We break down Wittle Defender, Habby’s latest departure from the mass market, blending deep meta, squad RPG mechanics, and a relentless gacha system. This is not another Survivor IO. It is a meta monster built for hardcore RPG fans, multi-layered progression, gear grind, rune systems, and dozens of monetization hooks. But is it too deep for a global scale?
What’s inside:
Meta Gone Wild: Five-character squads, each with rarity, gear, runes, elemental affinity, and skills. Think Genshin, but with more grind and randomization.
Gacha and Progression
More Modes, More Monetization
Deep automation and idle mechanics
Ad Revenue Shrinks: Unlike Survivor IO, only 20 to 24 percent of revenue now comes from ads. Most rewarded ads are hidden in revives or special offers, with the main spend coming from IAPs, funds, and deep progression systems.
The Simulation Game Ad Playbook: What's Working
You know what’s wild? Simulation games – those intricate world-builders and complex economy-jugglers – are out here running some of the most hypnotic, problem-obsessed, and downright weirdly effective mobile ads on the market right now.
Numbers Game: $300,000 daily revenue, 40,000 downloads a day, top revenue from Taiwan (28 percent), China (20 percent), South Korea (14 percent), Hong Kong (12 percent), and only 8 percent from the US. This is a hardcore Asia RPG at heart.
UA and Creative: Focused on Asia, with heavy use of fake gameplay, static images, and Rush Royale or Top Heroes clones for Facebook and TikTok ads. Playable ads exist but are rare.
Key Takeaway:
Wittle Defender marks Habby’s pivot away from broad hybrid monetization. The focus is now on deep spending, multi-layered progression, and gacha depth for a smaller, more hardcore player base. Ad revenue is down, IAP is up, and the US is no longer the top target.
🔥 2025 Hybridcasual Market Overview - Real Data inside!
The hybrid-casual market is accelerating, with global net revenue reaching a new high of $174.8M in March 2025 across the App Store alone for iPhone and iPad. That’s a significant step up from ~$100M in early 2024, reflecting sustained momentum over the past 12 months. The
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This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric
Join our slack channel here:
00:00 Introduction and Host Dynamics
02:49 Sailing Adventures and Job Interviews
04:06 Whittle Defender Game Overview
07:19 Game Mechanics and Progression Systems
11:22 Monetization Strategies and User Experience
14:22 Gameplay Modes and Challenges
18:17 Character Skills and Randomization Mechanics
25:18 Final Thoughts and Game Depth
25:42 Character Dynamics and Game Mechanics
28:36 Game Depth and Player Engagement
29:52 Market Positioning and Audience Targeting
34:15 Revenue Insights and Market Performance
40:15 Monetization Strategies and Future Directions
44:06 Game Mechanics and Trends
46:13 Marketing Strategies in Gaming
51:18 Investment and Development in the Gaming Industry
56:14 Future Directions for Game Studios
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📈Q1 2025 Brutally Honest UA report - Real Data inside!
Hey there, Matej here! Welcome to the most brutally honest look at mobile game UA you’ll read this quarter. This report isn’t just another round-up of trends – it’s built on real campaign data, survey responses from hundreds of UA pros, and my experience running UA for some of the hottest games.
Matej Lancaric
User Acquisition & Creatives Consultant
https://lancaric.me
Felix Braberg
Ad monetization consultant
https://www.felixbraberg.com
Jakub Remiar
Game design consultant
https://www.linkedin.com/in/jakubremiar
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Please share feedback and comments - matej@lancaric.me
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