Blog
Stories from the field
Notes from the team — what we learn building AI monetization for Unity and Unreal studios.
Jun 12, 2026 · 7 min read
TikTok creative volume: the 2,400-variation standard in 2026
Top mobile game advertisers now ship 2,400-2,600 ad variations per quarter. Here is what that volume actually buys and how it changes the team.
Jun 12, 2026 · 7 min read
Soft launch market selection: beyond Canada and Australia in 2026
Canada and Australia were the default soft launch markets for years. Here is why studios are moving on and how to pick a market that actually tells you something.
Jun 11, 2026 · 7 min read
Trigger-moment offer design: when offers actually convert
The moment an offer is shown matters more than the offer itself. Here is the short catalog of in-game moments where conversion is structurally higher.
Jun 11, 2026 · 7 min read
IAP pricing psychology: decoy, anchor, and charm in practice
Bundled IAPs convert 30-40% higher than standalone items. Here is how decoy, anchor, and charm pricing actually work in a mobile game catalog.
Jun 11, 2026 · 7 min read
Hyper-to-hybrid casual transition: when it makes sense
36% of studios are moving from hyper-casual to hybrid casual in 2026. Here is what the transition produces and what it costs to attempt.
Jun 10, 2026 · 7 min read
Subscriptions as a strategic monetisation layer in 2026
Subscriptions deliver 30-90% higher LTV in some genres. Here is when adding a subscription tier earns its place and when it just splits your revenue.
Jun 10, 2026 · 7 min read
Micro-influencer mix: why 30-50 beats a few big stars
A few big creators look like reach. A swarm of small ones produces engagement. Here is why 2026 mobile game campaigns are inverting the old playbook.
Jun 10, 2026 · 7 min read
Discord as retention infrastructure, not marketing
Studios treat Discord like another marketing channel. The studios actually winning at it treat it as where their long-term player relationships live.
Jun 9, 2026 · 7 min read
Whale segmentation beyond the binary: what 5% / 65% means
5% of mobile game players produce 65% of revenue. The real question isn't who the whales are. It's how to find them before their behavior makes it obvious.
Jun 9, 2026 · 7 min read
Cross-promotion: when internal traffic beats paid acquisition
External CPI is up 30% year over year. Studios with portfolios have an internal channel that costs nearly nothing. Here is where the math works.
Jun 9, 2026 · 7 min read
ASO as primary lever when paid attribution shrinks
Paid attribution got noisier in 2026. App Store Optimization moved from nice-to-have to the main controllable channel. Here is what to focus on.
Jun 8, 2026 · 7 min read
The Goldilocks Zone of currency design: income vs consumption
Too much currency and players stop caring about rewards. Too little and the game feels pay-to-win. Here is how to find and hold the middle.