830 episodes
Puzzle Monthly #6: Disney Solitaire's Big Win, Playtika's Earn-Out Trap and Solitaire vs Puzzle
2026/09/23 | 41 mins.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 one• Playtika's debt, the SuperPlay earn-out and a possible sale• Revenue dropping slower than downloads as a health signal• How big the solitaire market actually is• MobilityWare and the ad-only solitaire model• Disney Solitaire as a reskin of Domino Dreams• Why the second game in an IP is half the size of the first• The social casino pay-to-play economy in Tiki Solitaire• Candy Crush Solitaire's hold slot and card design choices• How Disney Solitaire handles its IP and meta• Near wins and a puzzle-style level funnel• Disney's 25 to 30 live events per week versus competitors• Why IP owners may not be the best builders of their own games• Is 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- 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 nanker 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 profitability 34:45 — Building a high-trust remote culture 43:12 — Rebuilding the game engine with AI 46:18 — Staying focused while scaling
TWIG #401: Blizzard Goes All In, Roblox Breaks Out of Its Own App and Aniimo Nails Launch Day
2026/09/17 | 53 mins.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 RDC• Why Roblox standalone apps may struggle with UA• BlizzCon brings Diablo V, a StarCraft shooter and three WoW SKUs• Microsoft pressure behind Blizzard's bold timelines• Kojima's Physint jumps from PlayStation to Xbox• Savvy Games Group to oversee EA and PIF assets• The ad revenue debate around hybrid casual• WoW Forever and Blizzard's subscription strategy• Wardogs hits 2 million sales• Aniimo passes 125K CCU on Steam launch dayCHAPTERS:01:42 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 Up348. Why None of Us Saw Cyberpunk Coming Apart I Michal Nowakowski. joint CEO, CD PROJEKT RED
2026/09/14 | 1h 2 mins.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.Chapters 00:00 From Polish distributor to a global studio 04:43 Buying The Witcher rights 08:15 Why owning the IP was non-negotiable 14:12 Poland's coding culture and the talent pipeline 18:54 Scaling to 350 developers on The Witcher 3 26:16 The Cyberpunk 2077 launch and the hardest week 34:03 The decision to fix the game instead of cutting losses 39:14 Unreal Engine 5 and rebuilding production 43:51 Transmedia, Netflix, and keeping games at the center 49:49 What makes the Polish gaming ecosystem workTWIG #400: Is the Game Industry Actually Crashing, OpenAI's Astra and 8 Years of Hot Takes
2026/09/10 | 1h 16 mins.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
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About 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 entertaining on a weekly basis.
Hosts:
Michail Katkoff www.linkedin.com/in/michailkatkoff/
Eric Kress www.linkedin.com/in/erickress/
Phillip Black www.linkedin.com/in/phillip-black-economist/
Jen Donahoe www.linkedin.com/in/jenniferdonahoe
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