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This is no BS gaming podcast 2.5 gamers – 🚀​ Castle Clashers!: Voodoo’s new HIT is scaling hard

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

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Summary

Today, we break down Castle Clashers, a new game from Voodoo that’s generating $220K+ daily revenue and scaling aggressively with 100K downloads per day.

But this is not your typical Voodoo game.

It combines:
• Artillery shooter gameplay (Worms-style)
• Clash Royale-inspired gacha systems
• Heavy-rewarded ad monetization
• Aggressive UA scaling

We dive into why this hybrid approach works, where it breaks industry “rules”, and why this could be a blueprint for the next generation of midcore-lite games.

Chapters

00:00 intro
02:00 Gameplay breakdown (Worms-style combat)
05:00 Why the core loop works
09:00 Repetition problem vs retention
12:00 The “Voodoo gacha” explained
16:00 Why this breaks traditional gacha rules
20:00 Rewarded ads as progression engine
23:00 Ad monetization vs IAP balance
26:00 Category analysis (Artillery Shooter)
29:00 UA strategy and creative volume
32:00 Why creatives are weak (and still scale)
34:00 Missed creative opportunities
36:00 Final verdict