This is no BS gaming podcast 2.5 gamers – Why Habby Dropped Hybrid Casual? Is Wittle Defender too deep for Global Scale?
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
-
Unisex oversized hoodie
70,00 € Select options This product has multiple variants. The options may be chosen on the product page -
2,5gamers OG hoodie
59,00 € Select options This product has multiple variants. The options may be chosen on the product page -
Oversized faded t-shirt
40,00 € Select options This product has multiple variants. The options may be chosen on the product page -
Denim T-Shirt
32,50 € – 35,50 € Select options This product has multiple variants. The options may be chosen on the product page
Summary
We break down Wittle Defender, Habby’s latest departure from the mass market, blending deep meta, squad RPG mechanics, and a relentless gacha system. This is not another Survivor IO. It is a meta monster built for hardcore RPG fans, multi-layered progression, gear grind, rune systems, and dozens of monetization hooks. But is it too deep for global scale?
What’s inside:
Meta Gone Wild: Five-character squads, each with rarity, gear, runes, elemental affinity, and skills. Think Genshin, but with more grind and randomization.
Gacha and Progression
More Modes, More Monetization
Deep automation and idle mechanics
Ad Revenue Shrinks: Unlike Survivor IO, only 20 to 24 percent of revenue now comes from ads. Most rewarded ads are hidden in revives or special offers, with the main spend coming from IAPs, funds, and deep progression systems.
Numbers Game: $300,000 daily revenue, 40,000 downloads a day, top revenue from Taiwan (28 percent), China (20 percent), South Korea (14 percent), Hong Kong (12 percent), and only 8 percent from the US. This is a hardcore Asia RPG at heart.
UA and Creative: Focused on Asia, with heavy use of fake gameplay, static images, and Rush Royale or Top Heroes clones for Facebook and TikTok ads. Playable ads exist but are rare.
Key Takeaway:
Wittle Defender marks Habby’s pivot away from broad hybrid monetization. The focus now is on deep spend, multi-layered progression, and gacha depth for a smaller, more hardcore player base. Ad revenue is down, IAP is up, and the US is no longer the top target.
Chapters
00:00 Introduction and Host Dynamics
02:49 Sailing Adventures and Job Interviews
04:06 Whittle Defender Game Overview
07:19 Game Mechanics and Progression Systems
11:22 Monetization Strategies and User Experience
14:22 Gameplay Modes and Challenges
18:17 Character Skills and Randomization Mechanics
25:18 Final Thoughts and Game Depth
25:42 Character Dynamics and Game Mechanics
28:36 Game Depth and Player Engagement
29:52 Market Positioning and Audience Targeting
34:15 Revenue Insights and Market Performance
40:15 Monetization Strategies and Future Directions
44:06 Game Mechanics and Trends
46:13 Marketing Strategies in Gaming
51:18 Investment and Development in the Gaming Industry
56:14 Future Directions for Game Studios