question M since we got a comment how much do you think they're spending per day? Nice. Very good. I think if there is a growth uh in its first month and we were discussing what 120k let's say
let's say 120k just for argument sake. Yeah
for argument sake 120k and I think this is what like 3 months payback I think. So this could be
the dice [music] world with the two and a half gamers. The midnight [music] crew talking UA advers and game design too. Mat feeling shaking the insight. [music] We're rocking those vibes till the early daylight. But hey master eyes on the prize tracking data through the cyerspace skies. Felix [music] stacks colors like a wizard in disguise. Jack craft real to the high. Two and a half gamers talking smack. [music] Slow hockey sick got your back. Ads are beautiful. They like the way. Click it fast. Don't [music] delay. Uh-huh.
Uh-huh. Uh-huh. [music] [music] Which we will never finish until that. But it's okay. Puzzle Mania, right?
Hello. What's puzzle mania? You mean sand loop?
Yeah,
that's puzzle mania.
Sword mania puzzle mania.
Sword. It's puzzle mania can be. Yeah, that's fine because we there's lots of stuff happening around us. And as we kind of mentioned, we think Voodoo didn't really do their homework until we found this camp. So, I guess yeah, it's like we Yeah, I think we don't always have the context and they're like, "Oh, wait, wait a second. Let's do a little bit of digging as Oh, wait a second. This is actually an iteration on the game before. So, they abandoned that game and started working on this one. I That's my assumption.
Yeah. Yeah, of course. It needs to like
I guess not abandoned because that game is still going up. I guess they left the team or maybe set a different team on the same problem. I guess so.
Might be. So again, welcome everybody. We're going to talk about Sand Loop by Voodoo. And my name is Mat Lantic.
I'm Felix Broberg. And we are your hosts. Sand loop making
sand loop.
Sand I will call sand loop. You Mr. Vele, you have no authority [laughter] here.
Zero.
No power here.
No power here. Zero. This is sand. Okay, let's see. Oh, hello Mr. Crap.
You have a menu?
Yeah, that's my question. Where did you end up?
I'm level menu. There's no manual
because you didn't went over level 20 if I understand.
Oh, no. I'm at level 18.
It starts at level 20.
Okay. Starts at level 20.
It's the It's the new thing in puzzle games basically, especially in these non-conventional ones where you just abandon the menu in the early early funnel to kind of streamline it and then
only go after it. Like,
you know what I forgot to mention in our Pixel Flow episode? Or maybe I did. I don't know. I was playing Pixel Flow and I was like, "Oh, wait a second. Great. No Wi-Fi, nothing." And then level 20. Hello, you need a connection. What? And then yeah, like all the all the ads started to be a little bit more aggressive than before.
Because you know, if they have that segmentation, why do they need uh you know, you could they let you cheat with it? Like why why should they care if it's level seven or six, which is basically fifth minute or seventh minute of the game.
It's just one of those optimization tricks to kind of go forward.
It's on boarding, right? Because you don't really you don't want to leave the the actual game.
Yeah. And you don't want to be hindered. I mean, like lowering the churn funnel of early users through, you know, Wi-Fi request, bad Wi-Fi. Yeah. Yeah.
Anyway, so we're talking about Sand Loop. And Sandloop is currently actually the second biggest voodoo game by IP revenue after mob control, and it's over This is Blast, which is the third one, which we talk a lot on our pixel flow
episode. Then there's the usual entrance that we cover is Cub Heroes, epic plane evolution, collect them all, block gem, and so on so forth.
I mean, we we basically talked about like all of the top games in there.
But I I I think like still um paper IO2 is doing a lot of revenue and whole new form to revenue just add revenue so we don't see here. But again, those are quite big
just to prevent some misunderstandings.
Did anyone say web revenue? Oh yeah. This episode is brought to you by Fastpring, 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 D system, or adding a backup plan, Fast Spring is here for you. Visit
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here. Anyway, let's get to the game. So, this is again a sorting game. This category is completely on fire these days. Uh, as you see the Pixel Flow episode out.
Yeah, we had to sort out. Yeah.
So what's happening here?
Uh it's very nice concept and I'm guessing that it's probably not coming from pixel flow. It's coming from this is blast.
Yes.
Maybe
before after whatever
in between I don't think so.
It's a connection. It's using physics and physics is very good and physics is not really that much used in these games and in this scenario it literally creates the game play. So that's really good. So what we have here, we have one of those kind of sand pictures that you maybe saw somewhere on the internet. And
we are pretty much putting the buckets under it. So they suck out the scent out of the lower lower kind of a layer of the picture. And what I mean lower, it's only lower, like there's this hidden kind of area here that's only pretty much covered by the bucket because if it's over it, the bucket just passes around it and doesn't take out anything. So
tiny pixel. put in orange and you see it like took this thing which is it's kind of a suckout area maybe. Yeah. And that's it.
Yeah, that's it.
You need to put the white there so it actually continues to
Yeah. Yeah. So this is like there are actually physics based principles to this. Those are especially in the end game or like when harder levels come in quite important. Uh the biggest sin that you can do which actually kills you I mean like goes into fail state is that when you take in multiple buckets of the same color on the tray which then never finishes and then you just like
you're just dead. Yeah.
Yeah. You're just dead. Uh they adding
it's using the percentages of from like what was it nit or something which the same thing something. By the way these percentages again I think like they're very flexible based on the level design like some levels they just take more sand takes less percentage. It's just a number. I don't think that that there's any meaning on this. Just
I mean like it's not consistent with how much like area it actually takes out. Level based mechanics. We have again very very similar setup as in this is blazer pixel flow. So there's the usual like color. Let me get the name good fun because I always don't do it right. Block gen 3D.
Block 3D.
Yeah, that's the that's the one that you that started using those a long time ago. And these are just iterating because again we have a bench this time is a moving bench instead. And again what we do is pretty much we put these buckets on and then these buckets will pretty much do the work for us. And from that point on it's fully auto one
direction way of pixel flow.
Yeah.
Exactly.
I wouldn't be surprised if pixel flow is you would be using these types of creatives. Why not?
Yeah.
Why not?
For sure. For sure. Uh the interesting part is that once you put in five buckets, there's pretty much this kind of game check that checks like if they're still fulfilling or if they all passes around and they don't take anything, then they goes into fail state. So it's a little bit unintuitive because you can still have five buckets and they're like tiny tiny thing. You need to be filling up not moving. Moving doesn't matter. Filling up matters. But if they're not filling up and game detects that basically if there's a something in the lower layer that these can take on only then they will kind of you know see this like red flashing thing which is like yeah it's it's filling up da da da da da and then we have also this very nice mechanic which saves a lot of time which is if you have all of those from the bottom it just speeds up and like
yeah should speeds up a little bit more definitely I agree that it's just like takes so much time to just watch it and it would be really nice if it would go like solid ter just like bam and like blast away
flow does does this well I think it was just really speeding up the
I think that's like a little bit more speed then we have ad breaks
take a break it's interesting that they have the ad breaks with before interstials always with this little icon with this little thing sitting in a sun chair being take a break
they actually have it as an upsell once the segmentation ends I don't know if you remember it when the first interissia goes before it there's this kind of you know bucket guy from the beach and it tells you do you want to play with ads and then you can either select the offer right there or click play with ads and then it goes into interstitial so you can literally see the end of their segmentation right there this is quite interesting um yeah so it goes into these things as I said the there's no streak so no worries here no
problem
no streak yet
yet yeah
there should be I think saga here of like the usual kind of hard level, super hard level or something. I definitely was in super hard level today. Takes a lot of time because again sometimes you just don't know with stuff like hidden mechanics and like do I go here or there and literally mean that you either fail the level or just win the level.
It means you actually have to play the game.
You need to think because
Yeah, exactly.
The most even with the physics, same thing. Yeah. the most most uh kind of a strategy requiring part of this game is this kind of bottom board where how much colors do I have at my disposal to clean these things and like in how many kind of moves like this [snorts] color comes in then I need it otherwise it blocks me for instance if I didn't have any of these like you know very teal yeah teal ones like like for
blue man like we are simple men let's call it Oh, it's
if I if I now didn't have one like in
this situation for instance, like it would be quite problematic. And then they have these like very specific scenarios where you literally need to like fill up the bench with stuff that you don't need currently in order to get here
to unlock. Yeah. To unlock.
Yeah. To unlock the stuff, which is the hard part.
And then also at some point the I think even the like he you see see what happened here.
Yeah, you're Yeah. No, no, no, no. Push the bucket forward
when it's put because you can change the order where the bucket goes. Like if I want to have it here and it takes stuff from here or now it would go here and take stuff from here because that way it's a different feeling order which could mean also that you either win or lose.
Yes, true.
So, uh that's there. You can't really sling it like you you can do on Pixel Flow because they are not going around the second pretty much tray. This is this is your bench and that's it. So there's nothing like that kind of let's say unintuitive thing.
Yeah, we'll see. We'll see.
We'll see. Yeah. Again, this one hopefully this one fills up or doesn't fills up. Doesn't matter. But now I want to have this one.
Yeah.
Like the games where you actually need to think and it's not like super easy from the start and you you know that that's for me as a game. first block is like something like level 22 23 I think. So that's like within the usual kind of means and rules. So I don't see see a problem there.
But we see it more and more with these games that like difficulty is kind of pushed quite easy. Uh I mean like quite early
compared to something like Yeah. And now
you're dead. Yeah.
Because the whole layer was basically blue and it didn't have blue bucket
and then we have the usual kind of a keep playing thing. fail offer state which are by the way these are very very good as for their performance and uh no ads
no rewarded ads
yeah no rewards no rewarded ads yeah you're right
reminds me car match
yeah uh regarding the actual setup even the let's call it live ops of these games it get pushed so far away so something I would expect that like these things will maybe show up on like level 50 maybe I can change in the meantime on YouTube or something but Yeah, you can definitely check.
The most important things with these games is the level saga anyway. As for like if it doesn't work with it, you can slap as much life ops on it as you can. It doesn't make sense. So, it just kind of speeds it up. Uh the feature set of the game is extremely lean and there's
light. It's really lightweight. I was just thinking like why do people even pay?
Uh because of the difficulty. they'll get to the difficulty
because seriously I mean it's a nice looking game but if I compare
it's a nice concept but it's not yeah
it's not there right like
we had this discussion with pixel flow and honestly like if I compare this to pixel flow this is one pixel flow is 100
it's like such a such a big difference
I know uh let me check if I'm able to to
find it but I would say people will definitely pay but uh don't know if I can find like the main menu for some or something like this. But the the problem is still that uh as I said events and all these other live ops they're just increasing the RPU baseline. If the baseline is bad to begin with, meaning you don't have, you know, good difficulty curve, you don't have, you know, proper economy scaling, meaning that there's, for instance, inflation and accumulating on player inventories, like, yeah, then they won't make money, of course, because and people will also leave because they're not being challenged. That's also will happen. If you don't find the right difficulty balancing, these games just don't work.
Okay, numbers. Um, so
not bad for the game. Yeah, for one month uh 50k already a day IP wise and then something like 50k
downloads which is really good honestly for this kind of a game. Let me new one
compared to Pixelflow, right? So you
everything's kind of you know compared to Pixel flow. So this is mainly US revenue as as kind of a usual and if I understand also mainly US traffic and quite tier one traffic I would say.
Yeah know the traffic is good
and active users are currently sitting at what 8k9.
I wasn't able to get active users in my sensor tower. I guess it's too soon because I I don't believe this number is so low.
Yeah. Oh, the numbers were not good enough. Yeah, that's why I didn't use them.
I used the the downloads which is not the best indicator.
But you estimated there. Yeah.
Yeah, I estimated but it's really hard from the downloads. So,
it's too soon.
Yeah, it's a bit too soon. I did a rough estimate, but take this plus minus 50% maybe. Mhm.
70% ad revenue based with a 80 to 90k a day ad revenue. Since it's downloads,
this can swing wildly. It could be 60, could be 120. I have no clue. Downloads is really hard to estimate from.
120 what?
Uh, basically 90k a day in ad revenue is what I got from looking at downloads, but it could it could be like from uh anywhere from 60 to 120, right? I have no clue.
Okay. So, at least 50% more on ad revenue.
50 to 75% ad revenue, I think, because there's a lot of interstitials. Yeah.
Okay. 100k in a month is great. Honestly,
that's amazing.
Yeah.
Going to the category. Just want to do a refresh here because again, as I said, sword is the way to go.
Zoom in a little bit there. I'm getting old.
Zoom in.
Yeah, exactly.
So, there we go.
Arrows have a new icon. Original move on top instead [laughter] of the bottom. You can watch the episode on the channel. [gasps] Uh then we have uh then we need to actually scroll pixel flow as a set water match by Beijing uh UU Tang Technology.
Oh hello hello there. I didn't see you. Thank you very much for coming to this episode. Uh it's brought to you by our sponsors PVX Partners, the simplest and most effective credit line for marketing. If you're scaling your business uh and need funding, here's the deal. With PBX partners, you can grow your game easily and your business. There's no equity dilution. You can repay as you get paid and it's flexible and fully tailored to your growth. So, you can secure funding in 30 days and get a term sheet in just 24 hours. Don't you wait. Take control of your UA budget without giving away of uh a piece of your company. Visit pvxpartners.com and uh see how they can help you grow your game faster and stronger. Don't wait. Go to pvxpartners.com.
Okay. So, looking at the chart here on the sword category, one of our favorite ones. As I said,
it's your favorite ones. One of your favorite.
I kind of like it. I like it, man. I mean, okay. I This is a sword that I
like. I didn't like the good sword. Magic sword. is like eh. But this is Yeah, this is okay. This is good. This is This is really something else.
Non-conventional puzzlers. Non-conventional puzzlers. Conventional puzzlers I put in merch and match three and click to match.
Yes. Okay. Okay.
All three. These are all nonconventional.
We should We should review the match free episode again or the puzzle puzzle puzzle.
Puzzle puzzle. Okay. Yeah. Yeah. We should do that.
I think the cards have shifted a lot towards like these other rising genres.
Yes. Yes. Yes. Yes. Anyway, so looking at the let's finish the download first. So arrows as I said, uh we had an episode on that. Then we have pixel flow and water match.
Wait, wait, wait. Look at look at the the left column is like the dams and then the revenue on the right side. Okay. 13 million. [laughter] Yeah, I know. Which is way more by the way. Okay.
Yeah. Yeah. Uh magic sword some like
other stuff. There's also color pixel shooter here which is the followup of pixel 4 already top eight in downloads
in downloads of course
just saying and then uh yeah I don't know where would we find uh
what are you trying to find
the send loop but I don't
it's not there yet
not in first 20 anyway but moving to the revenue which is the more important column here so as before like again this is again happening as as it happened to I think like the solitire category and happened the dominant domino category and all these other like high organic categories that were running mainly ad revenue few years ago and now this shifting into ad re uh IP revenue heavy games. Yeah. Yeah. Yeah.
So pixel flow being the one that's actually doing it on very [snorts] very big scale already more than double the size of magic sword. Uh we have the color pixel shooter which is as I said the followup is already in third spot and then we have a lot of role like literally one two three four games in
top 10 from Rolex.
It's like a mini clip.
Yeah. Yeah. Yeah.
Yes.
So that's there. And you mean microphone?
Mini clip does the same thing in like solitire category like it can be microphone. Yeah. Yeah.
Microphone or mini clip is the same for different that they have. Then then he has sand already on spot 13 which is outstanding in my opinion.
Yeah. After one month. Come on.
Yeah. After one month because we have stuff like uh Hexa away and then Hexa Sword which is the copy of Hexa Sword. Lots of these games as I said let's say easier to hop on but you need to be the first to hop on. I mean I'm I guess the second one or whatever but then
the first mover advantage and the second mover advantage is like
yeah the biggest one and then it kind of goes away I guess. But the
I still think you need to have the experience.
Oh, of course you need you can't just copy whatever.
No, no, no, no. Don't get me wrong. But all these teams have the experience honestly. Like for instance, we have number seven whole people.
Sure. Yeah.
It's quite easy. So Rolex sees something trending there team do it.
Yeah. Thank you very much. Yeah. Yeah. Sure.
Uh same thing with the drop the
Yeah. Yeah. Yeah. That's true. Fair. So it's still kind of a I would say there's space for growth here regarding IP. It's still not that consolidated. There something like merge or match tree which are like completely entrenched by the big guys and like no new guy is kind of coming in either if you're not big enough to kind of even enter like tasty travels. Yeah. Do you think if the Royal Match team or Gardens capes team or any of these like big matchy games teams would go into this category, would you think like they would be better or worse than than these guys?
That is a great question, M.
Great. Yeah, [laughter] we'll never know the answer.
I think uh yeah,
they're too busy earning money.
Too busy. It's still better for them and more production efficient to just go into same core because they have all the
learnings about that core and switching completely to new core would put them at the same kind of starting point as these guys which they would lose their advantage
but they have way more experience running big games
and they have way more money on your way.
Exactly. So you know of course like in terms of the the game design and the expertise would be different but then like the other part of equation is is kind of in in their favor.
Yeah. And they in my opinion they could potentially just kill the whole category by just entering the market.
To kill the whole category you need like one or two games that are killing the share which is like I mean gossip harbor basically
one is there any 90 days only 90 days then there you go.
So just think about it. But again, back to Sandloop. Uh we'll see what happens with Voodoo. Just as I said, the portfolio looks quite interesting now. I think they're nicely diversifying with these kind of small hits there. Like finally, they have I think like pretty
pretty
Wouldn't you expect more?
Wouldn't you expect more from them?
Of course, I expect more from like heavy IP games because like 2 million a month isn't bad. Like again,
makes more. It makes more. Without saying too much, there will be some announcements from Voodoo very soon that I've heard say social network,
but they're gonna have some big announcements. I think
like I said like this is very consistent revenue, consistent team said I said like ton of ad revenue on this that we don't see printing money.
Last time we talked with the guys, they were like making 5 mil a year. Not year, 5 mil a month. No,
I don't know. I don't I don't remember. bigger than I remember
it was it was quite quite more than 2 million
I don't know
anyway it doesn't m doesn't matter yeah
yeah it's being built up I think let's let's do one last chart here to kind of see what's the trend line but uh yeah uh if I would kind of compare this to something like role is just much more uh let's say efficient or faster than than
this definitely uh where is it
I don't know how much time rollick spends optimizing the games once they're hits cuz I think like they can just build another hit quite quickly, right?
Yeah. Yeah. So, it's growing. It's growing pretty well. We see like it's growing. Not that fast, but it's still growing pretty well. Something like 9 million a month in IP revenue, which is great. And downloads, if I understand, are going quite steady. So, that that's nice. That's even better. This is mainly driven, I guess, by the paper IO and whole IO rebrand, not remodeling pretty much like those games now look completely different as they were launched. So that's there. But yeah, let's see. Like uh really fingers crossed if they can kind of hope into the same treadmill as Rolex is doing. But guys still missing like midcore stuff. I'd be really glad that we can have more midco stuff from these guys because if everybody will just do puzzle puzzle puzzle puzzle puzzle like they'll hit this kind of a you know
get to the forex place right where it's
just dominated by like eventually
for instance to compare all these all these kind of companies you have like royal match I mean like dream uh king and play you know what player have that all these other two people don't have township
yeah fair
township is constantly growing since own category and they
they don't care.
It's like yeah, I mean the the township growth in the last couple of years it's it's outstanding.
So diversify guys like that's my recommendation here. Don't just do puzzles forever.
It's easier said than done my friend.
I know. I know. Come on.
If you're one of the world leaders on making puzzlers like
Yeah. Yeah. Want to be the person standing up saying let's do midcore.
Voodoo is not the world leader making puzzlers.
No, no, but you're you're talking about Dream. I I thought that was a reference to Dream and uh
Oh, no. I'm talking about Voodoo in context of these other guys.
Okay. Okay. Okay. Okay. Fair. Okay. Because I was like, "Wait a second. Why would Dream games like make like a different different
Dream don't never do this thing? Like
that's not in the idea."
Yeah. Okay. So,
Voodoo can because Voodoo had midcore stuff. Voodoo have simulations, different genres, and all these other things. They have
a ton of stuff.
Yeah. Of course. So, that's there.
Yeah. Of course. Of course. Yeah. So, so how many creatives do they have in the last 30 days, my friends? That's the question.
5,867?
500.
Ice guesses? No.
High or low?
No. 100.
Yes.
That's not right. Somebody didn't eat their breakfast.
Whatever. I mean, it can it can be right. It's just it's not that many things. It's I mean, but at least you see the different images, right? So at least they are kind of borrowing stuff from from the the older brother. Yeah. No, no, no. From the older brother.
Oh, this is Blast.
Yes. Because their creatives are pretty good, right? The Homer Simpson and all all the all the fun stuff.
They have Homer Simpson.
Not these guys. Like the This is Blast.
This is B.
You see this is faster than the real game. See, way faster. Which guys, I'm I mean I'm
always saying to my team of motion designers that guys, you need to 2x the speed because it's super slow. In here,
lose people's attention.
No, no, no. But in here, it doesn't really work because this is a different type of audience. You do this like fastpaced creatives for male audience. You do slow relaxing for female audience. If it's too quick, it's not going to work. So I think like the pace of the like the original game is is better because this is just like okay see but at least you see all these like kind of hyper casual I would say hyper casual. Yeah exactly the the tricks like the USA flag is basically in all the games from the hyper casual um type. I think we talked about this previously with I was I think it was in blog jam 3D it was in park jam it was all also in the fight for America obviously I mean I guess works right so
why wouldn't you do it this was this is something that kind of you know see again image that everybody knows I mean kind of controller but still again I think this is kind of targeted for like a male audience who like if you ask like a lot of female players like do you know what's like this controller is?
No, I don't think so. I don't think so. But anyway, there's like a lot of videos and like a couple of c couple of They said I couldn't make ads without the dev [music] team. They said I couldn't understand the tech. Guess what? I just made a fully working gorgeous [music] top to play while eating noodles and watching trash TV and taking care of my daughter. All thanks to playable making. No code, no stress, [music] no cheatables, which is good. I see
this is like string.
There's no there's no problem. So you can put all all the all all the buckets
on the the conveyor belt, I guess. So I mean, this is just I mean it's kind of a lot of content, which is nice, but 109 creators in this news new only all of them are 113. So it's not that. Can I ask here? Are we putting too much weight on creative velocity? Because PixelFlow had what, 400 creatives and it's one of the biggest game 5,000 or 4,000. No, it's not. It wasn't really 400,
was it? Okay,
let's see. Pixel Flow was actually pretty good. Let's see. I will Thank you very much. Last 3,000.
3,000. Oh, okay.
It wasn't Yeah. Yeah. They're they're they know what they're doing, which is good. It's just like the the images could be better because I mean you can't really scale to that level with 300 creators. I mean that's impossible.
But it's the first month, right?
This is the first month. But anyway, like we talked about this which was basically what like the Carnival Tycoon and Top Tycoon. If you want to just scale rapidly to different levels of spend and revenues, you do 3,000
creatives or 2,000. But here I think it's it kind of says the kind of everything is just mainly Applavin, right? So I don't think that you need for Apple like that many creatives and there is there is YouTube and I'm I'm kind of wondering why there's no Facebook because I was getting a lot of Facebook ads on on my on my phone. So let's just go here and do sand loop cuz there's absolutely Yeah. Oh loop and Sandloop US. Yeah, of course.
Loop Inc.
Yeah. Yeah. No, so there is like there's Facebook part of this because I was getting ton of this on my on my phone especially on Instagram. So I mean this is good. So they're spending Apple in Google and and Facebook. So I guess like in the the 100 creatives on Senza Tower there is not these 100. Okay. So it's 250 creatives let's say. Yeah. Still not enough. If you want to just you know improve and scale even more you
should you should definitely increase this but this is like nice nice different perspective what should I how should I call it so I mean early but still you can do better if you want to scale this properly but again I think this comes as we were talking about like this is lightweight so I don't think even if you do like 5,000 trades like this can't really scale to the levels of pixel I don't see I don't see that happen
because of the core or the concept
yeah because of the core Sure, it's it's lightweight. I mean, like I we seeing what like 100k you said like ads plus maybe it's going to be 200 and that's it.
So, if my estimates are correct with the downloads, which I don't think they are, the total daily with AP and ad revenue is 121k a day right now.
Okay.
But I could be very wrong.
I'm I'm thinking they're definitely past 300. And we'll see how how they get from there.
Okay. Okay. Because I mean
well question mache since we got a comment how much do you think they're spending per day? Nice. Very good. I
think if there is a growth uh in its first month and we were discussing what 120k let's say
let's say 120k just for argument sake. Yeah
for argument sake 120k and I think this is what like three months payback I think. So this could be like 200 per day spent because there is like the app which is quite big here. It's 70%. So this could be easily easily like 30 40k per day if not more on Applavin only.
And just explain for our listeners here. So if you earn 120k a day and you spend 200k a day, how do you work does it work with profit margins? What kind of profit margins do you expect on this?
Well, you you will see the 200k payback in three months. That's what I see because that's what I think. So that's what you're working with also with in this early growth state after global launch as the profit margin kind of goes
away the calculation a little bit and then after two or three months when the things stabilize that's what I that's what I was kind of trying to trying to get uh with pixel flow that's where like everything is kind of changing in terms of the level of spend and how much money you can spend on the daily basis because you want to get that money back right because here you also can can count a little bit of extra organics because the game is new blah blah blah. So you can spend more than than you can earn. So I I think this is going to go down and stabilize in like by April May when we do the next game game review radar then this is going to be lower than what what we're seeing at the moment. That's my assumption.
Okay, cool.
Nice. Good.
Perfect.
Yep.
Interesting enough to discuss. Not big enough yet, but yeah. Yeah. So
category for the win.
Yeah. Yeah. Yeah, you can. Yeah, we need to print your t-shirt sort category for the win there. Thank you very much, guys, for listening again. Please comment, share, tell us what you think and see you next
time. Join the Slack channel.
Bye-bye.
Bye-bye. Ch.
Auto-generated captions from YouTube — names and numbers may be misheard.
Sandloop, a physics-based sorting game published by Voodoo, exemplifies the effectiveness of a minimalist design philosophy in the hyper-casual mobile market. By prioritizing a streamlined early-game experience that delays monetization and menu access until level 20, the title successfully minimizes initial user churn. The core gameplay revolves around strategic bucket placement to clear sand layers, creating a satisfying puzzle loop that avoids complex mechanics in favor of accessible, physics-driven challenges.
Financially, the game has demonstrated robust performance, generating between $60,000 and $120,000 in daily ad revenue during its first month, supported by approximately 50,000 daily downloads. Despite these strong early metrics, the title operates on a high-spend acquisition model, with daily marketing expenditures reaching $200,000 to maintain growth across major platforms like AppLovin, Google, and Facebook. This strategy targets a three-month payback period, though the current creative output of 250 assets is considered insufficient to reach the scale of industry-leading titles.
The broader puzzle category is currently undergoing a transition, with established publishers shifting focus toward in-app purchases rather than relying solely on ad-heavy monetization. While Sandloop serves as a successful example of Voodoo’s portfolio diversification, its long-term viability remains contingent on balancing difficulty curves and economy scaling. Analysts caution that the lightweight nature of the game may ultimately limit its growth potential, particularly if major match-three developers enter the space. Consequently, sustainable success in this sector requires moving beyond simple mechanics to ensure long-term player retention and revenue stability.
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