EPISODE · Jan 22, 2026 · 34 MIN
Sandloop review: It looks simple. That’s the point.
from two & a half gamers · host Lancaric.me
In this episode, we break down Sandloop by Voodoo and explain how a lightweight, physics-driven sorting game can already generate ~$100k+ per day with a heavily ad-driven model.We cover gameplay design, monetization, difficulty tuning, creative strategy, and where Sandloop realistically sits compared to Pixel Flow and other sorting hits.What we cover• Sandloop core mechanics• Physics-based puzzle design• Ad-first monetization strategy• Early revenue and spend estimates• Sorting category trends• Voodoo’s portfolio strategyGet our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------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 LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 — Intro and first revenue estimates02:05 — Why Sandloop exists in Voodoo’s portfolio03:00 — No menu early and why it matters04:45 — Sandloop vs Pixel Flow pacing05:50 — Physics-based sorting explained07:40 — Hidden layers and bucket logic09:20 — Fail states and difficulty design11:00 — Why thinking beats speed here12:50 — Ads, segmentation, and break timing14:40 — Monetization mix and ad share16:25 — Early revenue and download estimates18:10 — Where Sandloop ranks among Voodoo IPs20:00 — Sorting category explosion22:10 — Pixel Flow, Arrows, and category leaders24:30 — Copycats, second-mover advantage26:15 — Creative strategy and velocity29:00 — Spend, payback, and early scaling math32:00 — Sandloop’s realistic ceiling33:40 — Final take and outro---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - [email protected] you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
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Sandloop review: It looks simple. That’s the point.
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