two & a half gamers podcast

🐻​ SAVED $1.6 mil UA BUDGET! How Super Bear Adventure became a MASSIVE ad revenue game with 0 spent

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How Super Bear Adventure Became a Massive Ad Revenue Machine


In this episode of Two and a Half Gamers, Matej, Jakub and Felix break down one of the most surprising mobile success stories right now.


Super Bear Adventure looks like a nostalgic low-budget console platformer.

But behind the simple visuals hides a huge scale business driven by ads, social features and organic traffic.


The game reached millions of daily active users, especially in Tier-2 and Tier-3 markets like Indonesia, Brazil and Russia.

Instead of relying on paid UA, growth seems to be fueled by YouTube content, multiplayer updates and strong exploration gameplay loops.


The hosts analyze the monetization design, rewarded revive mechanics, cosmetic economy and why this game could be earning tens of millions per year despite 0 marketing spend.


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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

Podcast:


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Chapters

Some studios spend millions on UA, build Hollywood trailers, hire growth ninjas…

and still pray for scale.


Then this cozy little bear shows up.

Looks like it escaped from a 1999 console game.

Movement is clunky.

UI feels like it was built during a power cut.


And it’s casually pulling millions of players and huge ad revenue.


No massive marketing push.

No creative testing war room.

No Meta rep screaming about ROAS.


Just exploration.

Multiplayer vibes.

And rewarded revives printing money.


Meanwhile somewhere a product team is debating

whether the grass shader feels premium enough for soft launch.


The lesson?


Players don’t scale because your game is beautiful.

They scale because your game is fun, sticky and everywhere.


This bear didn’t need better graphics.

It needed session length.


And honestly…

that’s the most mobile gaming story ever.

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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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