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Hello, welcome to the PocketGamer.biz podcast week in mobile games where we chat about the week's news and provide some insights. Upgrade Chapel, head of content at PocketGamer.biz with me this week is our editorial director for events Mariam Ahmad. How you doing, Mariam? You're not hosting this week, but you are back.
I'm not hosting. I'm back. I've been good. Yeah, I've What have I been up to? I've actually been playing a lot of Seven First Light. I got it recently, and you could say I'm doing my homework actually because I'm interviewing Sandra Mondale next week at MICS, but it's such a good game. It's admittedly not one that I would usually reach for, but on the on Steam, you know how it has that little thing on the side where it says if you like this game, you would like this game, and they said Ghost of Tsushima, which is one of my all-time favourite games, and they were right. It was It's been so much fun, and I'm really, really enjoying it. It has sort of like all the best aspects of adventure slash action, and yeah, I really recommend it actually. I know you said that you had it and it wasn't You have yet to play it, but I do recommend.
Have yet to play it. I'm terrible for
this, but very good That's a good recommendation, and I haven't actually played Shamefully, I haven't played Ghost of Tsushima, which I think I also own. So is this a pattern of of things that I buy then I'm like, that's good. I'll just sit there for a while.
Yeah, and two that you have to play it because they're both so good.
Yeah, definitely I think I didn't play that before Ghost of Utah.
Yeah.
All right. Yeah, as for myself, I have been I've been playing StarCraft II a little bit again, slowly getting back into that. So for people that haven't listened to the previous podcast or don't know, it's a very niche game these days. They had a had a big problem and they released an update. It was very poorly received, and you might have seen the headlines. It was like the biggest update in like a decade, and usually then Blizzard disappears for like eight, 10 months, and then releases the next update, right? It's an old game, probably don't make any money from it or very little. This time, they sort of decided to double down a couple times on on the ideas that they were going for that they never explained, and they kind of made things
and so they ruined the game feel. They completely changed how one one of the factions operate. So there's three factions. And then, to capital off on the ladder, hackers were becoming prevalent. So there used to be apparently someone at Blizzard that would take reports and get rid of the hackers. Maybe due to layoffs or for whatever reason, that stopped happening, and that person apparently stopped responding. Maybe they just went on holiday for ages, I don't know. So they compounded it and so professional players stopped kind of playing. Tournaments are actually streaming a patch, which I think is made by like a young a young guy somewhere. It's called Patches. But that seems to they reversed the patch, which I think they've never done, and it seems to be back on track. The the hackers are largely gone from the ladder. By the way, one of the things that they could do which is interesting, they could switch their team, their faction. So if you're winning a game, they would suddenly take control of your army, and if you then quit, you'd lose the game. Or if they won because of that, you'd lose the game. Very strange. So yeah, a lot going on with StarCraft. Outside of that, I've been watching Fringe again. I've nearly finished it now.
I love that show. That's one of my all-time favorite shows. It's so good.
And yeah, I'm nearly finished season five. I think I rushed through that in like a month. It's like a hundred episodes.
Yeah. It's got that old school like TV thing where they had like each season had like so many episodes. Worth it though. So good.
Each season is about 22 23 episodes, and the final season is 13. Yeah, all of it's great. Right. So that's enough for me yammering on about StarCraft, which I always love to do and a bit of Fringe. Before we get into the news, some shout outs. We have very quickly coming up Pocket Gamer Connects Jordan on November 7th and 8th. Pocket Gamer Connects Montreal Summit on November 10th, which I think you're at, Miri. So if people want to meet meet with us, meet with Miri, do get in touch. And then we've got the big one, PGC London, January 18th and 19th. Can't wait for that. I mean around pretty around 3,000 people in well, at the show and more in town. And it looks like we've got some impeccable speakers, so more on that soon. Quite excited. Right, jumping into
the news. I'm going to kick things off with AI, I guess just in general, but there's been some controversies and we asked our mobile mavens for their opinion on how developers are actually using it right now. So I spoke last week, if you listen to that episode, that about how how games have been decompiled to kind of uncover their secrets. So a creator was going into games like Block Blast and telling you here's like in the code, so if a player does this in a game, we'll serve this, etc. Things that people in the industry know, but I'm sure consumers no idea be quite shocking to them, like the inner workings of it. And I remember saying I kind of expressed the concern of is is this even legal that you could do this just decompiled a game and uncover all this stuff. Recently, developers have also been airing their own concerns that their ideas are being copied by people using AI tools even from something like a demo or a trailer. So I think apparently Mark Brown, I was reading his newsletter, I'll get to this in a minute, but he he said like the developer behind Papers, Please is no longer talking about their game on social media for fear of it being
copied. Not very helpfully, a Steam representative, Tom Giardino, was asked if Valve would do anything about this. You can argue whether that is Valve's responsibility and they he just said something on the lines of well, one of the things he said to be fair, don't make games around one simple mechanic. Like thank you so much. That that's really unhelpful information because also those games can be really interesting, but then the industry already has a history of this this kind of copying that kind of mechanic. So technically there's nothing new, but the the ease of how it's done now is. So yeah, Mark Brown, so from Game Makers Toolkit, was speaking about his game Wordplay in in his newsletter and I think he's done a video about it and it was about being copied by a couple of developers using Claude who then reached out to him about it, which I thought was really interesting. They were asking like, can we release this? Cuz they copied it, made added a few features. So I guess it's nice that they asked. I guess if Mark says yes or no, who knows what then they actually decide to do in the end. But in his newsletter, by the
end of it, he said he'd asked the developers copying his game to hold off release until had a chance to think about things. Amid all of this, Anthropic is now not letting developers use Claude to decompile and recreate specific games. As Mark says, we'll see if users can get around that. It's pretty astonishing to so far that Anthropic can just get away with or other AI companies with tech that enables cloning and hacking at a mass scale and really there've not really been any consequences yet, I would say. Although there's been a change obviously in American politics this week, so maybe we'll start seeing more regulation around that. There's already been votes around server server farms in the US and voters there have been voting down having local server farms in their area. So there's all interesting lots of stuff going on around games, around cloning, a very big topic at the moment. We've been reaching out to a few people to discuss their thoughts on AI and how their attitudes are changing to generative AI
and what they're actually using it for. Will Lupton, who wrote the book on free-to-play, literally I have it. [laughter] He used to work at Rovio, now works at Village Studio. He had a couple comments. He said the vibe across the games industry and the investment world seems to be that we're moving along the Gartner hype cycle on LLMs and we're all in various points between the peak inflated expectations and the slope of enlightenment. What I do know is that there are a few things that are now undeniable for games. Any less consumers generally don't like it being publicly facing, EGR video sound, especially in console and PC. See we've seen this a lot in mobile, particularly in ad creatives. He said it it is in it is impactful, is speeding up development. It is not as impactful as some thought or hoped. It has not yet meaningfully been implemented as a game mechanic. Now we know that some people are working on that on that kind of thing. So I guess we'll see what happens there. And the pro generative AI people always say, well this is currently what
we have is the worst it will ever be. It'll only get better. So in theory there'll be more kind of uses in development. We will see. Especially we will see how the AI bubble, if it bursts or not. But who knows when that would be if it did happen. And then uh some quick other quotes. So Bernie Games' Alisa Aaron said, as organic growth lead at Bernie Games, I use AI daily to extend my team's capabilities. We continually refine custom skills and workflows in Claude, automatically create tasks in Asana, and build automated user acquisition dashboards. Connecting these tools brings data insights and next steps into one workflow, reducing manual coordination and giving us more time to act on what we learn. After several weeks spent optimizing our processes, my team can now handle at least twice as much work per week without overtime. Very interesting. And then lastly, uh but we have loads of comments. But the last one I'll read out is Big Bang Accelerator founder Wenfeng Yang. He said, almost every game team I speak to
is directly using AI somewhere in development or publishing. Uh so he has a lot of extensive links with the China's games industry. Uh in development, tools like Tripo help teams create low poly assets, prototype ideas, and get designers, artists, and programmers on the same page. High-end assets still need specialist workflows and human expertise. While AI's use is expanding into video, audio integration with game engines. In publishing, teams use AI to produce ad creatives, run AB tests, and analyze products. For example, combining sensor tower data with tools like Codex. And then he added, uh that's why I'm more confident about AI than I was about the metaverse. For me, it just passed the simple test. Teams are using it to get real work done. I see it as a lasting change in games, in how games are made, what players experience, and how companies work. So yeah, a lot of controversy is going on. I don't think that's really going to go away despite what Anthropic is doing. And it does seem like developers are in general kind of coming around to various uses of AI in the
workflow. But as Will Luton said, kind of front-facing, I think there's possibly a bit of a way to go for that in console PC. What do you think about AI?
I mean, the the first thing to mind was the
the copying story. I mean if a company hasn't explicitly outsourced their product and it is a black box, person has a lot of audacity to I mean it makes for a good story. At least they were able to post on their substack or blog or whatever it was. But I mean yeah it this reminds me of the conversations that we were having with art and writing and journalism a few years ago with artists and writers getting annoyed that AI was essentially copying their work and people were able to replicate it. It's like the same this is going to hit every corner of every sort of aspect of the working world and I think it's hit games now and like you said it's only this is only going to sort of proliferate in sort of attention as as time goes on. It's not going away anytime soon. So and it's also interesting to see I mean I can see it from the aspect of people are using it to accelerate workflows and absolutely I
mean there's something to be said about there's a lot of layoffs happening and a lot of revenues aren't being affected for a lot of the companies and you can look and see maybe that's AI. And there's also this ethical side and I mean I interviewed Luke Dicken's not so long ago and he was kind of like this is going to make 2008. It could be hyperbolic but I kind of see where he's he's he's on the right track where he says this is going to make the AI bubble could literally make 2008 look like a walk in the park. And anyone who's seen the big short or the 2008 sort of financial crisis with two three trillion dollar valuations of Claude, I don't know like it's it's a big number and a lot is at stake. So yeah it's a definitely one we're going to be seeing more of.
Yeah I think Sam Art Brown's point when people were saying we've copied your game, he was just like I don't know what to think and I highly recommend people read his article so game makers talk it or watch his video about it and he goes through like various things that as to why he doesn't really know what to say because ultimately games are also built on the games that went before them. You get a lot of inspiration for for games
and so where where is that line? If you can just do it as easily as 10 minutes I've got your game, put it into AI to make this but add this 10 minutes later done. To his point, that's months of work that he had to do to get that. Now someone could copy it in 10 minutes. Impressive that tools can do this. And so what else can tools do in the right hands, right? But there's obviously a big problem. And also I personally I do agree that there is definitely Well, we don't know yet what's going to happen. So Anthropic and OpenAI could ultimately end up being these amazing success stories. But all indications, I think, and to your point, others think, it it looks pretty scary at the moment. And I I'm sure they're not happy about the change in politics in America at the moment, which means more scrutiny. But surely there should be. And the the valuations like growth has slowed massively for Anthropic. There was a reason it didn't put its Q3 financials
in its IPO prospectus. And you could argue it's because of the timing, but I I think they could have put something in there and they they chose not to. And I think they've now come out with the the Q3. But yes, a growth slowed. And yeah, like to your point though, these they're it's now incumbent on these businesses to create like trillion actually trillion dollar businesses. And if growth is already slowed dramatically, you don't have token maxing. And they're subsidizing tokens to quite a a great degree. What is the future What does the future of these businesses look Right. Anyway, that so that's that's AI well covered, I think. Mariam, what have you got?
So for my story, my first story is of course that AppLovin has reported their Q3 earnings. AppLovin had another huge quarter. Their revenue hit a record $2.18 billion, which is up 55%. And their net income rose 72% to $1.44 billion. If everyone kind of recalls, I'm sure they do, up until their earnings call, AppLovin's stock was kind of going through a deep slump heading into the report. This is following
obviously skyrocket prices in 2024. I'm not a stock analyst by any means, but as I was doing a little bit of research for this, one of the main reasons was that investors were kind of looking at this and thinking they weren't trusting how much this growth would last and how sustainable it was. Evidently their Q3 earnings have said otherwise. there's a few things that beneath the headlines I think are worth exploring. One thing that I thought was interesting was that yesterday's filing had a detail that a lot of people I think missed. Last year, AppLovin sold its game studios, if everyone remembers, to TripleDot, and the deal was announced at approximately $800 million. Now, AppLovin's own books show its game business really sold for about $716 million, not the 800 million in the headlines. And basically, this isn't the first time it's slipped. The original term sheet in 2025 showed that it was 900 million. So since then, it's dropped from 900 to 800 to 716 million, which is where we're currently at. So does it hurt AppLovin? I'm not sure that it does. They essentially made $84 million of profit in less than a week. And at the end of end of the day, it's an ad tech company.
So they never really kept games for their sales value. For them, it's mostly about the data, and they're able to train their ad engine, which is essentially the company's bread and bread and butter of what they do. And once that engine is good to go, the studios have essentially done their job. So that's the first thing that I thought was interesting. The second thing, and I haven't actually seen anyone talking about this so far on LinkedIn and whatnot, but I'm sure it will be brought to their attention eventually. I think a really, really overlooked figure from the filing and two figures that actually show a discrepancy that would be of interest to people in the games industry is that their installs went up 2%, but the revenue per install went up 55%. So they're not finding more players. They're just making 55% more off each one of those players. So where's that money coming out of? That's what I want to know. Is it coming out of the advertiser's pocket? Is it the game showing the ad? Someone in mobile gaming is having to fit that sort of the bill for that 66% margin that I think is really interesting. And if installs are flat essentially and the price per install is 55% for a for a mobile gaming
studio, I thought that was interesting because that is money that could be coming out of your UA budget. So the numbers sort of beneath the headline are are what's really interesting, especially for us in the gaming industry. Like charging more wasn't something that I saw get brought up, you know, as far as I can see, but I'm sure it would be of interest to mobile gaming studios to see that. They're they're charging you more essentially and how that how that looks for budgets and how that affects UA, I guess time will tell, but yeah, I thought that was really interesting.
The industry kind of has a love-hate relationship, I think, with AppLovin. One, UA costs have always been going up, so 10 years ago that was the biggest one of the biggest concerns even in the industry, oh, rising UA but eight, 10 years ago. And and it's still the same thing, but to your point, it is it is very very expensive and you can actually I think you you can kind of see that in the amount of downloads that the industry generates. So I was just taking a quick look. So this year between January and October, at Magic estimates that mobile games generated 40.3 billion
downloads across the App Store and Google Play. So obviously in countries that they're available in. That's 40.3 billion. If you look at 2025, it's 43.5 billion. So you're getting close to 3 billion difference. Now 40 is still a lot, but it is the disparity is is quite a a lot as well, right? And it does speak to how things have been getting expensive and the world's top publishers have been clearly through live ops trying to make more out of their existing audiences than trying to drive new ones. And when I've been researching the like the top 30 Southeast Asia lists and all these other lists we've been doing this year, but particularly in that one, one thing I noticed, a lot of those were still in hypercasual, which you could say was dead years ago, but they were still doing pretty well around 2024 and in some cases 2025. Look at this year and this the hits have died off. All right, it looked like a pretty much across the board in terms of games that generate a lot of downloads. Is that all because of AppLovin? Probably
not, but I think it's having a big impact. And and then the last thing I'll say is I was speaking to someone in the industry and they were saying that everyone has to work with AppLovin, so they all have to work with the same few creative formats that AppLovin uses. You can't just like use do something else because if it doesn't work with AppLovin, like what's the point? So yeah, very very influential.
Yeah, I do I do really wonder how like small studios will come out of this. I you know, CPIs are rising and the cost of all of this is rising, but that margin is huge. Like as I was I was looking at it and I was like, what? That is not nothing. Yeah, so a huge increase.
Right. Thanks for that, Miriam. So, moving on to other news also in the ad space. So, the UK Advertising Standards Authority has banned mobile game adverts from King, Scopely, and others for apparently misleading consumers with gameplay that does not accurately represent games, which has been going on for so long. It will continue to go on because ultimately they're just effective. We've we've spoken many a times about this kind of topic and it's
I think there's definitely a thing the industry can do about like for example ads that depict women in a in a really poor way. Like you just don't need we just don't need to have that in the industry. But there are other fake ads. Are they good? I guess I guess not, but also they're effective I'll say. So, one of those so a few examples. One of those is King's Facebook ads for Farm Heroes Saga, which showed a match free puzzle where clearing icons caused nails to fall and a sword to move towards a cow. But obviously that's not the game. And the ASA found that these features did not exist in the game and ruled that a not actual gameplay disclaimer did not make the advert less misleading, which I thought was a weird thing because if surely if you put that I don't know. I feel like if you put that makes it kind of okay. People might disagree. And then another example, there's a few but one of them Scopely is they quite a majority stake in Loom Games, Turkish studio which has Pixel Flow. They also had an ad banned for showing gameplay elements that were not part of the actual title. And then other ones on the Omni LoJo,
which I believe is River Game were kind of caught for Dark War Survive Dark War Survival and a company called Vistrex for Idle Idle Zombie Miner Gold Tycoon. Interestingly, I guess these are just a few creatives out of hundreds, thousands that these companies make. And I feel like by the time that the ASA rules on anything Uh, they moved on to a different trend. So I'm curious how the ASA tackles this, if it really wants to. So is it really saying that it it has to be exact gameplay or is this specific type of ad? So the the nails not okay. Like what is it? I'm curious they specifically saying. If it's the latter, like I say, the publishers worry and will move on to other trends cuz these things will just get outdated and not work as well anymore. And I don't really know what this means, but there was there was two things that I thought that could be interesting. So how do you tackle creatives that eventually get used in gameplay? So I guess they are
misleading. So I think it was Playrix started using mechanics from top performing creatives into the games. I hope I'm correct. I think they added like pull the pin stuff as levels in the game. And I think it was because the ads performed well. And to get around I I guess it was probably to get around this kind of thing happening, they put it in the game. So I don't know what comes first. You allowed to do that. And then I also just thought it's kind of it has nothing to do with anything. In Merge Mansion, grandma was used in the ads. But in the game, she wasn't really the main focal point. It was her mansion. But in the ads, she was like had this kind of sinister, mysterious past, which I don't think was in the game at all. But because the ads performed well, they made that a major part of of the game and kind of helped it become pretty famous. So again, I guess in theory that ad is maybe not allowed. But then eventually it actually becomes a key part of the game. So I don't know. Interesting. Things we
was going to say um I actually interviewed Jessica Ty last year and she was on a panel that I moderated. So
she's a regulatory projects manager from the ASA. And at the time, they had just banned they made a landmark decision. I remember they called it to ban eight ads depicting harmful stereotypes, non-consensual scenarios, and interestingly, use of digital avatars to monitor in app advertising, which is also not allowed according to their standards. But at the time, which was just last April of last year, they banning eight was like absolutely groundbreaking, a landmark. But the response, Craig, as you I think accurately is a lot of people see this as a spectrum, and I agree. I'm all for sort of banning harmful stereotypes, non-consensual scenarios. And I remember I can't remember which comp uh which studio it was that released the ads last year, but they were non-consensual scenarios that was mainly the thing they were going for. But what happens when a company does implement those the creative does well, like you said in it, they do implement it into the game and I don't know, it's a very grey area. I mean, fake ads can range from anything that's harmful and sort of insulting to a particular group of people, be it women or people of a certain culture, to you know, the things that they're targeting can range from that or just simply it doesn't quite
look like this when you play the game. Like where's the line? Because I remember speaking to them thinking they've got good intentions, but and I remember it was met with a lot of sort of side-eyeing from the industry as well because they were obviously thinking this is how we make a lot of our bread and butter. Oh, but also it's interesting to see this. So it was just eight ads last year, but and I remember thinking I wonder how many they're going to do like over the will they continue? And they seem to be going full steam ahead and they've hit some real big players. So I mean, kudos to them for that. I mean, they're going through with what the regulatory body body actually wants us to do. Yeah.
We can obviously see from a player's perspective. So
Yeah.
anything that's misleading is super frustrating and you get to the end and you're like, what on earth is this? So for example, like sometimes you see a total rip-off of Skyrim or maybe Kingdom Come Deliverance pretty bad example, but and then you get into and it's a forex strategy, nothing to do with the trailer. That's super frustrating. I I would get why consumers don't like that and why the ASA cracks down and other misleading ads. I can I it doesn't seem like a good thing, I would say in the end for players, but how do you make
match-three exciting, I think, is the ultimately the thing that publishers have come come to face with. And so I think the industry look the industry more like looks at this and just like for better or worse, possibly worse. They look I think they look at it and just like, well, so what? Like these are the ads that work and then we get players out of it. It it's just an interesting place we're in. Yeah. So we'll see. No, that will run and run forever. I think that's Cool. Uh Mariam, what else have you got?
My final story of the
is China focused, which is I guess aptly times is always given how popular they are right now within the mobile gaming world. And that is of course the AMC Global Media and Yodo 1 the Chinese mobile game publisher. AMC Global Media is American. They're teaming up on a licensing deal and it's aimed at Chinese developers. So under the deal Yodo 1 will find top Chinese studios and help them build games based on AMC shows. Famously these are of course The Walking Dead, huge hit show, cult following. I loved it as well. And Anne Rice's Immortal Universe which includes Interview the Vampire and Mayfair Witches. So Yodo 1's pitch is pretty
simple. They say as we all know Chinese studios are great at making games and Western companies own some of these hugely famous stories that are famous worldwide. And Yodo 1 wants to essentially connect the two. So it will handle the deals, the approvals and the cultural sort of differences. Um and as I was reading this the first thing that changed my mind was our cultural differences. We've talked a lot about that when we when we talk about collaborations between Chinese games and Chinese devs and games and Western devs and games. And it was something that was a really interesting aspect to it because the first person who came to my mind uh as I was reading this was Monty Sigman who is of course from Radiant Strategy Solutions. He's spoken at PGC Summit Shanghai featured a lot of his op-eds on the website. And his job is essentially facilitating bridging the gap between global games and the Chinese market. And one of his main points that he's always banging on about is finding a trusted partner. And this is exactly what they're doing and we're seeing more of these things play out um in real time. Essentially AMC gets new incomes from its famous shows. Why not? That's a great deal. And Chinese studios get stories players already know. So it's a win-win I thought. A lot of the
headlines I was actually reading were framing the story like AMC is actually bringing The Walking Dead to China. That's not that's not what's happening. It's Chinese studios renting out Hollywood stories to then sell to the rest of the world using their expertise. Um and I thought it was very smart. I mean it makes total sense for both. And also there's a reason. So I was looking at the stats a little bit behind this. So Chinese studios have made essentially $20 billion give or take a little bit overseas in 2025. That's up about 10% on the year while growth at home has actually slowed down a little So that is probably this deal is probably a way to sort of circumvent that a little bit. There's the statistics are a little bit lower. And yeah, thought this was yeah, another story of China's ex Western game collaborations. I'm sure we're going to be seeing plenty more of in the coming sort of months and years.
Mm. Come before it's one, I was just like is it is it a bit late the Walking Dead. Now I loved the Walking Dead, but and I know I know it was graphic novel before firstly then a series. So I watched the series and I watched the whole thing. But I think about I don't
know I don't know when. I think after season seven or eight, whatever it was, was something happens. It was just a it was just a hate watch. The show took a just complete nose dive. Maybe it actually took that earlier a little bit in quality. It was awful by the end of it. Absolutely in my opinion, absolutely trash. But because I watched so much and I guess I'm a sucker, I was just like I'll just keep watching. It'll end soon. Eventually it ended. And then and then the ending was like the worst ending you could possibly have because it's just like and now here's all the spin-offs. Like it doesn't end. That's one. But I'm sure there are still spin-offs as said, so I'm sure there's still popularity. On two, I could be wrong about this. I was trying to think that do Chinese companies want that many Western IPs at the moment anymore? I I kind of I'm trying to think of the examples. I think basically what was happening at one point from Tencent is it was asking basically for more money from from licenses that it was using from Western
publishers. So Tencent's doing things like Age of Empires, other things. That was one thing. But to your point about expanding to the West, it surely it sure it I'm sure it will help with that. But I I thought there was a bit more focus on own IP. I maybe I'm wrong. Maybe this deal proves otherwise or or maybe both things could exist.
Yeah. Yeah, it's you know what, as I was reading this, you're right. It's I mean, the Walking Dead must have an absolutely I know it has a cult following, but how many years on has it been since the last season? Like it must have such a lasting impact to be able to have a game branch out of it that will be successful abroad. I mean, they're targeting western audiences here. This is essentially, they said it's not first and foremost for Chinese audiences. So, either they're going to make a really fantastic game that can continue the legacy of this this fantastic TV show up until the end seasons. Or I don't know what their plan is actually because it is not a new It's been around for a while. So, that's an interesting point. I didn't think about that.
So, well actually the final season concluded I just I had to look it up in 2022 not that old I guess.
So, as in
And then they did have the they did have a Rick Grimes spin-off as well, which was okay. They have Dead City at the moment. So, they like I say they're still rolling it on. I just I I just I was like you can't you can't do this to me. This was like Disney just saying like here's and now here's loads of Marvel TV series. It's like I'm done.
You're doing too much. Yeah.
It's too much.
Stop. Yeah.
Yeah. All right. Um thanks for that Marian. A last I'll just do it very quickly. Just a last quick shout out really. Mention we've been doing a lot of these top 30 lists this year and we publish them in association with Xsolla and we got we've also got a Mena report out. And so just it's just a really interesting look at if you want a snapshot of what's going on in the Mena market right now, please do take a look. Top 10 real quick rundown. Got Yalla Play at 10 then Mad Hook, Camelna Gaming Group which is new really interesting. Should definitely check that company out. Maysalward, Babel Games, Jawaker, Breeze which is maybe one if you're into the market you've not heard of check them out. Yalla Group very big, Savvy
Games Group of course and we put at number one Tamatem Games Group. They've been doing a lot a lot in the local market, a lot of changes games. They've moved their HQ, a lot of expansion. So, yeah definitely check out the list and the report if you want to learn a bit more about what's going on in the Middle East and and North Africa. Right. That brings us to the end of the week in mobile games. So, thank you everyone for listening. Thank you very much Marian for being on the show.
Thank you.
And if you liked this, please do like and subscribe to the show. It's a new thing I'm telling myself I've got to say. Um we do a really we do really appreciate it.
You got to say smash that like and subscribe button.
Smash that like and subscribe button point. But yeah, we do appreciate it. And if you have any feedback, please do let us know. Thank you very much. We'll see you on the next show. Have a good weekend. Catch you soon. Goodbye.
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