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IP Licensing

Powered by IPverse • Published by Yodo1

Every month, we pull signal from noise: the most impactful IP crossovers, market shifts you shouldn’t miss, notable releases, and what it all means for studios planning their next move. (Powered by IPverse, Yodo1’s AI-assisted IP licensing and insights platform.) This months spotlights a new bar for reciprocal collabs, the continued gravitational pull of anime IP, and the business power of nostalgia.

Yodo1 Corner

From our team to yours—what we’re seeing and how to act on it:

  • Reciprocal Collabs = Multipliers, Not Add-ons. We’re advising partners to design two-way integrations with mirrored value: content and mechanics in both titles, shared LiveOps calendars, and coordinated creator campaigns. This is how you convert “cool moment” into durable LTV lift.
  • Anime Still Prints Money—If You Localize the Emotion. The best-performing runs pair faithful character kits with contextual event beats (voice lines, story snippets, region-specific challenges) rather than a generic reskin.
  • Nostalgia With New Toys. Anniversary and retro revivals work best when they bundle QoL updates, modern monetization paths, and a light skill curve so lapsed fans feel powerful by Day 2.

Want a second set of eyes on your collab pitch or P&L? Send us your goals and we’ll map the fastest route—IP sourcing, deal terms, creative, LiveOps, and measurement—end-to-end.

Top IP Collaborations

Brawl Stars × Subway Surfers — Reciprocal Crossover

Global (Mobile) • Sep 4–Oct 5, 2025

What happened: Two juggernauts trade deep content. Subway Surfers introduces six Brawl Stars characters and a “Showdown” mode; Brawl Stars ships a “Subway Run” mode plus themed skins—a true two-way experience rather than one IP guesting in another.

Why it matters: This is the template for 2025–26: parity of effort, fresh mode design, and co-owned outcomes (UA, retention, and revenue) across both ecosystems.

Yodo1’s take:

  • Design for Habit, Not Hype. Bake the crossover into your daily loop (quests, streaks, limited gear paths) so it powers D2/D7 habit formation, not just Day-0 installs.
  • Mirror the Mechanics. If you’re the faster-twitch title, import traversal verbs from your partner; if you’re the runner, borrow combat cadence—give players a new rhythm to master.
  • Shared KPI Contract. Define mutual targets (cross-game MAU migration, ARPDAU by cohort, sink utilization) and split incentives that reward both sides for long-tail performance.
  • Creator Co-Launch. Synchronize challenges (speedrun + high-score + build meta) across both titles with the same hashtag to compound reach and reduce CAC.

PUBG MOBILE × Resident Evil

Global (Mobile) • Starting Sep 4, 2025

What happened: Jill Valentine and Ada Wong drop with Version 4.0, plus ghost-themed mechanics, an asymmetric PvP mode (“Unfail”), and a Haunted Manor POI—survival horror meets BR.

Why it matters: Seasonal horror + BR sandbox = repeatable tentpole. Asymmetric modes drive UGC, clip-worthy moments, and re-engagement without fracturing your core loop.

Yodo1’s take:

  • Ship a ‘Fear Funnel’. Calibrate difficulty bands (casual scares → high-stress hunts) that ladder players into the asymmetric mode—don’t strand the new audience behind high MMR walls.
  • Inventory With Intention. Limited horror cosmetics should have use value (e.g., event perks, aura interactions) to avoid pure vanity fatigue.
  • Regional Cadence. Lean into spooky season timing differentials (LATAM vs. APAC) with rolling mini-beats to keep CPM efficient and organics steady.
  • Measure the Right Thing. Track mode elasticity (how many players return to core BR after horror sessions) to prove additive value, not cannibalization.

War of the Visions: FFBE × Valkyrie Profile: Lenneth

Japan (Mobile) • Sep 1–Oct 16, 2025

What happened: Lenneth, Arngrim, and Freya arrive with themed vision cards, quests, and login bonuses—celebrating Valkyrie Profile’s 25th.

Why it matters: JP market nostalgia remains a top ARPU driver if you respect canonical kits and music cues, and protect the power curve for existing whales.

Yodo1’s take:

  • Anniversary Architecture. Pair the banner with a rerun lane and an entry lane: vets chase perfect rolls; returners get curated catch-up packs to reach competitive thresholds in 48–72 hours.
  • Whale-Safe Design. Avoid stat bloat; introduce situational dominance (e.g., boss counters) to keep meta interesting without invalidating legacy spend.
  • Merch & Media Sync. Cross with OST drops, art-books, or creator retrospectives—nostalgia is a multimedia prompt, not just a banner.

Arknights × Delicious in Dungeon (Phase 2)

Global (Mobile) • Sep 2–Sep 23, 2025

What happened: New operator Izutsumi (5★ Specialist) debuts alongside limited “Vector Breakthrough” stages that combine ingredient crafting and environmental manipulation—bridging the anime’s cooking/dungeon themes with Arknights’ tactical DNA.

Why it matters: It’s a masterclass in mechanic-level IP fusion: not just a skin, but a new way to think about stage solutions.

Yodo1’s take:

  • Mechanics, not Mascots. When the source IP has a strong verb (cook, sneak, unravel), bring that verb into your puzzle space. That’s what drives stickiness and rave reviews.
  • Event On-Ramp. Provide a low-stress discovery path (story stages, “practice” tiles) so anime fans can enjoy the fantasy without slamming into high-APM walls.
  • Post-Event Harvest. Migrate the best mechanics into a permanent roguelite node; let latecomers taste the magic while you rerun the monetization beat later.

Market Insights (and How to Use Them)

1) Reciprocal Crossovers Are the New Standard

The Subway Surfers × Brawl Stars play shows the market moving past “guest cameo” into co-created experiences. Expect players to compare your collab to the best they’ve seen.

Yodo1 guidance:

  • Scope two mode hooks, one for each game.
  • Share art pipelines early to avoid bottlenecks (shader parity, rigging constraints).
  • Create a joint retention plan: alternating micro-beats that pass the baton week-to-week.

2) Anime IP Dominance, Still

Bleach, FMA, Jujutsu Kaisen—the pattern holds: passionate core audiences respond to authenticity, voice work, and lore-aware challenges.

Yodo1 guidance:

  • Prioritize VO & story moments over sheer banner volume.
  • Use region-specific challenges (kanji puzzles, spirit mechanics) where culturally appropriate.
  • Budget for community collabs (fan artists, cosplayers) to turn your event into culture, not just content.

3) Nostalgia-Fueled Releases

From Valkyrie Profile celebrations to retro-style newcomers, emotional memory is a growth lever—if you modernize the experience.

Yodo1 guidance:

  • Offer returning-player ladders (fast catch-up bundles + curated tips).
  • Add modern QoL (auto-equip, smarter tutorials) and celebrate mastery with score attacks and time trials.
  • Tie nostalgia to limited-time sinks that feel celebratory, not exploitative.

New Releases & Collab Potential

Borderlands 4 (PC/Console) — Sep 12, 2025

New planet (Kairos), upgraded traversal, 4-player co-op.

Yodo1’s take:

  • Mobile Tie-ins: Co-branded timed events with loot chest cosmetics, skill-tree “skill shots,” or roguelite runs themed around Vault hunts.
  • Partner Fit: Best for shooters, looters, and stylish action titles that can translate quirk + chaos into their core loop.
  • What to Pitch: Weapon skin passes with perk ecosystems, streamer bounty boards, and clip-driven challenges.

Silent Hill f (PC/Console) — Sep 25, 2025

1960s Japan setting with psychological horror.

Yodo1’s take:

  • Seasonal Anchor: Design your October slate around atmospheric modes, audio stingers, and “fear of the unknown” mechanics.
  • Partner Fit: Titles with stealth, fog-of-war, or sanity meters; puzzle and narrative games can craft haunting, low-APM experiences.
  • What to Pitch: Limited “whisper” cosmetics, diegetic UI glitches, audio lore collectibles.

Plants vs. Zombies 3 (China, Mobile) — Sep 26, 2025

Element evolution and localized content aim to re-ignite a massive audience.

Yodo1’s take:

  • CN-First Reality: Tune level ramps for short mobile sessions; front-load clarity, then depth.
  • Partner Fit: Casual-midcore tower defense, merge, and builder games seeking broad four-quadrant appeal.
  • What to Pitch: Festive holiday beats, brand tie-ins, and snackable challenges; maximize social graph reactivation.

How Yodo1 Helps You Win IP Collabs

  • IP Sourcing & Fast-Track (LIFT): Shortlist the right IPs, negotiate win-win terms, and move from idea to signed deal without losing a season.
  • Creative & LiveOps: From GDDs to playable prototypes, event economies, and calendar orchestration—we make sure the collab plays as good as it looks.
  • Monetization Backbone (SABRE): Offers, sinks, and bundles engineered for event cadence and cohort health.
  • Measurement That Matters (via IPverse): We align on cross-game KPIs—migration, elastic retention, and event ROI—so both partners see durable value.

Talk to Us

There are many ways to grow a game. The trick is knowing where to start. Whether you’re optimizing monetization or hunting for the IP that will light up your community, we’ll build the plan and run it with you.

Contact Yodo1 for IP Licensing & LiveOps Support.

Tell us your goals—we’ll do the rest.

Game Growth

Evaluating MAS at scale? Whether you’re testing it internally or looking for a better alternative to your current setup, this FAQ answers the questions large studios ask most — to remove any uncertainty and make your MAS journey smoother.

Integration & Setup

1. Do we need to connect or manage our own ad networks?

No. MAS runs on its own managed ad network accounts and operates them on your behalf.

2. How long does MAS integration take?

Integration is plug-and-play and typically takes under 2 hours, since there’s no need to set up ad units or connect multiple networks.

3. Which platforms are supported?

Android, iOS, Unity, Unreal Engine, Flutter, React Native, Godot, Cocos Creator.

Ad Formats & Controls

1. Which ad formats are available?

Banner, rewarded, interstitial, app open, and native.

2. What is capping and pacing, and does MAS support it?

Capping and pacing let you control how often interstitial ads appear, preventing ad fatigue. MAS provides these settings directly in the dashboard to keep users engaged and eCPMs strong.

3. Can MAS block unwanted ads?

Yes. MAS includes an ad blocking feature that filters out unwanted or sensitive ads.

4. Can we enable/disable specific ad networks in MAS?

Yes. MAS has a built-in ad network management tool that lets you easily add or remove ad networks with a single click.

Optimisation & Measurement

1. How does MAS optimise revenue?

MAS applies industry benchmarks, geo-based optimisation, fine-tuned ad durations, tag refreshes, and continuous addition of new networks to maximise your ad revenue.

2. Does MAS support different MMPs?

Yes. MAS supports Singular, Adjust, and Appsflyer.

3. Can I run ROAS campaigns if I’m using AppLovin UA?

Yes. MAS has MAX mediation built in, so AppLovin ROAS campaigns are supported.

4. Does MAS have impression-level revenue reporting?

Yes. MAS includes impression-level reporting, which can be used to send data to Firebase or any other platform.

Results & Eligibility

1. Will MAS affect app stability?

No. MAS is designed to be lightweight and even helps reduce ANRs compared to standard mediation setups.

2. Does MAS actually increase revenue?

Yes. On average, MAS improves ARPDAU by 20–50%. Some partners, like ActFirst Games, saw a 48% uplift. Learn more in the case study.

3. Can non-gaming apps also integrate MAS?

Yes. MAS works for apps as well as games. The only exceptions are:

Payments & Support

1. How do payments and thresholds work?

MAS consolidates all network revenue and pays you in advance on Net-10 terms, with a $100 minimum payout.

2. What support is provided?

Our Game Growth team will support you through integration, testing, and live optimisation to make sure everything runs smoothly.

Do you need more clarity or want to map out your migration plan?

Reach out to our Game Growth team to remove any blind spots: Contact Us

Or book a call to plan your journey with MAS.

Game Growth

Thinking about trying MAS but still have a few questions? Or maybe you’ve already started using it and need some clarity?

Our Game Growth team collected the most frequently asked questions about MAS to help you make a confident decision and speed up your onboarding.

Integration & Setup

1. What is required before I can monetise with MAS?

There are no special prerequisites — your app doesn’t even need to be live yet. You can integrate MAS at any stage of development.

2. How do I integrate MAS and how long does it take?

Integration is plug-and-play and takes less than 2 hours. You don’t need to connect or configure any ad network accounts — MAS uses its own accounts across 17+ networks.

3. Which platforms does MAS support?

MAS works with Native Android & iOS, Unity, Unreal Engine, Flutter, React Native, Godot, and Cocos Creator.

Ad Formats & Controls

1. Which ad formats are supported?

MAS provides banner ads, rewarded ads, interstitials, app open ads, and native ads.

2. What is capping and pacing, and does MAS support it?

Capping and pacing let you control how often interstitial ads appear, preventing ad fatigue. MAS provides these settings directly in the dashboard to keep users engaged and eCPMs strong.

3. Can MAS block unwanted ads?

Yes. MAS includes an ad blocking feature that filters out unwanted or sensitive ads.

4. Do I need to manage my own ad networks with MAS?

No — Yodo1 can fully manage your ad networks, allowing you to focus on what matters most: developing your game.

Optimisation & Performance

1. How does MAS optimise ads?

MAS continuously improves performance using:

  • Industry benchmarks & geo-based targeting
  • Ad duration adjustments & tag refreshes
  • Regular addition of new networks

This ensures consistently high fill rates and eCPM across regions — lifting your total revenue.

2. What’s the difference between self-serve mediation and automatically managed solutions like MAS?

Self-serve mediation requires constant manual tuning and maintenance. MAS, on the other hand, automatically manages and optimises your ad stack in real time — boosting efficiency and ad revenue while saving you hours of work. Learn more

3. Will MAS increase my ad revenue?

Yes — MAS typically increases ARPDAU by 20–50%, depending on your existing setup.

4. Will MAS increase ANRs (App Not Responding errors)?

No. MAS is built to reduce ANRs, especially on low-end devices, by optimising SDK performance.

App Types & Compliance

1. Can apps (not just games) use MAS?

Yes — MAS works for both games and apps. The only exceptions are:

2. If my game has a mixed audience or requires age-gating, does MAS support that?

Yes. MAS automatically optimises ad delivery for mixed-audience apps using an age-gate system to serve appropriate ads. However, apps fully targeting children under 12 (part of Google’s Designed for Families program) are not supported.

Payments & Support

1. When do I get paid and what’s the payout threshold?

MAS pays in advance on Net-10 terms, with a minimum payout threshold of $100.

2. What kind of support will I get?

Our Game Growth team provides hands-on onboarding, integration, and continuous optimization — offering ongoing support to build long-term monetization success.

Is there a question that’s not on the list? Reach out to our Game Growth team for answers: Contact Us
Or book a free consultation to find out how MAS can help your game grow.

IP Licensing

Level Up Your Game: August IP Licensing Roundup

Detective Conan, Demon Slayer & IP Trends You Can’t Miss

At Yodo1, we track the latest IP collaborations and market shifts through our DreamData platform to uncover insights that help developers grow smarter. August kicked off with a wave of anime-powered crossovers, bold console launches, and a clear reminder that IP continues to be one of gaming’s strongest growth engines.

Here are the highlights.

Yo-kai Watch: Wibble Wobble x Mushoku Tensei: Jobless Reincarnation

This crossover brings 15 characters, themed stages, hidden challenges, and limited-time mechanics to the Yo-kai Watch universe.
Global | August 1–16, 2025

Yodo1’s Take: This collaboration showcases the continued strength of anime-driven events in Japan and Asia. By offering depth through multiple characters and mechanics, the collab boosts retention while attracting new audiences—a strong example of IPs driving long-term engagement.

Honor of Kings x Detective Conan (Phase 1)

The world’s top MOBA introduces Conan Edogawa and Kaito Kid skins, detective-themed missions, and special rewards.
Global | August 1–31, 2025

Yodo1’s Take: Detective Conan’s global appeal makes this a perfect fit for Honor of Kings. The narrative-driven missions elevate the collab beyond cosmetics, blending storytelling with monetization to strengthen both engagement and revenue.

Tetris 99 x Donkey Kong Bananza

A special Donkey Kong theme is available during the 48th MAXIMUS CUP by earning event points.
Global | August 1–5, 2025

Yodo1’s Take: Nintendo shows how even short, limited-time collabs can drive results. By tying IP to event-based gameplay, they create urgency that reactivates lapsed players and excites existing fans—a simple but effective retention strategy.

Path of Cultivation x Dao of the Bizarre Immortal

This collab introduces character skins, themed rewards, treasure hunts, and new companions like Bai Lingshao.
August 1, 2025

Yodo1’s Take: A great example of “local-first” collaborations. By weaving in fantasy elements that resonate with regional players, the event deepens immersion while adding monetization opportunities, proving that localized IPs can perform just as strongly as global brands.

Isekai: Slow Life x Is It Wrong to Try to Pick Up Girls in a Dungeon?

An original story merges two beloved worlds after a goddess’s mistake.
Japan | August 1–21, 2025

Yodo1’s Take: Japan-exclusive collabs like this highlight the importance of tailoring IP strategies to market. By offering fresh storytelling and exclusivity, the collab creates a strong pull for fans—especially in niche, high-value regions.

Market Insights

  • IP collaborations are surging. Crossovers are up, especially on mobile, underlining their value as a user acquisition strategy.
  • Anime dominates Asia. Deep anime collabs continue to draw huge fan bases, proving the genre’s staying power in gaming.
  • Blockchain experiments continue. More games are testing NFTs and Web3 as business models, though long-term adoption is still unclear.

Yodo1’s Take: The data confirms that IP isn’t just a trend—it’s now a core growth lever for game developers. Anime remains a powerhouse, while blockchain experiments show that studios are still searching for innovative revenue streams. The key is balancing what excites fans with what scales sustainably.

Final Word

From Detective Conan to Demon Slayer, August proved that IP collaborations continue to captivate players and drive growth across genres and markets.

Whether you’re aiming to monetize more effectively, keep your app lean, or launch your own IP collab, Yodo1 is here to help.

👉 Ready to grow with IP? Get in touch with us today.

Learn More

Game Growth

Why Ad Mediation Matters for Indie Devs

In the mobile games industry, every click counts, especially when you’re running a lean studio, balancing development with monetisation, marketing, and everything in between. If your game is live and earning through in-app ads, chances are you’ve heard of “ad mediation.” But what exactly is it, and why should indie developers care?

Let’s break it down.

What Is Ad Mediation?

Ad mediation is the tech that connects your game to multiple ad networks—like AdMob, Unity Ads, AppLovin, or IronSource. Instead of relying on a single network to fill your ad placements, a mediation platform acts like a smart traffic controller, choosing the best-paying ad in real time from a pool of partners.

In theory, this setup should maximise your ad revenue. In practice, many indie teams struggle with the complexity of integrating and managing multiple networks effectively.

That’s where Yodo1’s MAS (Managed Ad Services) comes in. MAS simplifies the entire process—handling integration, optimisation, and performance monitoring—so you can focus on building your game while we handle the monetisation.

Why It Matters More Than You Think

If you’re only starting to earn from in-app ads (IAA)—or looking to add IAA to your in-app purchase (IAP) strategy—ad mediation can be a powerful way to boost your revenue. Here’s why it matters:

1. More Networks = Better Yield

Connecting to more ad networks means more competition for your impressions, which usually results in higher eCPMs and more consistent fill rates. With the right mediation stack, many developers see a revenue uplift without making changes to their game content.

2. Smart Monetisation: Beyond Just Bidding

Whether you’re using real-time bidding or a hybrid setup with waterfall, MAS handles the complexity for you. It prioritises networks, sets dynamic floors, fine-tunes formats, and runs A/B tests — all automatically. So you can save time, cut costs, and focus on building your next hit.

3. More Than an SDK: Expert Support On Top

While mediation SDKs simplify integration by centralising ad network management, developers still need to add and maintain individual adapters for each network. These adapters can introduce risks like app crashes, ANRs, and bloated builds — especially without close monitoring. That’s where MAS stands out: Yodo1’s dedicated team handles these technical challenges for you, ensuring stability and providing top-tier support.

4. Time Is Money

You didn’t become a game dev to spend your nights tweaking waterfall logic or emailing support teams. Good mediation should remove that load from your plate so you can focus on building the next big feature, not fixing your ad stack.

But Here’s the Problem…

Mediation can be a headache to manage. Integrating multiple networks, managing requests and payments across different ad networks, dealing with conflicting SDK versions, ensuring store compliance, and maintaining platform stability — these are real challenges, especially if you don’t have a monetization expert on your team.

And that’s exactly why MAS exists.

MAS: Monetisation Without the Stress

At Yodo1, we built MAS (Managed Ad Services) to give indie developers a plug-and-play monetisation engine that just works.

One SDK. 15+ Networks. No headaches managing waterfalls or juggling SDKs.

Up to 50 Percent Revenue Uplift. Real-time bidding ensures better fill rates and eCPMs.

Protection Against Market Fluctuations. MAS leverages ad network diversity to keep your revenue steady — if one CPM drops, another fills the gap.

Quick pay: Payments from all ad networks combined and payment made in advance on net10 basis.

Done-for-You Setup. From integration to optimisation, our team handles it all, minimizing your tech debt.

ANR-Safe by Design. We know how fragile organic growth can be, and MAS is built to protect it.

Whether you’re a solo dev or a small team trying to optimise your first hit, MAS takes the complexity out of monetisation so you can focus on what matters: making great games.

Final Thought: If You’re Not Using Mediation, You’re Leaving Money on the Table

Ad mediation isn’t a “nice to have.” It’s essential instrument for monetising mobile games effectively in today’s market. But you shouldn’t have to become an ad tech expert to benefit from it.

Let us take care of the setup, the networks, the bidding, the optimisation, so you can do what you do best: build, launch, and grow.

Ready to simplify your monetisation?

Learn more

IP Licensing

The July 2025 Lineup: Crossovers, Culture and Character-Led IP

From nostalgic returns to regional mascots making global moves, July’s IP collaborations brought variety, creativity and commercial impact to the mobile gaming space. Powered by insights from IPVerse, Yodo1’s proprietary platform, we’re highlighting the standouts that made waves this month — including one of our very own.

Let’s dive into the month’s biggest moments in IP.

My Little Pony × Heartopia

China | July 17 – August 24, 2025

XD Games’ sandbox title Heartopia partnered with the globally loved My Little Pony franchise in a colourful collaboration that allowed players to explore Equestria-themed content, interact with characters like Twilight Sparkle and Rainbow Dash, and decorate their virtual homes with Ponyville flair.

Yodo1’s Take:
This is character-led IP done right. It appeals to younger audiences while also tapping into nostalgia, particularly among millennial parents. The event also shows how IP can be woven into live service games for extended engagement, a growing trend in the sandbox and simulation genres.

Ragnarok X: Next Generation × Digimon – Phase 1

Southeast Asia | July 1 – 30, 2025

Players took on Devimon in the new Darkness Purge instance, earned free Agumon pets, and dressed their characters in Taichi and Mimi outfits from the original Digimon Adventure. This is the first phase, with more content expected in future updates.

Yodo1’s Take:
This crossover hits the sweet spot of emotional nostalgia and playable content. Ragnarok X has consistently shown how episodic IP events can extend shelf life and re-engage lapsed players. Smart staging in “phases” builds momentum and gives the audience something to look forward to.

Aura Kingdom × Lan Lan Cat

Global | July 2 to 30, 2025

This quirky crossover brought the popular Taiwanese mascot Lan Lan Cat into Aura Kingdom with themed quests, outfits and home decorations. Daily login gifts offered extra incentives to keep players returning throughout the campaign.

Yodo1’s Take:
Regional IPs are increasingly breaking into global markets, and this collaboration proves it can work. The light-hearted tone and strong merchandise potential of Lan Lan Cat made this event a natural fit for an anime-styled MMORPG with broad appeal.

YY Hot Blood Season × Delta Force: Operation

China | July 10 to August 31, 2025

As part of YY Platform’s summer event series, this collab introduced team-up challenges, sign-in bonuses and prize draws linked to Delta Force: Operation, including physical rewards for top players.

Yodo1’s Take:
This is a great example of integrating IP into seasonal campaigns, extending their relevance with tangible incentives. The combination of FPS gameplay with real-world prizes also speaks to the growing convergence of gaming, streaming and influencer ecosystems in China.

YuYu Hakusho: Slugfest

Mobile | July 16, 2025

Zenifun Technology’s anime RPG brings the world of YuYu Hakusho to life with cel-shaded visuals, original Japanese voice actors and a mix of story missions, team building and PvP content.

Yodo1’s Take:
Anime IPs remain among the most consistent performers across mobile genres, and Slugfest delivers a strong mix of authenticity and gameplay depth. Its focus on voice acting and narrative-driven missions makes it ideal for long-form engagement and community-building.

The First Descendant × NieR: Automata

PC | August 7, 2025 (Revealed in July)

Nexon’s upcoming crossover with NieR: Automata introduces character skins for 2B and A2, complete with signature animations, as part of the Season 3 “Breakthrough” update.

Yodo1’s Take:
This crossover blends two stylised, fan-driven IPs in a way that feels organic. Revealing it in July before the August drop created strong buzz. These kinds of high-design collaborations are increasingly key for premium F2P shooters looking to attract wider audiences.

What July Revealed About the IP Landscape

As we wrap July, a few clear trends are emerging:

Character-led IPs are still leading the charge, with My Little Pony, Digimon and YuYu Hakusho showing how beloved universes can drive deep engagement across age groups and regions.

Regional IPs are scaling up globally, with campaigns like Lan Lan Cat reaching wider audiences by leaning into humour and visual appeal.

IP-based content is evolving beyond cosmetics, blending storylines, gameplay modes and phased rollouts to boost lifetime value and create sustained interest.

At Yodo1, we use IPVerse to track these shifts in real time, from brand engagement metrics to revenue performance and player sentiment. Whether you’re looking to run your first crossover or scale your next franchise partnership, we’re here to help you do it right.

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Game Growth

If you're a small mobile game studio earning steady revenue from in-app ads, you've probably heard of two big monetisation models: waterfall mediation and in-app bidding. These terms pop up in every monetisation guide and ad tech forum — but what do they really mean for lean teams trying to grow?

Let’s break it down and settle the score.

What Is Waterfall Mediation?

Waterfall mediation is the traditional approach to ad monetisation. You rank ad networks in order of how much they typically pay, and when a player triggers an ad, your game goes down the list — checking each network one by one until it finds a bidder.

Sounds logical, right? But here’s the catch:

  • You’re relying on historic averages, not real-time prices.
  • You may miss out on higher-paying ads if they’re lower in the order.
  • You need to manually optimise your waterfall in the effective way to avoid store penalties leading to revenue losses.

For developers without dedicated ad ops teams, it’s a slow, error-prone process.

What Is In-App Bidding?

In-app bidding flips the model on its head.

Instead of following a ranked list, bidding lets all ad networks compete at the same time in real time. The highest bid wins — automatically, instantly, and without needing constant adjustments.

The result?

  • Higher eCPMs from true competition
  • Faster load times from fewer calls
  • Less manual work — no more waterfall tweaks

This model is quickly becoming the industry standard for a reason.

So Which Is Better?

Let’s compare the two:

Feature

Waterfall Mediation

In-App Bidding

Setup Complexity

High (manual setup needed)

Low (automated via SDK)

Optimisation

Manual & ongoing

Real-time & automatic

Revenue Potential

Moderate

Higher with true competition

Dev Time Required

High

Low

Stability

Prone to inefficiency

Consistent, real-time pricing

Best for...

Teams with ad ops expertise

Lean teams needing simplicity

Why This Matters for Indie Studios

When you're a small studio managing everything from development to monetisation, time is your most valuable resource. Waterfall mediation might offer some control, but it also demands deep expertise and constant upkeep.

In-app bidding, on the other hand, lets you focus on your game while the system works behind the scenes to maximise every impression.

This is exactly why we built MAS (Managed Ad Services).

MAS: Monetisation That Works While You Build

MAS gives you access to 15+ ad networks through a single, bidding-enabled SDK — no waterfall setup required. We handle the mediation, bidding, optimisation, and support so you don’t have to.

  • Real-time bidding from day one
  • Revenue uplift of up to 20%
  • ANR-safe SDK, designed with stability in mind
  • Ongoing support from integration through to scale

Whether you’re earning $5K or $30K a month from ads, MAS helps you unlock more value with less effort.

Final Word: Ditch the Waterfall, Embrace the Bidding

Waterfall mediation might still work — but it’s slow, outdated, and hands-on. If you want to grow your ad revenue without scaling your workload, in-app bidding is the smarter choice.

And with MAS, switching is simple.

Ready to take the leap?

Start your MAS upgrade today

Culture

Taming the Squirrel: Why We Chose JOMO Over FOMO

Author

FOMO is a trap.

That twitchy impulse to check Slack, skim updates, respond instantly—“just in case”? That’s not awareness. It’s anxiety. And it’s almost never worth it.

It’s the digital-age squirrel brain—constantly darting, hoarding every notification, tail flicking at every ping. We mistake motion for meaning, presence for participation.

At Yodo1, we’ve tamed that squirrel.

We’ve replaced FOMO with something quieter, sharper—and far more powerful.

Her name is MIA.

Taming the Squirrel

Meet MIA

MIA is our homegrown AI assistant. She doesn’t just monitor the noise—she understands it. She reads context, detects commitments, tracks follow-through, and surfaces only what matters.

You can disappear for hours. Days. Weeks.

Then return and simply ask:

  • “What do I need to catch up on?”
  • “Did customer X’s onboarding go smoothly?”
  • “Am I still holding the baton on anything?”

MIA answers like someone who’s been paying attention—not just collecting data, but listening with intention.

She filters the chaos. Flags the signal. Skips the rest.

We call it JOMO: the Joy of Missing Out—but not in the yoga-on-a-beach kind of way.

This is strategic JOMO.
JOMO with scaffolding.
JOMO that trusts the system you’ve built to hold what matters while you step away.

Because productivity isn’t about being always-on. It’s about knowing when—and what—to ignore.

We don’t miss out. We opt out—intentionally.

And that’s how we get the right things done.

JOMO over FOMO. Every single time.

At Yodo1, we’re not just building better tools—we’re building a better way to work.
A way that values focus over frenzy. Depth over distraction.
And yes, JOMO over FOMO.

If that sounds like your kind of environment, we’re always looking for curious minds and calm problem-solvers to join the ride.

Explore open roles at Yodo1 and help us tame the squirrel.

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