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two & a half gamers
two & a half gamers

💀 Pokémon Champions is already DEAD: here's what went wrong

26 min16 juli 2026

Om avsnittet

Pokémon Champions launched on mobile doing roughly $300-400K/day. Two days later it was collapsing. It's now around $80K/day and falling — a textbook shark fin from the biggest IP on the planet. We cover the wins on this podcast, but we also cover the failures, and this one is genuinely fascinating.

We break down what went wrong with Pokémon Champions. The game is essentially Pokémon Stadium (the N64 classic) rebuilt for mobile — a pure battler with no exploration, no gyms, no story, no breeding, no catching Pokémon in the wild. The gacha is neutered into a "pick one of ten" system with no randomness at all. And the killer: Pokémon Home import lets players bring their existing collections straight in from Pokémon Go and other titles, so many players arrived on launch day with everything already unlocked — what Jakub calls "Web3 interoperability in play," and a total economy destroyer. Monetization is cosmetics, a battle pass, and ranch refresh tickets. That's it. The crew also contrasts it with the Pokémon apps that genuinely print money (TCG Pocket at ~$15M/month, Pokémon Sleep at ~$150K/day and ~$150M in three years, Pokémon Go spiking on the 30th anniversary), and picks apart the UA: ~300 creatives that are really about 7 concepts, almost all 15-21 seconds, cut from a year-old trailer.


⏱️ TIMESTAMPS

00:00 Why we're covering a failure

02:40 It's Pokémon Stadium, rebuilt for mobile

07:05 The neutered gacha — pick one of ten

11:26 The shallow monetization: cosmetics and a battle pass

12:30 Pokémon Home import — the economy killer

14:35 The numbers — shark fin, Japan-driven, 16% US

17:06 The Pokémon apps that actually print money

19:59 The creatives — 300 videos, 7 concepts, all too short


This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa.

http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100


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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 Lancaric⁠


Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA


Matej Lancaric

User Acquisition & Creatives Consultant

⁠https://lancaric.me

Felix Braberg

Ad monetization consultant

⁠https://www.felixbraberg.com

Jakub Remiar

Game design consultant

⁠https://www.linkedin.com/in/jakubremiar


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