This is exactly what I want to see. So many different concepts and colorful and again in even diverse.
upgraded their UI from this.
Yes, very upgrade. Yes, that's why I said
This being the last game from Ground Games that we reviewed like very big step up on your UI from this.
Oh yeah. Oh yeah, man. Like 500% at least. So this is this is great. And this is why I think it's it's going so well because they now have the firepower.
Mhm.
to
I'm playing this.
[music] [music] [music] [music] [music]
[music] [music]
Ah, I mean it's a great game. And it's in my real house, but it's time based. It's time based and I don't like to work under pressure.
Granny. Granny
No, no, honestly, honestly, it's a I burned out with Color Block Jam and now
I'm burning out with Blockout.
Exactly. I can't I can't I just can't play it again. Although it feels like it's way more polished than Color
No [ __ ]
It's like really
It's the best It's the best one in the market. It's so good.
Yeah.
Different, different, different.
It's yeah, exactly. It's very good.
Come on.
So hello everybody. Here we started talking about Blockout by Grand Games
and my name is Marilyn Manson and welcome to Fight Club.
Or I'm Brett Field, welcome to Fight Club.
I'm I'm Felix Proverb.
I'm Vladimir and this is Fight Club.
This is Fight Club. Welcome to another gamers. We are your hosts. So, yes. We are talking about the D game which is pretty much everywhere. On the other hand, I'm really curious like why I'm not getting like 10,000 ads on in my face.
much everywhere except Android store.
Except Android store as well. Yeah, that's true. It's
But they did this last time as well. They started with iOS and then they came out with Android. It's their playbook.
No, which game? All their games? No, that's that's not true.
Yeah.
That's not true.
I remember that. Like when we were covering the last ones.
Magic Sword?
No.
Yeah, Magic Sword was definitely iOS first and then Android came after.
know, it's very easily checked. So.
Yeah, let's check it.
Cuz I don't think so. I think this is a playbook from Big Games. The Match
Factory was iOS only and then after a lot of time, they launched Android. This is definitely coming from Big
So, yeah, Magic Sword was started on iOS in April 2024 and soonest I see Android revenue is something like what's this? November.
[ __ ] Okay. You're right.
He's right. He's right. They do iOS first and then but it's like so so long time now. Like it's from October. Come on. Like October 1st, it's oldest like Pixel Flow and then still no Android.
Yeah, exactly. I would
Do you want to
Yeah, if you if you can just check if we can check the data, I can I can kind of tell you like what happened. I mean, I can tell you when I was I'm going to talk about you right.
for the data? Yeah, we can
He's trying.
Yeah, so the numbers first this time. Blockout started on
a little bit more excited, please?
Yeah, seriously. I'm super excited.
Well, now you're talking. Now you're talking.
Blockout, the newest thing since bread,
was released on October, or let's say September 30th last year. And now it scaled all the way to 300k a day without Android version, which is amazing. And if we really want to push the numbers, by the way, also downloads, it's doing 140k
downloads a day. That's just saying. But do we want to really look into this other curve, which I think is the very important comparison here. We have
Uh, is that Color Block Jam? It has a very like way more steeper kind of curve when they launched.
Of course, but they peak somewhere at like half of the peak.
yeah, yeah, I know, I know, I know.
But just look at the current setup where the iteration is now making more money than the original. So, that's there. And it's just this this month that they break through them. And downloads are like
do you think are on here right now?
I think I don't know no lawsuits.
I'm not sure about lawsuits, but man
Oh, really?
I'm not sure about lawsuits, but I'm sure like there's a lot of lawsuits right now. There's been a lot of success by people getting games down, right? So, yeah. Are you you Pixel Flow?
I I don't know what the Rollic will do here, but it's very interesting that somebody was pretty much with a year distance was able to kind of cut through them.
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And downloads-wise, again, they're like double the amount of downloads Color Block is currently doing.
And I will tell you why. Because our dear friends from Grand Games and from Ladder Adventures, they're listening to this podcast. And when we were bitching about how terrible UA is for Car Match for Car Match and Magic Sword, they learned the lesson. And they are now killing it and it's such a great thing to see. So, this is this is the magic formula. Thank you very much for listening. This is the shortest podcast ever. Good goodbye. See you later.
Thank you for coming to my TED Talk.
Yeah, so again, continuing with the numbers, this is the portfolio. So, we see clearly that it's again very, very stable.
What kind of what kind of shape is this?
This is this winning shape.
reversed otter
This is the reversed
This is the slow slow hockey stick. It's it's like
easy slow hockey stick, exactly.
Well, because it's stable. That's the thing. Like, if you look at what Grand is currently like pushing out and like their bets, also notice by the way that there was never a game that's completely unique to them, like that they invented. Like for instance, like arrows from Less More. They don't do these things. They take stuff that works.
But it is not unique to to Less More. Like Arrows concept was already like there.
But like they were the first one to scale it big. What I'm saying that all of these games that they are there are taking functional concepts from usually either completely ad-mon driven categories and pushing them into IP ones or concepts that were already there and making it better. Like Block Blockout is that same example. If you take Magic Sword, it's basically this whole thing that they did with water puzzles. It was there. So, they they just like have perfect execution. That's what they do. They don't do giant innovation, they do perfect execution. And downloads curve, if you move here, is also just kind of
going to the right, currently doing like half a million downloads a day. Magic Sword killing it, really, with 330k downloads a day. It's more than like [ __ ] Forex stuff. And the revenue-wise
Did anyone say web revenue? Oh, yeah. This episode is brought to you by FastSpring, the no-drama D2C partner that's been scaling with mobile publishers for over 20 years. They're fast-growing, profitable, and seriously reliable. Which is more than you can say about most vendors in this space. Anyway, whether you're launching a new web store, replacing your current existing system, or adding a backup plan, FastSpring is here for you. Visit fastspring.gg to set up your web store today. fastspring.gg Hello, FastSpring. Thank you very much, guys, for sponsoring this episode.
So, if this continues, Blockout's going to go soon over Magic Sword. Because if I just look at the numbers, you see the numbers.
Yeah, Magic Sword, even though it's on like very big scale with with downloads, it's still kind of a stable.
If you look at the growing If you look at the countries, then that's that's, you know, that's the answer.
answer's there, but Blockout is just like scaling much more aggressively, so it will be their biggest game probably this month.
Yeah, this is within within months, like they're like definitely bigger.
they're there. Or maybe they're already there, we just don't see it because of a lack on Sensor Tower.
But basically, this is kind of proving that they have a second hit, which means that they have the templates, right? Which means that This is going to be now repetitive. Yeah, yeah, like this is going to be very repeatable, right?
Like they're doing like very similar setup that Happy did.
Or casual.
Yeah, exactly. But they're doing it their own. They don't have like a, you know, external publisher or whatever like Happy has Gorilla Dad. These are like their own.
Yeah, this needs to be said. Anyway, let's look at Block Out a little bit closer.
Can you Can you please fire up your [ __ ] emulator or you can't?
Yes.
You can't. You can't.
Because it's not on Android, which we discovered quite early [laughter] quite later when we were reviewing this. Anyway,
It doesn't matter like it's like full on like every very just like lot of a lot of
It plays really well. Like it's great.
So, just to kind of understand this, this is again a deterministic sort puzzler, which is all the rave these days.
Wait, wait, wait, wait. Just for the listeners who are joining, I'm going to ask you again, explain what a deterministic sort puzzler just is.
that, so I mean, please.
So, deterministic sort puzzler, DSP in the other word.
I don't even speak a second kind of like don't don't [ __ ] up my Oh, [ __ ] oh Jesus God.
Demand side platform.
So, what this means is that the levels stay the same forever. You don't change
the, you know, the colors of these blocks. You don't change the order. Like level 65 will be always level 65 until they decide in grant to change it. Whereas with match three games for instance or click to match games, they play like casino because the game decides what should be your win rate or lose rate. Therefore, the number or let's say the the shape or shape the layout and like the the these different kind of colors of the blocks and tiles, it's randomized and it's based on seeds or or the game kind of gives you. Here is always the same, so we don't change the levels, which drastically changes the dynamic of kind of figuring out the puzzle because you play the more you play the level, the more you kind of learn it and you get to the solution, which kind of produces completely different dynamic. The other thing is that this is all sort category. And of course there are other categories than sort, but sort is like the king of it. That's there and yeah, it just works very well. And what
we have here is a time-based fail state because this is not turn-based. This is also very very important state. That's why Matej is so open.
Which I hate a lot.
Exactly. So, what's happening here again, this is very very similar to Color Block Jam, where we have these blocks that you can literally physically move on the board.
Lego blocks.
Yeah, it's Lego blocks.
It's literally Lego blocks. Except the part where on every one of these dots in the Lego, it's written Lego. That's that's the main difference.
small detail. Nobody cares about that.
Small detail that will get you sued. And then you have pretty much a lot of mechanics. Like for instance, this lift mechanic that kind of hides another board under board that you need to kind of do or whatever and you need to just shred these things to one of these gates. And if we can compare it with Color Block Jam, this is Color Block Jam, which is the big game on Rollic
portfolio from 2024 as you see here. It's quite similar. And even if we look at the mechanics of like keys, freezing blocks, whatever chains and so on, so even that is also very similar. What's not very similar and then this is the key difference between these two games
I can tell you what.
What?
No ads.
No.
No, no, they have ads, Matej. they have ads. Like they do.
No, it's it's not about ads.
advertising there no ads. I got
No, no, they have ads. They have ads. Let me just show you.
again.
And like how how how So, look at this. This is level 206 on Color Block Jam. You see this? So, the game works in a way that once you move something the timer starts, but you can look at this at as as long as you want. That's that's the thing. So, with Color Block Jam, the design level design philosophy is drastically
different compared to grand games. Big shout-out to Omer on his deconstruction part of his blog where he's and he argues are doing like these deconstructions like literally like this saves a lot of time. So, if you need these, like I really recommend that. But again, I'm just paraphrasing some some stuff from there. If we go to level, let's say let's call this level, level 69, Color Block Jam. Yeah. So, here. So, the immediate block out, sorry, block out. So, the immediate difference between these two that you see immediately is that there's zero empty space in Block Out. And this is a design principle that they apply throughout the whole level design of the game because in Color Block Jam, you first needs to think and then you start moving blocks because again, I can move this one, this one, this one, this one. I have like many moves. And and pretty much the whole board is usually unlocked. Whereas in Block Out, you need to work your way. And again, for instance, here, there's only one
legit move that you can do. And move this giant red block to the left, which clears out space. Then you move this blue one, so on and so forth, and slowly work your So, you unlock first this section of the board, then this will unlock this section and this section, and then you'll slowly unlock the whole puzzle. So, even though the game the two games have nearly the same level level based mechanics. The design philosophy is completely different because here you again solve it as you move, whereas here on Color Block you first think and then you move.
I mean you can do the same kind of like that.
kind of do the same but you have much more stuff to kind of think about here because here they don't even let you to do that because these are hidden. So you cannot cannot think that far ahead.
Yeah.
You slowly unlock sections of the board for you. So yeah, as I said, very good deconstruction by Omar. So really um uh cheers to that.
to Omar.
out to Omar and Yagiz. If you want to go there like it literally saves a lot of
time. But yeah, here you can clearly see how Blockout's design philosophy kind of transcends this a little bit because what we have here is a much more casual approach. Because here
Why is this more casual approach?
Yeah, why is that more casual?
Because you don't need to think that much.
Do you still need to think that much?
Yeah, you need to think but you don't need to think that much because here for instance if I start here you will naturally get to the point where you kind of clear this out because there's no other way. There's like one gate here. Whereas here you have multiple options how to start this and just like the let's say the buffer for mistakes
is bigger.
Yeah, it's just much bigger here. So this is basically
move here
Yeah. Yeah, yeah, yeah, yeah. So this is a much more hardcore game basically. So what we have here with Blockout is just much more easily approachable because they literally make it section by section easier and easier. So it's much more digestible. I'm not saying
that they don't have difficult levels. Of course they have. Just this approach is just much easier to get into because you have more moves as you go rather than more thinking here on this side. So and again like the numbers, you know, the numbers work their way out here. You see that like they're connecting scaling so on.
Numbers, man. As I said, like Color Block Jam had steeper curve for the revenue than Block Out has now.
Of course, but like, let's see by the end of the year.
the gun yet.
Yeah, but but in my opinion, this level design is much more approachable. Like, just the level design philosophy.
You're saying level design philosophy one more time. It's going to be on your merch.
So, yeah.
Design philosophy, [ __ ] hell.
Shout out Shout out to the pool.
Yakub Gemici.
Shout out to Grant for like, making this because it's a great example again how execution is so so important here. Like, even with the same tool set, same stuff
that that are in the levels, they could create like, a different dynamic here with this, which is which is, in my opinion, perfect. Because these games are probably not even targeting the same audience with this. With this kind of a setup.
Interesting. Because this is way more casual than Color Block Jam, and
Yes.
Yes. Let them dance.
Of course, there's overlap.
not that much different, though. Come on.
Because like, okay, let's just unpack that difference. Tell me like, what kind of difference you are thinking about. Is it Which segment is different? Come on, man. I still feel like
talking about difference between like, same difference that you have between Royal Match and Royal Kingdom.
You're too far away from the microphone, but I heard you.
Yeah.
Royal Match and Royal Kingdom pretty much. Like, Royal Kingdom kills you on level 18. Royal Match, you can blaze through all 50.
And still you would say it's a different audience.
A little bit different with But, we are still in like, within the puzzle of
Yeah, okay. Okay. Okay. Okay.
Is it like, oh, I like Coke. Oh, I like cherry Coke. Like,
Yeah, pretty pretty much.
Something like that.
Anyway, uh yeah, numbers speaks for themselves. So, I'm really looking forward. And by the way, I keep stressing this. We already covered this on a review radar, but I'm really looking forward how this Arrowhead game went out.
Wasn't it Soft line sonar, no?
Soft line sonar, yeah.
All these like [ __ ] names that you create.
I'm guessing like they won't be able to do Pixel Pop, which is Pixel Flow, kind of follow up.
And that's, you know, like the Block out is on their account since last year, my friend.
Yes, yes.
During our Leighton Ventures event in October last year, they already like I think Gorkem was already talking about this like how Rollic is not really happy about them making this game.
Of course, like they also
Turkish Vendetta's Turkish Vendetta's.
And now we are in June and they start scaling in May. Yeah. See how long last after they kind
of put it on their account. So, don't just, you know, throw the Pixel Pop or whatever is that away yet.
Yeah, let's see. Let's see.
Cuz the thing is interesting. Yeah, sorry. Like what is the the kind of the way of thinking here? Like you throw it out and then because it was there already like Car Match was kind of on their account and they started scaling Car Match first and then they got back to Block out and now working on it for such a long time. If you if you just go there and just show the not the portfolio, but maybe just Block out as the like the curve or the downloads and and revenue pretty much like the whole graph. Like when you inside because I was looking into it. And pretty much Let's see. Yeah. So, they started Yes, so they started, yeah. And then it was one campaign on AppLovin. Sounds familiar? What happened with Pixel Flow
as well. And it was US only, nothing else. I mean, literally yes, like no other no other geos, just 4 and 1/2 months or maybe even like 6 months US only. I mean, come on. It's very interesting. And iOS. And then late April, still up-loving and then they started adding like more geos. Like the tier ones like Netherlands, UK, Nordics and whatnot. And then suddenly, pretty much like all the like English tier one speaking countries. And then global launch like mid-May. And look at where we are now. It's It's very interesting kind of strategy and I'm We need to talk with guys. Like what's what's happening? What's happening? Because why would you just
What about you, Yae? Or or Felix, do you have anything on that?
Yeah, no, no, for sure. They have ads cuz like I've been playing now. I'm on level 29. And essentially, I haven't seen any ads personally, but I checked the reviews and there's a lot of reviews
that are people complaining like it said no ads in the ads.
But where are the ads? But where? Like what or what when
So, if you remember back If you remember back like Round Games for Magic Swords, their playbook there was they had a rewarded placement for life when you run out of life and then basically a rewarded placement to basically start a level when you finished it once or basically didn't finish a level. But the main driver, which you actually had confirmed at our latest adventures event, was that Magic Sword has between 32 to 36% ad revenue, which is primarily driven by interstitials after levels and that's the primary driver. And the only reason that they had that is because it allows them to run blended ROAS campaigns. So,
Mhm.
their kind of model or what helped them on Magic Sword was the interstitials. A little bit of rewarded, but interstitials. And I seriously doubt that they would abandon that playbook for this new game. So, that's kind of what I assume. I did some rough
calculation right now. I think it's about 20k day, but it's impossible to say because I don't know what segmentation they're doing, but if the playbook worked for Magic Sort, I don't think they're going to abandon that. And then why would US there be reviews in the US people complaining about there being ads?
Mhm. Okay, that's interesting. And it's still only on iOS.
the the hot thing now, which we're going to talk about on an episode soon, is like the whole industry is going through what I like to call an ad renaissance, right? And it's all because of the ad revenue
make up all these different names and [ __ ] like soft launch sonar and and other nonsense.
Soft launch sonar is a thing now, Maciej, so yeah.
Oh, yeah, of course.
But like but like honestly, like the best thing that's out there now, the hot thing is the blended ROAS campaigns. And for them to work, you need interstitial ads. So, yeah.
think so. It's ad renaissance. It's more like everybody wants bigger scale, so therefore they need to use the ads in their game. That's it.
I think it's an ad renaissance.
And I think I And I think you're I I think you're wrong. I don't think they have ads. I mean, look.
Here.
Maciej, the queen of small screen.
[ __ ] hell, Steve. I suck. [laughter] [ __ ] my whole life.
queen Nefertiti
[ __ ] my life. Why is this happening all the time and only to me?
So, you were saying just like
I mean, yeah, I'm pretty much. So, there are zero ads without having to So, there are zero ads. I would love to be able to watch ads to extend time.
Mhm.
It makes sense why there is probably no ads.
me No No You don't know how to look for bad Give me Give me Give me. Here.
Yeah, no, I mean, just, you know.
big screen guy
big screen guy big screen guy
Yeah, there we go.
Bait and switch. This game was advertised as not having ads, and for a while it didn't, but now it does. No ads was the best thing about this game.
And that's the only one that you found?
Exactly. Come on, man.
Oh, there's more.
No, the same thing.
Wait, yeah.
It's the same It's the same thing.
Wait, wait, wait. Calm down, Mati. Jeez.
[laughter]
It's like because
Yeah. Hold on. Can we Can we search by sentiment or like ads? Or something. Oh, yeah.
The ads are not overwhelming, so kudos to the developer. Like, they do have ads, guys. Like
Yeah, yeah, they have ads.
I watched Yeah. Yeah.
Close me to watching
Your ads are clearly there. Like, they have ads.
Yeah, they have ads.
Wow, I've been I've been right a lot today, huh?
Yeah, it's very It's very
over your ad limit.
Very very
introduce myself instead of, you know, what was it you said? Brad Pitt? I'm going to be Felix Fuego Broberg or Felix Ad Renaissance Broberg.
Renaissance Broberg, yeah, of course.
All right, show us their great UI then.
It will be on small screen again.
Yeah, exactly. That's what I wanted to say. So, maybe I guess to summarize that, I think basically then they must be aiming for a 32 36% ad revenue there as well.
36% ad revenue on top.
Okay.
Yeah.
That's a lot.
That's a lot. And again, oh, well.
It's like 100K more. That's like a lot.
That's a lot.
So, pretty much they are running like almost everywhere by now. They started on one one kind of AppLovin, and then there is a lot of others right now. I was like checking it. It's maybe like 50, you know, countries or pretty much everywhere, but they have Mintegral, Google, and even Facebook, even though like you can't see it here for some reason, but they're running Facebook as well. So, I mean, kudos to Sensor Tower for not showing the all the numbers here, but yeah, they're they're everywhere. AppLovin and Mintegral is pretty much like the biggest channels. So, and now why I said, "Okay, let's do this."
Sorry, why was Mintegral so big for this? Like, what what does Mintegral do really well that's for good for puzzle?
I mean if you if you remember all big puzzle games are big on Mintergral. Even
Royal Kingdom and Royal Match. Royal Match was and as soon as we started talking about like the hybrid casual or anything puzzle related, Mintergral was either top two or top three channel. And now it's the same thing here. And now maybe even top one in some cases. So why I said like they are actually listening because they started the global launch with 2000 200 creatives. Well, it's not 5000, but I mean since they had like 20 for car match, like this is a very big step up. Very very big step up. And
No, look, 1000 is not like something to frown on, right? Like 1000 is like
That's pretty good, man.
It's a table stakes pretty much It's table stakes pretty much now, right?
Yeah, at least. And you can They're doing something really interesting. So you know, see I can't reach colors. And usually it's pretty much the like hyper casual banner or not banner, but like yeah, it is a banner on on the top like a headline, which was usually kind of perceived as very low quality and low
polished, but here this looks really amazing. Like I can't believe it. I really like the color palette. I think what's again like you can even see here they have 260 playables. I think what's again like you can even see here they have 260 playables. I think what's again like you can even see here they have 260 playables. I think what's again like you can even see here they have 260 playables. I think what's again like you can even see here they have
I think what's again like you can even see here they have 260 playables.
I told my boss I made a playable [music] ad in playable maker. And he said to me, "What language did you code it in?" And I said, "I don't know. With playable maker, all you do [music] is drag, drop, click, and it does it all for you." So he again he said, "What language did you make it in?" And I went,
[music]
"I don't know. English?" At the end of the day, as long as the playable maker does it all for you, why do you care? It's just like magic.
So [ __ ] my life, this is amazing. I mean this this is the this is the upper minute integral kind of like scaling to to whatever. And that's that's what we That's what we like on this podcast. Especially with the playables because here Can I just even in the playable, I can't reach all
the colors. See, I mean, I must have [ __ ] up already.
Well, this will take ages.
Yeah, I know. I know. I'm definitely not going to do it like this. This is why I don't play this game anymore because it's just like But it's It's like
cleaning your room. It's It's like cleaning your room.
Yeah, but that's I mean, that's the thing. Like that's what we discussed with the uh with the brilliant sort, right? Like that triple dot game which I also said, I mean, I can't play because it's it's a chore. But again, I mean, I don't care.
But this is less of a chore. It's more of a
This Yeah, yeah, yeah. This is way more visually appealing as well. Like look, I can't reach yellow.
Of course.
And this is like very small detail, but very important.
all of it is empty space again. Like you need to clear up the space.
Zero Yeah, zero of the empty space. I know. Yeah, and I can't even see over here. I know.
Yes, there's so many times when you play this game, you're like, "I don't know what to do."
I mean, yeah, I know what you mean. But again, like this is very satisfying. But again, I can't reach yellow. And this literally almost in every every ad. Which is very subtle, but again, like it's kind of poses the I know the question,
but at least a challenge. Which again, I I usually use question in the creatives, but also this kind of challenge is very good. If we look at the new creatives, which is 888. That's quite a nice. Again, I can't reach green. And these are all the all the different videos. See, it's You know, I feel I It's like Come on. [ __ ] play it. And it's pretty much like it's not needed needed the experience, but it's very much anxiety here.
It's just like you want to just take the game, download it, and do it better. And do it better. [laughter] Like I'm so annoyed with you. Like you're so useless.
that's the power of the great creative, right? Then we have like pretty much so many of these altered gameplay and then different events and this is the different events different levels and this is what I mean with block game with no ads. No ads. You bastards.
No ads by the way is like a giant topic still.
Yeah. It is.
But they're but you can just we're post-truth. You can just like yeah, no ads for some people.
Yeah, I mean
Or if you pay like
This is magic sword which is
It's called lying.
Yeah, it's it's called lying which is definitely just spilling over from from just magic sword so it's not really they're not really running it. But see like how colorful I can't reach all the colors there. I mean I'm I'm very very amazed like I mean this is this is literally amazing. I love it. And if we go to my favorite section which is Facebook only so they are running Facebook but again Facebook is not really like the main channel anymore.
right? Yeah.
Nobody cares yeah, right. Nobody cares. I mean not not nobody cares but it's very I mean still if you find the winner then Facebook works really really well. If you don't then you're done in one one month pretty much. And winner creates
gone so bad?
Honestly, I'm not sure like they're they made so many changes about like the the algo changes and but it's not getting any better in the last what like two years, right?
I'm always I was always bitching about it and I was like ah it's getting better but it's not. And it's very very I mean they're over indexing on on showing
E-commerce
It's not that as well but I mean showing like the same creative to like the one person for so like so many impressions because I mean the algo is set in in a way that okay, so eventually we will convert this this person on well like 60 impression which is terrible. Instead, you should just kind of go and show the creative to broader audience rather than just showing the same same creative to the same audience. They kind of admit like they in the like they are over indexing on this. So, until that's fixed, I'm not sure like what's going to happen. Most probably not nothing. But I like these colorful creatives and see like it's so many different concepts. And even this is this
Rainbow altered gameplay.
Look, this is great. Look, this is
Wow.
This is the this is the thing that I wanted to talk about. I mean again like this is great, but
So good.
Tell me why is this not perfect or at least close to kingdom or like any other saving the like the king.
There's no immediate No, there's no immediate danger.
Exactly. No immediate danger.
much time to for the drill to get to him.
takes so long. But I again like I mean it's a block. So, I mean what do you expect? I would expect way more kind of emotions, right? This is
And you cannot get that many emotions from block.
You can. I mean you can scream. You can have I mean like bubbles and saying whatever and then just way more like a fake let's call them face expressions. So like why not? And also I would I could kind of imagine like a very big or very like big danger like from the first two seconds. So, let's say this drill just pops down and then comes back if you do something, right? It's immediate danger like you said. That would be way more kind of you know
emotionally attached to the thing as well, yes. But I mean I'm like seeing this concept made me like so happy because they pay attention. That's and it's great. So yes, colorful like rainbow and this is pretty much magic sword. I was like guys
Oh yeah, yeah.
Absolutely, which is great. But this is exactly what I want to see. So many different concepts and colorful and again even diverse.
upgraded their UI for sure.
Yes, very upgraded. Yes, that's why I said
This being the last game from Grand Games that we reviewed like very big step up on your way.
Oh yeah. Oh yeah, man. Like 500% at least. So, this is this is great. And this is why I think it's is going so well because they now have the firepower.
Mhm.
to scale. and rust.
Of course.
And blended rust as well, yeah.
That's great.
No, it's just I mean, like so many playable concepts. I mean, that's amazing. Even even Magic Sort has like, I think, a lot of playables nowadays.
They need to if they're doing 300 games a year.
today. Come on. Yeah. Yeah. Yeah. Yeah, exactly.
This company is going big places. Like
who didn't notice, by the way, they raised last month 70 million.
70 million, yeah. It is true. And I guess
funding to over like 105 million or something as overall if I understood that correctly.
Yeah, but they just hit making, yeah.
Yeah. Yeah. Yeah. Again, they have the pipeline. That That's very important they have the pipeline now, and it's very clear shots that they're doing. Even the failed shots that they do, I still think it's worth it to try. Like, for instance, the one they did with Block Blast, I think it's obvious.
What do you mean obvious? I mean, it's just sitting in the account still.
No, no. I mean, like even if fails, if like if like nothing come out of that game, it's like obvious shot that they should do.
Yeah, of course.
Yeah, it's the opportunity and everything. Like it's like it was the right thing to do.
Yeah. I mean, you are raving about Grand Games and their template for some time. Not not even mentioning the sword
category. Of course.
All right, let's just let's just finish there and keep it under the 35-minute mark. Thank you so much for coming and listening to this.
.5, anyway.
All right, you got to take us home, then.
Yes, I can. Thank you very much, guys, for for listening. See you later. No. Uh thank you very much Thank you very much. This was another episode of 2.5 Gamers, and Sword Category. And I'm I'm pretty sure that we're going to be in the Sword Category way more often than we were expecting because it's growing nicely. And is there a robot behind you?
Yeah, of course. Yeah.
Okay.
Yeah, that's uh that's Freddy. Say hi to Freddy.
Hi Freddy.
He's going to go with us. Yes, he's going to go with us. He's going to go
In 5 minutes.
with us. So yeah, to the AI
to go with us in Mykonos?
And maybe Mykonos as well. Anyway, uh so thank you very much, guys. Join the Slack channel and comment under the video anything you want. We love to see all your comments. And see you next time.
In 5 minutes. Bye, guys.
Auto-generated captions from YouTube — names and numbers may be misheard.
Grand Games has established a dominant position in the mobile puzzle market with the release of Block Out, a deterministic sort puzzler that currently generates $300,000 in daily revenue on iOS. The studio’s primary thesis centers on the efficacy of refining proven mechanics rather than pursuing radical innovation. By prioritizing high-quality execution and an intuitive, approachable level design, the title has successfully lowered the barrier to entry compared to more complex competitors like Color Block Jam. This strategic focus on accessibility and polish has allowed the game to scale rapidly, positioning it to surpass the studio’s previous flagship title, Magic Sort.
The growth strategy relies on an aggressive, data-driven user acquisition playbook that emphasizes high-volume creative testing. The studio has deployed over 1,000 unique creatives and 260 playable ads to capture market share, utilizing a production pipeline bolstered by recent funding. Following a prolonged, US-only soft launch on AppLovin, the game expanded globally across major networks including Mintegral and Google. Despite challenges with algorithmic saturation on platforms like Facebook, the team maintains a blended return on ad spend model, integrating interstitial ads to sustain profitability while scaling the user base.
Ultimately, the success of Block Out demonstrates the viability of a high-volume, iterative approach within the casual puzzle genre. By leveraging a robust infrastructure for creative production and a refined user experience, Grand Games has effectively optimized the player journey to maximize retention and monetization. This performance underscores the studio’s ability to replicate and scale successful concepts, solidifying their competitive standing through disciplined execution and continuous optimization of their advertising and design strategies.
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