two & a half gamers podcast

🚙 30 Rewarded Ads, No Daily Cap: How Hill Climb Racing 2 Monetizes 2.5 Billion Downloads

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A rare live episode. After almost five years of podcasting, we finally tackled one of the games we had been saving for the right moment: Hill Climb Racing 2 from Fingersoft, part of a franchise with more than 2.5 billion downloads across Fingersoft’s games. Felix and Jakub are joined in person by Oona from Fingersoft (ad monetization manager) and Denise Farley from Google (EMEA monetization) to go through the game design, the ad setup and the UA flywheel behind one of the most downloaded games on the planet.


Jakub starts with the design: physics-based arcade driving, many layers of power progression, car upgrades as a soft-currency sink, and a parts gacha that drives most of the IAP revenue. That puts HCR2 at roughly 70/30 IAP vs ads, while the first game is still almost all ads. Then Una covers the ad monetization: almost 30 rewarded placements, some with no daily cap and no limits for payers (“purchasers buy and then they watch”), an ad progression bundle in the style of Monopoly Go chain offers that lifted day-1 rewarded impressions for new users by more than 10%, interstitials that are delayed after every rewarded view, and tests where delaying or removing interstitials barely changed retention. Denise and Una also explain how Fingersoft dropped geo-based mediation groups for 5 tiers based on impression value, built behavior-based custom CPA events to feed back into UA, and use hybrid mediation and ad preloading in AdMob.


⏱ TIMESTAMPS

00:00 – Cold open: the ad progression bundle

02:12 – Live from Mount Olympus: meet Una (Fingersoft) and Denise (Google)

03:51 – Game design: physics, progression layers, the parts gacha, 70/30 IAP vs ads

08:55 – Ad progression bundle: +10% day-1 rewarded impressions for new users

09:46 – ~30 rewarded placements, no caps for payers, events like the Halloween pumpkin smash

14:42 – Interstitials vs retention, rewarded cooldowns and the meta rewarded placement

19:48 – Behavior segmentation, custom CPAs and 5 tiers based on impression value instead of geo

23:19 – Hybrid mediation, preloading, and why creatives must match the store page


📌 KEY TAKEAWAYS

— Payers are also heavy rewarded watchers, so don’t hide ads from them

— Delay interstitials after each rewarded view to steer players to the higher-paying format

— Segment by impression value, not geo; some tier-3 users bring tier-1 eCPMs

— Your ads and your store page have to show the same game


đŸŽ™ïž HOSTS & GUESTS

Felix Braberg, Jakub Remiar

Una – Ad Monetization Manager, Fingersoft

Denise Farley – Monetization, Google (EMEA)


Subscribe for more game deep dives, ad monetization and UA:

https://www.youtube.com/@twoandahalfgamers


#mobilegames #HillClimbRacing2 #Fingersoft #admonetization #AdMob #rewardedvideo #hybridmonetization #useracquisition #gamedesign #mobilegaming #gamedev #SensorTower #twoandahalfgamers

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