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Cover of Oakever Games shenanigans, King and the Xbox cuts, Hipster Whale, One State, Monopoly Go, more
18 min
Mobilegamer.biz18 min

Oakever Games shenanigans, King and the Xbox cuts, Hipster Whale, One State, Monopoly Go, more

The mobile games industry is currently navigating a period of significant structural change, legal scrutiny, and strategic consolidation.

  • Oakever Games is facing multiple copyright infringement lawsuits, including a loss to Hungry Studio regarding the game Qblock, amid allegations that the company systematically clones successful titles and uses aggressive user acquisition to drown out competitors.
  • Xbox’s latest restructuring resulted in 268 job cuts across its first-party studios, though the mobile-focused King division appears largely unaffected, despite looming strike actions in its Stockholm and Malmo offices.
  • Hipster Whale, following its acquisition by Atari for $29.3 million, has gained access to Atari’s deep IP archive and plans to develop modern takes on classic titles like Pong, Breakout, and Centipede for mobile.
Mobilegamer.bizSep 2026
Cover of Puzzle Monthly #6: Disney Solitaire's Big Win, Playtika's Earn-Out Trap and Solitaire vs Puzzle
41 min
Deconstructor of Fun41 min

Puzzle Monthly #6: Disney Solitaire's Big Win, Playtika's Earn-Out Trap and Solitaire vs Puzzle

Disney Solitaire has established itself as a significant market success by successfully adapting modern puzzle-game mechanics to the solitaire genre.

  • Disney Solitaire has successfully modernized the solitaire genre by adopting high-frequency live-ops, gacha mechanics, and progression systems similar to top-tier match-three titles like Royal Match.
  • Playtika is currently restricting user acquisition spending due to significant debt obligations and the financial pressure of a substantial earn-out agreement with developer SuperPlay.
  • Solitaire games are shifting away from traditional, ad-reliant revenue models toward social casino economies and complex meta-layers to improve unit economics.
Deconstructor of FunSep 2026
Cover of 🦉Making $70 Mil. a month ? How Duolingo is plundering all the game mechanics 👀
20 min
Two & a Half Gamers20 min

🦉Making $70 Mil. a month ? How Duolingo is plundering all the game mechanics 👀

Duolingo has successfully transitioned from a traditional language-learning tool into a highly gamified application, achieving record-breaking performance with approximately $70 million in monthly revenue, 20 million monthly downloads, and 90 million daily active users.

  • Duolingo has achieved $70 million in monthly revenue, 20 million monthly downloads, and 90 million daily active users by integrating sophisticated mobile game mechanics into an educational utility app.
  • The platform utilizes a progression-based 'saga' map and an energy system that replaces restrictive life mechanics to drive consistent daily engagement.
  • Retention is bolstered by reward structures modeled after titles like Brawl Stars, including daily quest systems, chest-based rewards, and collectible virtual item albums.
Two & a Half GamersSep 2026
Cover of Mobile App Trends 2026: Downloads & Revenue by Category and Country
46 min
Tenjin46 min

Mobile App Trends 2026: Downloads & Revenue by Category and Country

The mobile app market is currently defined by a stark concentration of wealth, where the top ten non-gaming applications on Google Play capture 39% of total revenue.

  • The mobile app market is experiencing a high-risk, high-reward environment where top-tier apps, such as TikTok, ChatGPT, and Gemini, account for 39% of total non-gaming revenue.
  • New app submissions to Google Play and iOS surged by approximately 100% over a 15-month period, rising from 46,000 new apps per month in March 2025 to 110,000 by July 2026, largely driven by the rise of 'vibe coding'.
  • Growth in the non-gaming sector is increasingly driven by maximizing the lifetime value of existing users rather than expanding the total user base, as evidenced by a widening gap between download volume and revenue growth.
TenjinSep 2026
Cover of How 15 People Built a $50M Mobile Studio After a Failed Sale | Michael Martinez, FunCraft
52 min
Deconstructor of Fun52 min

How 15 People Built a $50M Mobile Studio After a Failed Sale | Michael Martinez, FunCraft

FunCraft demonstrates that a lean, high-output mobile studio can achieve significant financial scale by prioritizing operational efficiency and rapid iteration over traditional development cycles.

  • FunCraft achieved a $50 million annual revenue run rate with a lean team of only 15 people, resulting in $2.4 million in revenue per employee.
  • The studio utilizes a proprietary HTML5 engine to maintain a rapid development cycle, allowing for the launch of new titles in as little as six weeks.
  • The business model relies on a portfolio-based strategy that aggregates revenue across multiple turn-based titles rather than depending on a single hit franchise.
Deconstructor of FunSep 2026
Cover of 🐱 A Cat Shooting Trees: Idle Cat Gunner & the best creatives of the Year
41 min
Two & a Half Gamers41 min

🐱 A Cat Shooting Trees: Idle Cat Gunner & the best creatives of the Year

Idle Cat Gunner has emerged as a dominant force in the mobile idle gaming sector, currently securing the number two position for in-app purchase revenue within its category.

  • Idle Cat Gunner currently generates between $200,000 and $250,000 in daily revenue, securing the number two position for in-app purchase revenue in the mobile idle gaming category.
  • The game utilizes a minimalist design that removes complex mechanics like enemy AI and defensive requirements, focusing instead on a simplified merge-weaponry progression loop.
  • Monetization is driven by a multi-faceted architecture that includes battle passes, auto-upgrade packages, tiered offers, rewarded ads, and offer walls.
Two & a Half GamersSep 2026
Cover of Why Rewarded UA Is Built for Indie Studios
9 min
PocketGamer.biz9 min

Why Rewarded UA Is Built for Indie Studios

Rewarded user acquisition (UA) has emerged as a critical growth strategy for indie and small mobile game studios, offering a viable alternative to the high-cost, long-payback environments of traditional performance networks.

  • Rewarded user acquisition (UA) offers indie studios a competitive advantage over traditional performance networks by providing lower breakeven points and faster paths to ROI, which is critical for studios with limited cash flow.
  • Rewarded users should be segmented separately from organic or video-network users because they exhibit higher retention rates and a greater tolerance for ad exposure due to their incentivized nature.
  • Standard 7- or 14-day segmentation models are ineffective for rewarded traffic, as the majority of user behavior and monetization occurs within the first 1 to 3 months.
PocketGamer.bizSep 2026
Cover of 🧠 New CREATIVE Trend Everybody will COPY in 3..2..1
36 min
Two & a Half Gamers36 min

🧠 New CREATIVE Trend Everybody will COPY in 3..2..1

The mobile gaming industry is undergoing a fundamental transformation in user acquisition, moving away from traditional 4X strategy templates toward high-frequency, AI-driven creative production.

  • Mobile game user acquisition is shifting from traditional 4X strategy templates to high-frequency, AI-driven creative production models.
  • Successful titles like Top Force are scaling by using AI to rapidly iterate through hundreds of unique visual variations to identify high-performing mechanics.
  • Legacy creative tropes, such as the 'hunting bears' style, are no longer effective due to market saturation and consumer fatigue.
Two & a Half GamersSep 2026
Cover of That EA-Scopely supergroup, Reform's mobile game, King strikes, Mattel, Roblox, Mizuguchi, more
19 min
Mobilegamer.biz19 min

That EA-Scopely supergroup, Reform's mobile game, King strikes, Mattel, Roblox, Mizuguchi, more

The mobile games industry is currently navigating significant shifts in corporate consolidation, regulatory pressure, and platform evolution.

  • Bloomberg reports that Saudi Arabia’s Public Investment Fund is considering a merger of its gaming assets, including Savvy Games Group, EA, Scopely, and Moonton, to create a unified gaming supergroup.
  • King faces potential strikes at its Stockholm and Malmo offices on September 25th following a year-long dispute over a collective bargaining agreement that the company rejected in June.
  • Roblox announced new technology allowing creators to export games as standalone native titles for mobile, PC, and console, alongside a new 'Roblox Wallet' for daily real-currency creator payouts.
Mobilegamer.bizSep 2026
Cover of 🪦 Are Banners Dead? Zedge Removed Them, Cut 38% of Impressions, and Made MORE Money
24 min
Two & a Half Gamers24 min

🪦 Are Banners Dead? Zedge Removed Them, Cut 38% of Impressions, and Made MORE Money

A recent experiment conducted by Zedge, a personalization app with 721 million installs, challenges the long-standing industry assumption that banner advertisements are a necessary component of mobile monetization.

  • Zedge removed all banner advertisements from its app, resulting in a 38% reduction in total ad impressions while simultaneously increasing overall revenue by 1%.
  • The removal of banners led to a 1.77% improvement in primary user engagement metrics, suggesting that banner-free environments foster better user retention.
  • Eliminating banners consolidated ad demand into higher-value formats like interstitial and rewarded video ads, which saw significant gains in fill rates and performance.
Two & a Half GamersSep 2026
Cover of S07, E33: An oral history of mobile user acquisition (with Nebojsa Radovic)
53 min
Mobile Dev Memo53 min

S07, E33: An oral history of mobile user acquisition (with Nebojsa Radovic)

The evolution of mobile user acquisition has undergone a fundamental transformation, moving from the labor-intensive, manual operations of the mid-2010s to a lean, AI-driven landscape.

  • Mobile user acquisition has shifted from manual, high-headcount operations—where competitive advantage relied on custom reporting and publisher-level targeting—to automated, AI-driven environments where success depends on creative volume and signal engineering.
  • Algorithmic platforms like Google's UAC have democratized access to global audiences, making it easier for developers to launch games but significantly increasing competition and making profitable growth harder to achieve.
  • Modern UA performance is heavily dependent on 'signal engineering,' which requires feeding high-quality data (such as 20+ daily purchases per campaign) into algorithms to exit learning phases and optimize LTV.
Mobile Dev MemoSep 2026
Cover of 🎮 Playables Are Now 40-60% of Creative Spend: Here's what's working ńow
53 min
Two & a Half Gamers53 min

🎮 Playables Are Now 40-60% of Creative Spend: Here's what's working ńow

Playable advertisements have emerged as a dominant force in digital marketing, currently accounting for 40% to 60% of total creative spend across the gaming and non-gaming sectors.

  • Playable advertisements now represent 40% to 60% of total creative spend across both gaming and non-gaming sectors.
  • The industry is shifting toward 'Frankenstein playables,' which synthesize multiple proven, high-engagement mechanics like yarn puzzles and rescue scenarios into a single ad unit.
  • Non-gaming sectors, including finance and social apps, are adopting gamified elements like obstacle-avoidance and item-catching to drive user engagement through low-friction interactions.
Two & a Half GamersSep 2026

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