Blog
Stories from the field
Notes from the team — what we learn building AI monetization for Unity and Unreal studios.
Jun 4, 2026 · 6 min read
From core-first to event-first: how mobile design changed
The center of gravity in mobile design has shifted from the core loop to the event calendar. Here is what that changes about how games are built.
Jun 4, 2026 · 7 min read
Adaptive difficulty as a retention tool, not a crutch
Adjusting difficulty to the player can keep them engaged or make the game feel arbitrary. Here is the line between dynamic balance and dishonesty.
Jun 3, 2026 · 7 min read
When revenue rises and downloads fall: the 2026 squeeze
Mobile revenue is up while downloads are down. That gap is where every studio's monetisation pressure is being concentrated. Here is what it means.
Jun 3, 2026 · 7 min read
Diversified monetisation: when each channel earns its place
IAP, ads, web shops, subscriptions — modern mobile monetisation uses all four. Here is how to decide which channel each player should see.
Jun 3, 2026 · 7 min read
Age-aware offer design: what 2026 compliance requires
From PEGI 2026 to US state age verification, more storefronts now pass age info to publishers. Here is what that changes about how you build offers.
Jun 2, 2026 · 7 min read
Direct-to-consumer web shops: when they actually pay off
Web shops let mobile studios sell directly to players and skip the 30% platform cut. Here is when they earn that and when they cost more than they save.
Jun 2, 2026 · 4 min read
Dashboard averages hide the two populations under them
A stable average often means one group improved while another got worse. The number that did not move is frequently the one hiding the most movement.
Jun 1, 2026 · 6 min read
Time spent vs time returned: the 2026 retention reframe
DAU tells you who came back. Session depth tells you who stayed. Here is why the metric that defined mobile games for a decade is no longer enough.
Jun 1, 2026 · 6 min read
Progressive reward curves: design that rewards, not coerces
Exponential reward curves can compound engagement or compound resentment. The difference is whether the player feels rewarded or pressured.
Jun 1, 2026 · 6 min read
The consolidation: building for the 3-5 games a player keeps
Players are committing to fewer mobile games and spending more in the ones they keep. Here is what that consolidation means for how you build.
May 31, 2026 · 6 min read
Rewarded video ads: when they help and when they hurt
Rewarded video ads are easy money until they cannibalize your IAP base. Here is how to tell which players keep paying and which stop.
May 31, 2026 · 6 min read
Push notification re-engagement: what actually works
A push notification that brings a player back is rare. Most are ignored or trigger an opt-out. Here is what separates the ones that work.