500 episodes
🪦 Are Banners Dead? Zedge Removed Them, Cut 38% of Impressions, and Made MORE Money
16/09/2026 | 23 mins.Zedge removed banners from an app with 721 million installs — half as a joke, to be consistent in a refresh-rate test. Impressions fell 38%. Revenue went up 1%. Their North Star metric rose 1.77%. Then they ran it in reverse to make sure, and got the same result. Banners might genuinely be dead.
Felix Braberg goes solo for an ad-monetization interview with Ignas Danielius, Head of Ad Monetization at Zedge (the personalization company behind the 721M-install, 4.7-rated wallpaper and ringtone app, plus Emojipedia, GuruShots, and the new Dataseats AI-training-data business).
They cover how ad-mon has evolved (from painful waterfalls to bidding and, ironically, back to user-value-segmented waterfalls), why banners went from Zedge's main revenue driver to a stale unit (the format is functionally unchanged since the late '90s while interstitials and rewarded have been through a conversion arms race; 5-second refresh rates kill advertiser value; misclicks and unfixable redirects), and the experiment itself: a refresh-rate test (15/20/30 seconds) with a "for a laugh" variant that removed banners entirely — run from December 8 through January, spanning the best and worst ad-ops months, with the no-banner group outperforming control for the entire duration. Ignas explains the mechanism (advertisers bid on the user, and a fast-refreshing banner is the cheapest impression to "buy" them on — remove it and later-session interstitials, numbers four through six, see fill rates explode), why the first interstitial didn't change, why Google likely drove the biggest effect, the conditions under which other publishers can reproduce it (top networks, up to 15 bidders on interstitials, low latency, a full format mix — and frequency of use matters)
The takeaway: "the banner always contributes" was a status quo nobody tested. Zedge tested it. It didn't hold.
⏱️ TIMESTAMPS
00:00 Meet Ignas — ad monetization at Zedge
05:15 How ad-mon evolved — and why waterfalls are back
06:05 The banner's slow decline: a unit that never innovated
09:55 5-second refreshes, misclicks & redirects — how banners kill themselves
11:40 The experiment — refresh rates, and "for a laugh, remove it"
14:50 The result — 38% fewer impressions, +1% revenue, +1.77% North Star
17:10 Why it works — advertisers buy your user cheap on the banner
21:40 Should you turn off banners? The checklist
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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.
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA
🎙️ HOST
Felix Braberg — Ad Monetization consultant
🎤 GUEST
Ignas Danielius — Head of Ad Monetization, Zedge (full study and contact in the show notes)
This episode is brought to you by Potensus — a premium ad network built by people who've been on both sides of the industry, with direct (non-programmatic) deals with Amazon, Apple, Coca-Cola, and Vodafone landing in your game at premium CPMs, plus a PlayableMaker partnership that turns brand videos and statics into native gaming playables and rewarded formats. Head to potensus.com to get started.
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Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!
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- A job-search app shipped a Flappy Bird playable that ends with "there's a relevant job for you." Two years ago that would have made zero sense. This month it's the trend: non-gaming apps are flooding the playable space, most of them vibe-coded with AI in an afternoon.
Matej Lančarič and Ondrej Mosberger are joined again by Robin Kuyer (Unity PlayWorks) for the "everyone brings playables" format — with the bold creative twist of reversing the order.
https://lancaric.substack.com/p/h1-2026-brutally-honest-ua-report?r=7qqaf
Matej's Brutally Honest UA report puts playables at 40-60% of creative spend, up from 30-40% a year ago, as AppLovin, Mintegral, and the SDK networks keep growing. Robin brings the "Frankenstein" playable (Wool Crush: arrows + yarn mechanics + save-the-cat, every popular concept stacked into one ad — plus his spreadsheet method for engineering ideas from what's trending), the non-gaming wave
Ondrej closes with a Fumb Games playable vibe-coded in Playable Maker (30 iterations and the next version does it in three) and a clean memory-game hidden-object playable that respects the player's intelligence.
⏱️ TIMESTAMPS
00:00 Playables are 40-60% of creative spend — the Brutally Honest data
06:25 Wool Crush — the Frankenstein playable and the spreadsheet method
11:20 Non-gaming apps take over — Indeed's Flappy Bird, finance, cleaners
19:40 Hero Wars — the open-roam level playable and how to iterate it
25:05 Supercell's playable — lost seven times, should a playable let you lose?
29:40 Sunday City — GTA timing, Grove Street, and the double-hook debate
38:30 Cozy Florist's AI merge & the cats-with-guns wildcard
44:50 Vibe-coded in Playable Maker + the memory-game playable that trusts you
This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa.
http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100
PVX Partners offers non-dilutive funding for game developers.
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.
- Scale fast
- Keep your shares
- Drawdown only as needed
- Have PvX take downside risk alongside you
+ Work with a team entirely made up of ex-gaming operators and investors
For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.
Our sponsor FastSpring:
Has delivered D2C at scale for over 20 years
They power top mobile publishers around the world
Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.
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
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA
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
Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!
Hit the Subscribe button on YouTube, Spotify, and Apple!
Please share feedback and comments - matej@lancaric.me 🧙 Solo Dev Journey #1: How to start with UA? From a store link to a LIVE UA Campaigns
10/09/2026 | 21 mins.Game discussed in the video - One Mage Army: https://play.google.com/store/apps/details?id=com.eyaegmoranm.onemagearmy
A solo developer messaged Jakub at Gamesforum to say the podcast helped him grow his game from zero to $25K a month, now heading to $50K. This video is for exactly that person: one game, no creative team, no UA department — and a launch that needs to happen anyway.
Matej Lančarič goes solo for the first episode of his dev journey, launching his own game, One Mage Army (Android now, iOS in a couple of weeks), in the least ideal conditions: the build was done, Singular and ad monetization were in, but every motion designer and playable person was busy on client work, there was no gameplay footage anywhere online, and all he had was the store page. He walks the whole setup in order: wiring the network connectors (Unity, Google, Mintegral, Meta, Moloco, and more), the Singular events he needed before anything could run (ad impressions, purchases, level victories, hero unlocks — the first-session events), then the creative problem. With nothing to work from, he fed Layer.ai the store link and one brief — 59-second, story-driven, "one mage vs. a horde," keep the store's art style — and had ten AI videos in about 90 minutes, no gameplay at all. They're not perfect, and he says so: any client would reject them. They're also his best performers on Facebook and Apple. Add Playable Maker playables (plus playables built in Layer from the game's own sprites, seven more in the back pocket), and the campaigns: on Facebook, an ad-impression campaign to get any data ($0.18 CPI, ~200 installs), then a level-5 achieve campaign that started producing purchasers on its own (10-13 IPM, ~$0.90 CPI on tier 1, Germany best), then tier-1 purchase campaigns (~€3 CPI, US ~$4.50). On AppLovin, blended-ROAS worldwide (the game is ~40% IAP / 60% ads): a brutal $60 CPI on day one, $30, then $7, now $3.60 and heading toward $2 — and the discipline of not panicking when it's your own money.
The lesson, stated plainly: volume and diversity beat polish. Ten imperfect videos beat one perfect one. Get data in first, ladder the campaigns, iterate the winner. Next up: Firebase, Google Ads, and hybrid ROAS.
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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
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA
---------------------------------------
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
---------------------------------------
Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!
Hit the Subscribe button on YouTube, Spotify, and Apple!
Please share feedback and comments - matej@lancaric.me
---------------------------------------
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- A hide-and-seek game where you paint yourself to blend into the map, made by two people in two months, just made $60 million. That's the winner of this quarter's Steam Scanner — and it's the one idea on the list mobile genuinely can't clone.
The closing caveat matters: it's survivorship bias — 20K+ games hit Steam a year — and Steam's discovery means a Mecha Chameleon never gets brute-forced by three Voodoo clones in a month. That's the whole difference between the two platforms.
⏱️ TIMESTAMPS
00:00 The Steam Scanner is back — Q2, smallest to biggest
04:20 Taskbar Hero — an idle RPG in your taskbar (and the widget hint)
08:00 Supermarket Chaos & Oaken Tower — the tidy-up trend and an idle PvP tower
12:00 Idle gacha, Solarpunk & the evolve-into-a-crab roguelite
18:20 Librarian & Rome's Dead — high-budget cleaning and Roman survivor-slop
22:10 Vampire Crawlers, Paralives & the co-op casino-debt game
27:20 The winner — Mecha Chameleon, $60M by two people
35:30 Survivorship bias and why Steam can't be brute-forced
This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa.
http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100
--------------------------------------
PVX Partners offers non-dilutive funding for game developers.
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.
- Scale fast
- Keep your shares
- Drawdown only as needed
- Have PvX take downside risk alongside you
+ Work with a team entirely made up of ex-gaming operators and investors
---------------------------------------
For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.
Our sponsor FastSpring:
Has delivered D2C at scale for over 20 years
They power top mobile publishers around the world
Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.
---------------------------------------
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
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA
---------------------------------------
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
---------------------------------------
Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!
Hit the Subscribe button on YouTube, Spotify, and Apple!
Please share feedback and comments - matej@lancaric.me
---------------------------------------
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 - ⏱️ TIMESTAMPS
00:00 Find the Cat 2 — now in color
02:40 Cat-as-ornament hiding and 70-cat hard levels
04:20 Shorter levels, more interstitials — the pacing change
08:15 The meow is the whole game
13:00 Rewarded ads, 260-second Google formats & the Mintegral fix
18:00 The numbers — 125K downloads/day, 350K DAU, vs Find the Cat 1
24:40 Felix's ad-scaling thresholds and the banner decoy
28:30 The creatives — AI doctors, 17 playables & find the IP infringement
This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa.
http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100
--------------------------------------
PVX Partners offers non-dilutive funding for game developers.
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.
- Scale fast
- Keep your shares
- Drawdown only as needed
- Have PvX take downside risk alongside you
+ Work with a team entirely made up of ex-gaming operators and investors
---------------------------------------
For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.
Our sponsor FastSpring:
Has delivered D2C at scale for over 20 years
They power top mobile publishers around the world
Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.
---------------------------------------
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
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA
---------------------------------------
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
---------------------------------------
Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!
Hit the Subscribe button on YouTube, Spotify, and Apple!
Please share feedback and comments - matej@lancaric.me
---------------------------------------
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
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This is a no BS gaming podcast. We share insights, knowledge and fun gossip relating to the topics of User Acquisition, Game Design and Ad monetisation. You will find here actionable insights in a fun and relaxed atmosphere. A safe space where we mimic the honesty of a 4am conference discussion. Enjoy & let us know your feedback!
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