
đ»â SAVED $1.6 mil UA BUDGET! How Super Bear Adventure became a MASSIVE ad revenue game with 0 spent
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! Letâs not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â Jakub Remiaâ â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â r,â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â â Felix Braberg, Matej Lancaricâ
Podcast:
Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg
Chapters
Some studios spend millions on UA, build Hollywood trailers, hire growth ninjasâŠ
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 itâs 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 donât scale because your game is beautiful.
They scale because your game is fun, sticky and everywhere.
This bear didnât need better graphics.
It needed session length.
And honestlyâŠ
thatâs the most mobile gaming story ever.
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Matej Lancaric
User Acquisition & Creatives Consultant
â https://lancaric.me
Felix Braberg
Ad monetization consultant
â https://www.felixbraberg.com
Jakub Remiar
Game design consultant
â https://www.linkedin.com/in/jakubremiar
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