Suck It Up is Tactile Games' new eat-and-grow hole game, and three months after soft launch it's doing ~$30K a day in IAP — about to overtake Lily's Garden as the Danish studio's biggest title (and Lily's Garden made well over half a billion). Matej Lančarič, Jakub Remiar, and Felix Braberg walk the game: a Hole 'Em All-style timed core with the smart differentiators (live animals that jump and hide in levels, a level-based "album" of collectible objectives, and an untimed Zen Garden mode that conveniently makes the "no timer, no stress" creatives true), then the category detective work — the whole thing traces back to Donut County's 2017 Steam trailer, which Voodoo copied into Hole.io (still 300K downloads a day today after a revival), and now Hole 'Em All, Moon Active's Hole Stars, ironSource's Holey 3D, Grand Games' Jelly Hole, and a spiky Hong Kong "Hole Busters" are all fighting for it. Felix's ad-mon read: interstitials only from level 35, rewarded from level 50, eight placements, ad revenue likely under 15% — a deliberate IAP-first, retention-first setup (D1 probably north of 50%, 36 minutes a day).


⏱️ TIMESTAMPS


00:00 Suck It Up — Tactile's new hole game

02:40 The core — timed levels, live animals, and the Zen Garden "no stress" mode

06:40 Album, no-ads pack & the slim feature set

09:20 The numbers — $30K/day, about to pass Lily's Garden

11:00 The category — from Donut County's trailer to Hole.io's 300K/day

14:50 Who's in the hole race — Hole 'Em All, Moon Active, ironSource, Hole Busters

19:40 Ad-mon — interstitials at 35, rewarded at 50, retention play

24:30 The UA — 60 playables, Unity works, and Facebook is gone


This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa.

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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: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA


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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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