
Deconstructor of Fun
Deconstructor of Fun podcast is created by games professionals for games professionals. We explore the business side of the games industry with the goal of bringing listeners content that is relevant, insightful, and ent...
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- John Wright3 eps
- Josh Chandley2 eps
- Rocky1 ep
Also: Mickey, Joakim Achren, Ben Porter, Nick Tornow, Zach Letter, Ethan Levy, Stanley Pierre-Louis, Aviv Vidro, Marion Balinoff, Vincent, Batuhan Çelebi, ex-Bungie insider, Thomas Lehr, Adam Smart, Zoe Bell, Andrew Bowell, Akin Babayigit
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- 🇺🇸United States · Video GamesHOME#12011K to 59K
- 🇮🇳India · Video Games#335.4K to 29K
- 🇮🇱IL · Video Games#65.0K to 26K
- 🇬🇧United Kingdom · Video Games#524.0K to 21K
- 🇷🇴RO · Video Games#92.5K to 13K
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Est. listeners per new episode within ~30 days
40K to 211K🎙 Daily cadence·820 episodes·Last published 3d ago - Monthly Reach
Unique listeners across all episodes (30 days)
133K to 703K🇺🇸28%🇮🇳14%🇮🇱12%+16 more - Active Followers
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73K to 387K
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* Data sourced directly from platform APIs and aggregated hourly across all major podcast directories.
| Date | Episode | Topics | Guests | Brands | Places | Keywords | Sponsor | Length | |
|---|---|---|---|---|---|---|---|---|---|
| 10/19/26 | 353. How Riot Went From One Game to Five Hits | Mark Sottosanti, Riot Games | Riot shipped one game in ten years, then four in the next two. Mark Sottosanti, CFO of Riot Games, was there for all of it. He joined in 2012 as head of monetization after running a hedge fund, and has been at Riot ever since.We start with how Riot went from League of Legends to a multi-game publisher. That covers the 10th anniversary reveal, why five of its seven launches worked, and what Legends of Runeterra and 2XKO taught the team. Then we get into the business side, discussing regional strategy, Korea’s PC cafes, mobile and China, Valorant on console, and why Valorant still has no loot boxes.Mark also explains the real math behind Arcane and how Season 2 broke even, how Riot uses AI today, where he sees the industry heading, and why Riot has never bought revenue.CHAPTERS:00:00 Welcome and Guest Intro01:09 Why Riot Now02:07 Mark Joins Riot04:01 From One Game to Many08:55 Greenlighting and Results13:54 Global Offices Strategy17:54 Mobile Shift and China22:55 Wild Rift and Console25:24 Monetization Philosophy26:39 Arcane and Transmedia ROI34:54 Industry Outlook and Hiring37:18 Hybrid Work and CFO Advice39:36 Wrap Up and Whats Next | 46m 07s | ||||||
| 10/15/26 | TWIG #405: Gears of War E-Day Flops, EU Comes for Virtual Currency and Turkey Wins the Puzzle Race | Xbox has a franchise problem, and Gears of War E-Day just made it obvious.This week we look back on Mobidictum in Istanbul and argue about why Turkey became the puzzle capital while Sweden didn’t. Then we pull apart Aream’s Q3 report: the M&A number is inflated by the EA deal, the IPO window stays shut, and seed funding is at a five-year low. We also cover the EU’s new action against ten game companies over virtual currency and dark patterns, the panic over US console sales, and Xbox’s new XP division. We finish with the Aniimo launch and why FunPlus held back on monetization.Topics Covered:• Mobidictum takeaways and the Sweden vs Turkey debate• US console sales hit record lows ahead of GTA VI• EU targets ten companies over virtual currency bundles• Aream Q3 report and the real M&A numbers• No IPO market for gaming• AI infrastructure money counted as gaming VC• Steam growth and new IP winning on PC• Mobile installs down and the frozen top charts• Turkey stands out in IAP growth and early stage deals• Gears of War E-Day and the cost of losing the console war• Xbox launches XP for film, TV and products• Aniimo launch numbers and its core loop• Why Aniimo skipped direct creature gachaCHAPTERS:01:58 Istanbul Takeaways04:18 Sweden vs Turkey Debate08:02 Cyprus Event Plug13:47 EU Targets Virtual Currency19:00 Areem Q3 Report34:59 Gears E-Day Franchise Autopsy41:31 Xbox XP48:21 Aniimo Launch and Core Loop52:38 Aniimo Monetization and Costs | 1h 00m 38s | ||||||
| 10/12/26 | 352. AI Made Every Team Faster. Then It Got Messy. | Retrofitting AI into a 1,300-person company and building one around it from day one are different problems. Mishka Katkoff sits down with Liaz Kamper, AI Experience Architect at AppsFlyer, and Maor Cohen, CTO of Vibes, to compare the two.00:00 — AI-first vs. AI-native companies06:19 — Transforming an established company with AI16:22 — Building an AI-native organization20:40 — Coordination and shared context26:12 — Building the company’s “AI brain”32:27 — Earning customer trust in an AI-powered world37:40 — Success in AI-native teams45:03 — AI as a tool, not the goal51:48 — Token costs58:56 — How AI is changing jobs66:02 — Closing thoughts on the two paths to AI transformation | 58m 13s | ||||||
| 10/8/26 | TWIG #404: AI Game Mashups Go Viral, Google Launches Playground and Mobile Studios Are Cheap Again | AI-made mashups of games like Skate 3 and Modern Warfare II took over social media, and publishers responded with takedowns. Google launched Playground, joining Roblox and Meta in the race to build prompt-to-game platforms. New InvestGame data shows 2026 already has more deals than any year since 2022, but buyers are paying less for each dollar of revenue, and the market has reopened on their terms. We also look at whether the Resident Evil movie actually sold games, and where Xbox is headed after its latest “we’re not selling” statement.Topics Covered:• AI mashup mods go viral and publishers issue takedowns.• Jagex pulls a RuneScape trailer after players spot generative AI.• Google launches Playground, with Unity Spark coming soon.• Roblox Build, Meta Horizon Create and the race for AI UGC platforms.• Gaming M&A picks up, but it’s a buyer’s market.• Circle Games raises a $25M Series A led by Tencent.• Resident Evil engagement jumps 50% after the movie, but the back catalog gets the lift.• The GTA VI cloud streaming deal and Xbox’s “we’re not selling” statement.• SNL’s GTA vs Zelda sketch and Mike Tomlin’s Minecraft city.• Aion 2 is eating someone’s life.CHAPTERS: 00:00 Welcome and lineup02:30 Gaming hits pop culture11:10 Xbox sale talk and hardware woes14:36 AI Mods & Mashups23:14 Google Playground prompt games33:08 Marketing Versus Product Reality40:04 Investments54:07 Resident Evil Engagement58:01 Aion 2 MMO Recommendation59:18 Wrap Up And Next Week | 1h 00m 10s | ||||||
| 10/5/26 | 351. Why Great Hires Fail at Startups | Garry Hill, Makers Fund | Most startup hiring mistakes come down to two things: hiring too fast and hiring too narrow. Garry Hill, head of talent at Makers Fund, sees both across a portfolio of 130+ companies. Before Makers Fund, he recruited at SpaceX, Amazon, Blizzard, PlayStation and Reddit.We start with the hires who looked perfect on paper and still failed, from pedigreed engineers who burned out at Blizzard to SpaceX's weekend interviews, and how those company cultures really compared. Then we get practical about hiring for game studios and startups discussing referral, interview processes, culture, and how to tell what a big-tech candidate is a fit or not for a startup.Garry also explains why senior talent should consider fractional roles, how talent needs change from seed to Series A to Series C, what good onboarding looks like, and the "truth serum" question he uses when interviewing co-founders.A vital listen to anyone hiring or getting hired in startups-chapters:00:00 Blizzard, SpaceX, Amazon: the hires who looked great and failed12:05 What a head of talent does at Makers Fund14:59 Too fast, too narrow: common founder hiring mistakes19:56 Culture add, not culture fit24:53 Vetting big-tech hires: what did you actually do?31:09 Startup life and going fractional35:03 Seed, Series A, Series C: how talent needs change44:36 Testing co-founders and the truth serum question52:26 Gaming founders vs. tech founders1:00:18 The tell that a co-founder will actually build | 1h 03m 42s | ||||||
| 10/1/26 | TWIG #403: The Market Only Grew 2%, Friendslop Hits the PC Charts and China Drafts Off GTA VI | Strip out inflation and the games market has barely grown in a decade.This week we dig into Newzoo's latest numbers and what they say about where growth comes from: mature Western markets, existing players and five giant companies taking almost all of it. Then we look at how cheap social games like Big Walk and How to Fish cracked the top 10 PC revenue chart, what Naughty Dog's new Last of Us tease means, and why Chinese developers are rushing GTA-style mobile games out ahead of GTA VI.Topics Covered:Mark Pincus and the $400M Supercell deal that almost happenedWhy 2021 is the wrong benchmark for the marketReal growth after inflation is closer to 2% a yearGrowth comes from mature markets and existing playersChina's advantage at home and abroadCPIs keep climbing while mobile installs fallFive companies drove almost all of 2025's growthBig publishers retreat to their core franchisesFriendslop games break into the PC top 10Naughty Dog confirms more Last of UsChinese GTA-style games launch ahead of GTA VIWhy nobody can compete with GTA head onCHAPTERS:00:00 Intro01:01 Ethan Returns Industry Layoffs01:34 Upcoming Events and Newsletter03:15 Mark Pincus Interview Scoop09:45 Newzoo Outlook Beyond COVID11:37 Growth From Mature Markets15:58 Inflation and Real Growth Math23:28 Mobile Revenue vs Installs CPI Surge27:03 Growth Concentrated in Five Giants29:49 Publishers Retreat to Core Franchises31:04 PC Market Reality Check32:53 Friend Slop Breakouts47:43 Last of Us Future Talk01:00:54 Why GTA Has No Rivals | 1h 07m 45s | ||||||
| 9/30/26 | Shooter Monthly #10: War Dogs Sells 2.2M, Cash Economy Breakdown and the 1v1v1 Debate | War Dogs sold 2.2 million copies in four days and nobody saw it coming.This episode we break down Bulkhead's early access hit. A hardcore milsim with three teams, no matchmaking and a $40 price tag beat Helldivers 2's launch curve on Steam, and its peak concurrents grew every day of launch week. We get into the persistent cash economy that might be the teamwork fix Battlefield never found, why the 1v1v1 format splits the panel, and whether a sub-100 person studio can pull off a live service with extraction and PvE modes on the way.Topics Covered:War Dogs launch numbers and who is playingThe persistent cash economy and how it kills gear fearHow cash rewards fix Battlefield's teamwork problemThe 1v1v1 format debateMetal Gear Solid V and the lineage of in-round economiesThe risks of a cross-mode economy with extractionMarketplaces and gambling mechanics in shootersBulkhead's go-to-market and the 5,000 player promiseWhere War Dogs ranks on Steam a year from nowCHAPTERS:00:00 War Dogs Shock Success01:42 Sales Metrics Breakdown08:03 Persistent Cash Economy16:19 Milsim Critiques and Vision33:46 Economy Lineage Discussion34:38 Progression Beyond Cosmetics35:25 CEO Vision And New Modes36:45 Cross Mode Economy Risks39:03 Stakes Gambling And Chaos40:36 Marketplaces In Shooters45:15 Launch Strategy And Trust51:20 Marketing Constraints And Nostalgia52:23 One Year Predictions Debate01:01:05 Wrap Up And Next Episode | 1h 02m 21s | ||||||
| 9/28/26 | 350. Zynga Founder Mark Pincus: Why Your Favourite Ideas Are Almost Always Wrong | Mark Pincus founded Zynga that was later acquired of $12.7B by TakeTwo and still thinks he misplayed the hand. On this episode he unpacks the playbook behind Life at the Speed of Play: why all new fails, how to run a company as a democratic dictatorship why anyone lecturing you about culture has a team rolling their eyes behind them.Life at the Speed of Play: https://www.lifeatthespeedofplay.com/Key timestamps:00:00 — Intro1:30 — Why Mark wrote Life at the Speed of Play8:49 — How to test instincts: proven, better, new15:45 — “Know your goal or suffer death by a thousand compromises”20:36 — The “democratic dictatorship” approach to leadership26:59 — Getting people to do the right things when you’re not in the room29:34 — Getting teams to take bold risks and innovate36:14 — Why CEOs should spend time on product39:15 — What Pincus would do differently at Zynga44:04 — Reflecting on the games industry and missed opportunities50:40 — ADHD as a feature for product makers, anchored by a singular vision52:14 — Why most MVPs don’t succeed | 51m 39s | ||||||
| 9/24/26 | TWIG #402: Xbox Bets on Kojima, Halo Gets Handed to CoD and AppLovin Hits the Road | Xbox is cutting niche studios and signing a niche Kojima project in the same month. We try to make it make sense.Sony pulled funding on Physint after budget concerns, and Xbox picked it up as a franchise with film and TV rights attached. Meanwhile Microsoft keeps restructuring into clean verticals, with Halo moving under Activision and Obsidian joining Bethesda, which has us asking whether Xbox is getting organized to sell. We also look at Build A Rocket Boy closing after roughly $250M raised and one troubled launch, Apple's new ATT prompt in Europe, and why AppLovin's CEO is suddenly on every stage talking about a $50B mobile ad market.Topics Covered:Apple rewrites the ATT prompt in five EU countries.Sony ends Physint funding and Xbox picks it up.The transmedia bet behind Xbox's Kojima deal.Halo moves to Activision in the latest Xbox cuts.Is Microsoft packaging Xbox to spin off or sell?Build A Rocket Boy closes after MindsEye.What big gaming losses do to investor sentiment.AppLovin's buyback, Axon and the fingerprinting debate.Why AppLovin's CEO is on a speaking tour.CHAPTERS:00:00 Intro01:35 DICE Athens Hometown Events03:07 LA Games Conference Plug04:36 Roundtables and Global Meetups05:41 Newsletter and Founder Story Tease10:08 Apple ATT Prompt Changes EU13:30 Kojima27:41 Microsoft Restructure and Halo Shift30:06 CoD Studios Under Pressure33:45 Can Xbox Be Sold Off36:10 Halo Moved to Activision46:34 Build A Rocket Boy Collapse51:05 AppLovin Stock and Axon53:58 Fingerprinting Cheating Debate58:01 Why the CEO Is Touring01:02:25 Wrap Up and Sign Off | 59m 00s | ||||||
| 9/23/26 | Puzzle Monthly #6: Disney Solitaire's Big Win, Playtika's Earn-Out Trap and Solitaire vs Puzzle | Disney Solitaire is one of the biggest launches of the year, and it might be too successful for its own parent company.This episode breaks down how SuperPlay turned a solitaire game into a Disney-powered hit, why Playtika's debt and earn-out deal could push it to sell, and how Disney Solitaire stacks up against Tiki Solitaire, Grand Harvest and Candy Crush Solitaire. We also look at the full solitaire market, the live ops gap between Disney and everyone else, and whether solitaire can ever rival puzzle.Topics Covered:Why games that scale in tier two and three markets struggle in tier onePlaytika's debt, the SuperPlay earn-out and a possible saleRevenue dropping slower than downloads as a health signalHow big the solitaire market actually isMobilityWare and the ad-only solitaire modelDisney Solitaire as a reskin of Domino DreamsWhy the second game in an IP is half the size of the firstThe social casino pay-to-play economy in Tiki SolitaireCandy Crush Solitaire's hold slot and card design choicesHow Disney Solitaire handles its IP and metaNear wins and a puzzle-style level funnelDisney's 25 to 30 live events per week versus competitorsWhy IP owners may not be the best builders of their own gamesIs solitaire coming for puzzle?CHAPTERS:0:00:00 Introduction & Tier 1 Market Performance0:03:12 Why Playtika May Have to Sell Disney Solitaire0:09:31 The History & Size of the Solitaire Market0:10:58 Why Solitaire Has Struggled to Monetize0:16:20 Disney Solitaire vs. Domino Dreams0:21:12 How Solitaire Games Monetize: The Casino Mechanic0:24:51 Tiki, Grand Harvest & Candy Crush Solitaire0:28:23 What Disney Solitaire Does Differently0:33:41 Live Ops, Streaks & the Disney Advantage0:36:51 Why IP Owners Struggle to Extend Their Games0:38:02 Is Solitaire Coming for Puzzle?0:40:00 Final Thoughts & Outro | 41m 06s | ||||||
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| 9/21/26 | 349. From Zero Offers To Record Revenue I Michael Martinez, CEO of FunCraft | Michael Martinez, co-founder and CEO of FunCraft, tried to sell his mobile game studio in 2025. Trusted people said "don't do it yet". He chose otherwise. A banker pitched the company to 40 buyers. Zero offers. Then the company doubled to a $50M run rate with just 15 people.Rejection like that either breaks a founder or forces a better business. For FunCraft, it did the second.In this episode, Michael breaks down what went wrong in the M&A process, what a failed sale really costs, and how a 15-person team shifted its focus from valuation to profit.Essential viewing for founders thinking about selling, buyers looking at lean and profitable studios, and anyone in mobile gaming, UA, or ad monetization.00:00 — Funcraft’s failed sale attempt06:27 — Why Michael wanted to sell13:37 — Building a successful business first18:16 — Launching games in just six weeks23:20 — Platform and user acquisition risks29:14 — Balancing growth and profitability34:45 — Building a high-trust remote culture43:12 — Rebuilding the game engine with AI46:18 — Staying focused while scaling | 51m 47s | ||||||
| 9/17/26 | TWIG #401: Blizzard Goes All In, Roblox Breaks Out of Its Own App and Aniimo Nails Launch Day | Gaming is back, and this week had a lot to talk about.BlizzCon delivered the biggest slate of announcements Blizzard has had in years, but the timelines and team sizes raise real questions about what Microsoft pressure is doing to the studio. Roblox used RDC to push standalone apps, browser play and a developer wallet, and we debate whether any of it actually improves discoverability. Plus Kojima's Physint moves from PlayStation to Xbox, a heated ad revenue argument over hybrid casual, a surprise 2 million sales hit from Wardogs, and first impressions of FunPlus's Aniimo as it passes 125K CCU on Steam.Topics Covered:Roblox unveils standalone apps and browser play at RDCWhy Roblox standalone apps may struggle with UABlizzCon brings Diablo V, a StarCraft shooter and three WoW SKUsMicrosoft pressure behind Blizzard's bold timelinesKojima's Physint jumps from PlayStation to XboxSavvy Games Group to oversee EA and PIF assetsThe ad revenue debate around hybrid casualWoW Forever and Blizzard's subscription strategyWardogs hits 2 million salesAniimo passes 125K CCU on Steam launch dayCHAPTERS:00:00 Intro01:42 Industry Layoffs Talk02:59 Mishka Podcast Spotlight06:12 Roblox Standalone Apps Debate13:12 Blizcon15:17 Microsoft Pressure Concerns20:03 WoW Monetization Debate21:50 Kojima Physint Switch26:27 EA Merger39:47 Warcraft Forever43:44 War Dogs Surprise Hit47:11 Aniimo Launch51:31 Monetization and Wrap Up | 53m 06s | ||||||
| 9/14/26 | 348. Why None of Us Saw Cyberpunk Coming Apart I Michal Nowakowski. joint CEO, CD PROJEKT RED | Cyberpunk 2077 sold 13 million copies in ten days, then Sony pulled it from the PlayStation Store. CD Projekt Red joint CEO Michal Nowakowski was the one taking the calls.He walks through what actually broke, why the investors weren't the reason, and how the studio went from a Polish box distributor to owning The Witcher outright. Plus the transmedia strategy, the move to Unreal Engine 5, and why Poland built the strongest gaming ecosystem in Europe.Chapters00:00 From Polish distributor to a global studio04:43 Buying The Witcher rights08:15 Why owning the IP was non-negotiable14:12 Poland's coding culture and the talent pipeline18:54 Scaling to 350 developers on The Witcher 326:16 The Cyberpunk 2077 launch and the hardest week34:03 The decision to fix the game instead of cutting losses39:14 Unreal Engine 5 and rebuilding production43:51 Transmedia, Netflix, and keeping games at the center49:49 What makes the Polish gaming ecosystem work | 1h 02m 35s | ||||||
| 9/10/26 | TWIG #400: Is the Game Industry Actually Crashing, OpenAI's Astra and 8 Years of Hot Takes | 400 episodes in, and yes, we swear more than anyone will admit.This is the big one. Before the retrospective, we tear apart the latest "video game industry is crashing" clickbait using actual employment data, then get into what OpenAI's new Astra model means for teams already shipping with AI. Then we open the vault: eight years of TWIG, the origin stories nobody remembers the same way twice, and the predictions that aged well or badly.Topics Covered:• Why the "worst crash since the 1980s" headline doesn't hold up• AAA budgets ballooning past 400 million and the indie boom it's fueling• OpenAI's Astra model and how mobile teams are actually using it• How TWIG started and how the cast came together over 8 years• The calls the hosts got right, from Ubisoft to Roblox• The calls they got embarrassingly wrong, from Call of Duty Mobile to Blizzard leadership• Who swears the most and who never does• Eight years of TWIG's biggest arguments and running jokesCHAPTERS: 02:33 Shills04:14 Industry Doom & Gloom Clickbait10:04 Consolidation Not Doom20:45 400th Retrospective Setup22:39 Origin Stories29:35 How The Pod Evolved31:32 Memorable Moments37:33 Owning Bad Takes39:11 League Revenue Debate40:19 Things We Nailed43:02 Product Calls And Patterns45:35 Monopoly Go Inside Scoop47:01 Streaming And Xbox Caps48:19 Biggest Misses Confession56:14 Blizzard Leadership Reversal01:04:47 Who Argues The Most?01:08:17 Kress: The Cussing GOAT01:09:24 Mice Nuts & Other TWIG Mainstays | 1h 16m 20s | ||||||
| 9/7/26 | Istanbul ecosystemgaming industry+4 | Akin Babayigit | McKinseyUnited Nations+7 | TürkiyeIstanbul+1 | Istanbulgaming+7 | — | 1h 13m 56s | ||
| 9/3/26 | GTA VINetflix+5 | — | GTA VINetflix+9 | — | GTA VINetflix+5 | — | 57m 17s | ||
| 9/2/26 | Battle Pass ShakeupBattlefield vs Call of Duty+4 | — | Call of DutyBattlefield+5 | ChinaJapan | BattlefieldCall of Duty+8 | — | 1h 00m 32s | ||
| 8/31/26 | IP dealsgaming industry+5 | Marcus Liassides | BarbieHot Wheels+6 | — | MattelIP deals+8 | — | 40m 18s | ||
| 8/27/26 | GTA 6 leaksgaming market analysis+4 | — | GTA 6Rockstar+5 | North America | GTA 6leaks+6 | — | 1h 02m 49s | ||
| 8/26/26 | UA financingcohort financing+5 | Josh ChandleyPhil Mohr+1 | Wildcard GamesMetica+2 | — | cohort financingUA financing+5 | — | 1h 13m 42s | ||
| 8/24/26 | CEO transitiongames industry+4 | — | JagexStillfront | — | CEOJagex+5 | — | 43m 46s | ||
| 8/20/26 | Roblox child safetyApple EU App Store changes+5 | — | Castle CrushersVoodoo+7 | — | RobloxApple+8 | — | 1h 07m 29s | ||
| 8/20/26 | game marketingWEBTOON+5 | Christine YuMelanie Gordon | Visions of ManaDragon Quest VII Reimagined+3 | — | WEBTOONSquare Enix+5 | — | 44m 18s | ||
| 8/17/26 | gaming M&Astudio acquisition+5 | Affan Butt | Aream & Co.Scopely+2 | — | gaming dealsM&A+6 | — | 1h 40m 53s | ||
| 8/13/26 | TWIG #396: AppLovin's Q2, Unity's Supersonic Fire Sale and GTA VI's Netflix Trailer Drama | Crew breaks down a packed week in mobile and games. AppLovin's stock craters despite the SEC closing its inquiry with no action, Unity sells Supersonic to Tripledot for a shockingly low $40 million, and Take-Two's GTA VI presales are on fire even as its mobile business slows. Topics Covered:• AppLovin's Q2 earnings and stock drop despite growth• Unity's Vector model closing the gap with AppLovin• Unity selling Supersonic to Tripledot for $40M• Take-Two's Q2 earnings, Zynga portfolio trends and GTA VI presales• GTA VI's Netflix trailer exclusive• Blizzard's leaked internal email and its quiet turnaround• Ubisoft Barcelona's layoffs and the birth of Puzzle Mage• Royal Smash and the rise of cannon physics puzzlesCHAPTERS:02:06 Spider-Man numbers debate03:23 Why Spider-Man wins03:53 Odyssey movie review05:28 Seattle roundtable recap07:34 Audience Qs and Roblox08:55 Corrections and Royal Match12:08 AppLovin earnings breakdown18:52 Unity Vector and D2827:14 Unity sells Supersonic34:21 Unity Supersonic Bargain35:09 Take Two Bookings Breakdown36:19 Zynga Portfolio Reality Check39:07 Old Games vs New Hits46:36 GTA VI Preorders and Netflix49:41 Blizzard Comeback Email53:31 Ubisoft Barcelona Fallout56:05 Royal Smash New Subgenre01:00:45 Farm Team and Monetization01:08:51 Wrap Up and Banter | 1h 10m 12s | ||||||
| 7/21/26 | Bungie historyDestiny analysis+5 | ex-Bungie insider | BungieSony+8 | — | BungieDestiny+7 | — | 54m 35s | ||
| 7/20/26 | AI adoption in gaminggame development+4 | Thomas Lehr | Sunrise VillageGPT-4o+1 | — | AI in gaminggame preservation+5 | — | 1h 08m 08s | ||
| 7/16/26 | Monetization in gamingNostalgia in games+4 | — | League of Legends ClassicWoW Classic+12 | — | monetizationnostalgia+6 | — | 59m 10s | ||
| 7/13/26 | web attributionmobile user acquisition+5 | Adam Smart | AppsFlyerPlayStation+2 | — | AppsFlyerweb attribution+7 | — | 30m 56s | ||
| 7/9/26 | Xbox restructuringjob cuts+4 | — | Last WarWhiteout Survival+8 | — | Xboxjob cuts+5 | — | 56m 50s | ||
| 7/6/26 | game developmentsubscription model+4 | Zoe Bell | WordleConnections+6 | Vatican | New York Timesgame design+5 | — | 50m 00s | ||
| 7/3/26 | DestinyXbox layoffs+5 | — | Series XMecha Chameleon+9 | — | DestinyXbox layoffs+5 | — | 1h 05m 25s | ||
| 6/29/26 | Good Job Games historyMatch Villains launch+3 | — | Zen MatchMatch Villains+5 | — | Good Job GamesMatch Villains+5 | — | 51m 00s | ||
| 6/25/26 | GTA 6 pricingTencent divestment+4 | — | GTA 6Tencent+5 | — | GTA 6Tencent+6 | — | 1h 01m 10s | ||
| 6/22/26 | game developmentAI integration+4 | Andrew Bowell | IconicHavok+1 | — | game enginesAI+5 | — | 56m 17s | ||
| 6/12/26 | Liftoff IPOMonopoly GO+4 | — | NintendoMonopoly GO+16 | — | Liftoff IPOMonopoly GO+5 | — | 51m 36s | ||
| 6/8/26 | mobile gaminggame development+3 | Batuhan Çelebi | Grand Games | Turkey | mobile gamesrevenue increase+3 | — | 58m 41s | ||
| 6/5/26 | video game demographicsgaming industry+4 | Stanley Pierre-Louis | Entertainment Software AssociationESA+1 | United StatesWashington | video gamesESA+5 | — | 55m 33s | ||
| 6/4/26 | Call of DutySony State of Play+4 | — | Call of Duty Modern Warfare 4Destiny 2+6 | AsiaMENA | Call of DutySony+8 | — | 1h 00m 13s | ||
| 6/1/26 | influencer marketingmobile gaming+3 | Aviv VidroMarion Balinoff | Match MastersCandivore+1 | — | influencer marketingMatch Masters+5 | — | 46m 49s | ||
| 5/28/26 | indie game fundingmobile game trends+4 | — | Toon BlastClash of Critters+6 | — | indie developerspachinko creature collector+4 | — | 1h 01m 12s | ||
| 5/25/26 | gaming consultingindustry layoffs+4 | John Wright | — | — | gaming industryconsulting+4 | — | 1h 04m 27s | ||
| 5/21/26 | Turkey's gaming industryXbox leadership changes+4 | — | Arc RaidersXbox+2 | TurkeyWest Coast+1 | Turkey gamingXbox leadership+4 | — | 55m 59s | ||
| 5/20/26 | game retentionextraction shooters+5 | — | MarathonApex Legends+5 | — | MarathonApex Legends+7 | — | 53m 15s | ||
| 5/18/26 | mobile user acquisitionapp market dynamics+4 | John WrightVincent | Sensor TowerGoogle+4 | — | mobile user acquisitionSensor Tower+6 | — | 58m 06s | ||
| 5/7/26 | gaming acquisitionslayoffs in gaming+4 | Josh ChandleyJohn Wright+1 | SupercellMerge Mansion+6 | — | Merge MansionSupercell+5 | — | 1h 03m 06s | ||
| 4/30/26 | Xbox strategyUbisoft restructuring+4 | — | Assassin's Creed HexMarvel Rivals+5 | UKTurkey+2 | XboxUbisoft+8 | — | 1h 01m 47s | ||
| 4/28/26 | puzzle gamesMatch-3 innovation+5 | — | SupercellCandy Crush+3 | Turkey | Match-3puzzle market+7 | — | 44m 26s | ||
| 4/23/26 | Game Pass price cutChina mobile market+4 | — | XboxCall of Duty+7 | ChinaHong Kong+2 | Game PassChina+5 | — | 1h 07m 02s | ||
| 4/22/26 | Gen AlphaRoblox+4 | RockyMickey | RobloxDiscord+1 | — | Gen AlphaRoblox+5 | — | 50m 49s | ||
| 4/22/26 | mobile gaming ecosystemuser acquisition+4 | — | FreecashUnity+3 | — | Freecash banUnity+5 | — | 1h 19m 35s | ||
| 4/20/26 | venture capitalentrepreneurship+5 | Joakim Achren | Claude Codesleep book+2 | COVID | venture capitalfounder+5 | — | 1h 05m 04s | ||
| 4/16/26 | Roblox age verificationXbox Game Pass pricing+4 | — | RobloxXbox+3 | Florida | RobloxXbox Game Pass+6 | — | 1h 01m 32s | ||
| 4/13/26 | PC gamingconsole gaming+5 | Ben Porter | RobloxGame Pass+3 | China | Newzoo2026 report+5 | — | 1h 15m 59s | ||
| 4/9/26 | Box OfficeAI in Gaming+3 | — | MarioMonopoly Go+3 | — | MarioTake-Two+5 | — | 1h 11m 07s | ||
| 4/7/26 | game designshooter games+3 | — | MarathonDeadlock+2 | — | MarathonDeadlock+5 | — | 1h 04m 00s | ||
| 4/6/26 | Robloxgame development+4 | Nick TornowZach Letter | RobloxWonderWorks | — | Robloxgame iteration+5 | — | 59m 36s | ||
| 4/2/26 | Disney and Epic speculationUnity's earnings and changes+4 | — | Merge 2Cookie Run+8 | — | gaming industryDisney+7 | — | 1h 11m 25s | ||
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Chart history for Deconstructor of Fun
Peaked at #6 in IL, top 10 in 2 of 43 tracked markets, currently #6 in IL.
| Market | Genre | Peak | Current | Trend |
|---|---|---|---|---|
| IL | — | #6 | #6 | — |
| RO | — | #9 | #9 | — |
| VN | — | #14 | #14 | — |
| IL | — | #27 | #27 | — |
| TR | — | #28 | #28 | — |
| IS | — | #32 | #32 | — |
| India | — | #33 | #33 | — |
| PT | — | #37 | #37 | — |
| Finland | — | #37 | #37 | — |
| HK | — | #37 | #37 | — |
| AE | — | #39 | #39 | — |
| South Korea | — | #44 | #44 | — |
| RO | — | #45 | #45 | — |
| SG | — | #50 | #50 | — |
| United Kingdom | — | #52 | #52 | — |
| IS | — | #66 | #66 | — |
| Italy | — | #71 | #71 | — |
| CZ | — | #71 | #71 | — |
| Denmark | — | #72 | #72 | — |
| TH | — | #74 | #74 | — |
Chart Positions
43 placements across 34 markets.
Chart Positions
43 placements across 34 markets.