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This is no BS gaming podcast 2.5 gamers – 🔨​ Forge Master review: Forging $3mil/month Revenue. Legend of Mushroom, westernized!

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 am conference discussion vibe, so let’s not take it too seriously.

The Team:

Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r- Game design consultant

Felix Braberg⁠ – Ad monetization consultant

⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Matej Lančarič – User Acquisition & Creatives consultant

Join our slack channel here: SLACK CHANNEL

Summary

In this episode, we break down Lessmore’s second major hit after Arrows and explain why Forge Master is a pure IAP-driven idle RPG with no visible ads. From Legend of Mushroom mechanics and gacha systems to LTV, UA limits, and creative strategy, this is a deep dive into why Lessmore knows exactly when ads help and when they don’t.

What we cover
• Why Forgemaster feels instantly familiar
• Legend of Mushroom DNA explained
• Why are ads missing on purpose
• LTV vs scale tradeoffs
• UA and creative bottlenecks
• How this game could scale further

Chapters


00:00 — Intro & context after Arrows
01:40 — Why Forgemaster matters
03:10 — Visual DNA and reused assets
04:30 — Legend of Mushroom comparison
06:20 — Gacha, skills, pets & progression
09:00 — Idle loops and infinite treadmill
11:30 — PvP, clans and social layers
13:30 — The missing ads question
16:00 — Why Lessmore likely turned ads off
18:10 — Revenue, ARPU and LTV signals
20:30 — UA performance and CPI reality
23:00 — Creative strategy limits
25:10 — How to scale Forgemaster further
27:30 — Category outlook for idle RPGs
29:30 — Final takeaways