It's fine.

Maybe bad day.

Maybe, yeah, maybe me.

It's okay.

And

what else?

Yeah, we'll see you next time.

Yeah.

Oh, by the way, we have an event in Istanbul

we can talk about

maybe later.

We'll see.

Just so you know.

Stay tuned.

Stay tuned.

All right.

Bye-bye.

Bye-bye.