This is no BS gaming podcast 2.5 gamers -⛏️ One Guy, No Ads, No Tutorial, $100K/Day: The Idle Obelisk Miner Story
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
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Summary
Here’s a game that breaks every mobile rule and prints money doing it: Idle Obelisk Miner looks like a DOS game from 1995, has no tutorial, no ads, and almost no marketing — and it’s doing an estimated $100K a day on just 4-5K downloads. One developer, a fanatical community, and unit economics nobody else can touch.
We break down Idle Obelisk Miner (by Checkbox Entertainment) — a one-man-hit-wonder in the same family as The Tower and Level Devil. They cover the deliberately old-school design (mono Sound Blaster music, pure text, “here’s the game, figure it out, we don’t care if you don’t”), the deep idle systems (mining, crafting with crit chances, drones, prestige, the obelisk DPS-gate, event automation), why it plays like an “unfolding game” that keeps moving your engagement to new mechanics, and the extraordinary numbers: ~$100K/day IAP on ~4-5K downloads/day, pristine tier-one traffic, ~$13 revenue-per-download (versus ~$3 for Golden Goblins), and an ARPDAU multiples above The Tower — all built on a spend-depth the crew estimates at ~$40-50K.
The story behind it: solo developer Alex William Olds in Northern Ireland, an “anti-mobile-game” philosophy (no ads, no pop-ups, purchases quarantined in a dedicated store), a 57K-member Discord and a 14K/40K-weekly Reddit, three years of flatlining before the feature set finally hit and retention went positive, and a steady migration of hardcore players from The Tower. Felix notes it could theoretically add ~$10K/day with rewarded ads — but the community’s ad-hatred is exactly what makes it work.
The lesson: build something authentic for yourself, give it real spend-depth, capture a niche nobody can copy, and the unit economics take care of themselves.
Chapters
00:00 A one-man-hit-wonder like The Tower — Idle Obelisk Miner
02:30 “Here’s the game, figure it out” — the no-tutorial design
06:15 Mining, crafting, drones & the obelisk DPS gate
14:30 The unfolding-game design and why prestige works here
16:55 Why an idle game with no ads is the right call
17:40 The numbers — $100K/day on 5K downloads
24:00 Build it for yourself — the one-man-wonder thesis
27:30 The community engine — 57K Discord, stealing Tower players