Everything you need to grow your revenue and build a successful mobile game.
Game Growth

17.03.2026
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5 mins read
Most indie studios believe they have monetization handled.
Ads are installed.
Revenue is coming in.
The dashboard shows numbers going up.
So everything must be fine.
But here is the uncomfortable truth:
Revenue coming in does not mean revenue maximized.
And when monetization runs on autopilot, it quietly lowers your LTV.
That is where growth starts to choke.
Let’s break this down in plain terms.
Imagine you open a coffee shop.
Customers walk in.
They buy coffee.
Money hits the register.
You are profitable.
Now imagine you accidentally priced every drink 30 percent too low.
You would still make money.
You just would not be making what you should be making.
You might even think:
“Margins feel tight.”
“Growth feels harder than it should be.”
But the issue would not be traffic.
It would be pricing.
That is what passive monetization does to your game.
It works.
It just works below its potential.

Here is what usually happens:
Passive monetization
→ Lower yield
→ Lower LTV
→ UA pressure
A small blind spot at the start creates pressure everywhere else.
This is not dramatic. It is structural.
This is extremely common:
Revenue starts appearing.
The team moves on.
No one is directly responsible for asking:
“Are we earning the maximum per player?”
It is like turning on cruise control and assuming you are taking the fastest route.
You are moving.
But you are not optimizing.
Yield is simply how much money you earn per ad impression.
If your setup is basic or lightly optimized, you earn less per impression than you could.
Not zero.
Not broken.
Just lower.
At small scale, it feels invisible.
At large scale, it becomes expensive.
Think of it like a tiny leak in a water pipe.
One drop does not matter.
Millions of drops do.
LTV is lifetime value. It is how much revenue a player generates over time.
Lower yield directly lowers LTV.
And LTV determines how much you can afford to spend on user acquisition.
If your LTV is artificially capped, your growth is artificially capped.
It is like trying to build a taller building on a short foundation.
You hit a ceiling that should not exist.

Now the pain shows up.
The team responds by:
Testing creatives.
Trying new channels.
Tweaking bids.
But they are adjusting the engine
while the fuel line is restricted.
The issue is not always traffic.
It is revenue per player.
Assume your game generates:
$200,000 per month in ad revenue.
Everything looks stable.
Now imagine your setup is leaving just 30 percent on the table.
That is not extreme. That is common in single-network or lightly optimized setups.
Here is what that means:
$200,000 × 30% = $60,000 per month
That is:
$720,000 per year
From the same players.
With the same traffic.
Without increasing CPI.
You did not acquire more users.
You simply improved yield.

If revenue increases 30 percent, LTV increases 30 percent.
If LTV increases 30 percent, you can afford to bid higher.
That means:
You did not fix traffic.
You fixed monetization ownership.
Most studios do not fail because they lack tools.
They have mediation platforms.
They have dashboards.
They have access to networks.
Tools run auctions.
Dashboards report revenue.
But no one owns closing the revenue gap.
Passive monetization feels safe because money is coming in.
But growth requires ownership, not autopilot.
Old definition of monetized:
Ads installed. Revenue visible.
New definition:
Revenue gap closed.
There is a massive difference between making money
and making the maximum money your game can generate.
One sustains your studio.
The other unlocks scale.
Start with clarity.
You do not need to rebuild everything.
You need to answer three simple questions:
If you cannot answer those clearly, you are scaling in the dark.
And scaling in the dark always creates artificial limits.
At MAS, we start by estimating the revenue gap before engagement.
We model conservative uplift based on setup.
We track modeled vs actual performance.
And we take accountability for revenue lift.
Because running ads is not monetization.
Closing the revenue gap is.
If passive monetization is quietly limiting your LTV,
the first step is not more traffic.
It is visibility.
And visibility changes everything.
Game Growth
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26.02.2026
•
5 mins read
For a decade, “monetized” was the milestone.
Ads integrated. Revenue flowing. Dashboard green. Ship it.
That definition built an industry. It lowered barriers and gave small teams access to real revenue without massive ad ops departments.
But in 2026, monetized is not an achievement. It is table stakes. And studios that still treat monetization as a box to check are quietly capping their own growth.
Every industry follows a pattern.
Phase one: Access. Make the capability widely available.
Phase two: Automation. Simplify complexity so anyone can participate.
Phase three: Optimization. Separate average operators from elite ones.
Mobile ad monetization has completed phase two. We are entering phase three.
The winners will not be the studios who “have ads.” They will be the studios who understand their revenue ceiling.
That is the category shift.
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Revenue showing in a dashboard creates psychological safety. Money is coming in. eCPMs look stable. Fill rates look fine. So the team moves on to UA, content, and roadmap priorities.
But visibility is not clarity.
Most studios know what they are earning. Very few know what they could be earning. That difference is not incremental upside. It is a structural ceiling.
And in tighter markets, structural ceilings become growth limits.
Let’s be direct.
If your monetization strategy looks like this:
• Install mediation
• Connect one or two networks
• Leave default logic in place
• Review performance occasionally
You are not optimizing. You are participating.
Participation was enough when traffic was cheaper and competition was lighter. It is not enough when:
• CPIs fluctuate unpredictably
• Privacy changes reduce targeting precision
• Ad demand cycles impact CPM stability
• Investors demand capital efficiency
In tight markets, small inefficiencies compound.
Optimization is no longer a monetization improvement. It is a UA multiplier.
That is the shift many teams are only beginning to recognize.
The shift becomes obvious when new questions enter the room:
• What is our monetization ceiling?
• What uplift is realistically possible?
• How competitive is demand per impression in our top geos?
• Is our current setup structurally limiting LTV?
When those questions appear in leadership meetings, the category has moved.
The conversation is no longer about SDK integration. It is about performance ownership. That is a maturity leap.
Monetized means revenue exists. Optimized means revenue is engineered.
Monetized sustains. Optimized scales.
Monetized is defensive. Optimized is offensive.
The difference might look subtle in a dashboard. It is massive in a growth model.
If yield improves even modestly, LTV expands. If LTV expands, bidding flexibility expands. If bidding flexibility expands, market share expands.
Optimization is leverage. Leverage defines leaders.
Over the next few years, the industry will split into two camps.
Camp one: Ads are live. Revenue looks fine. Monetization is “handled.”
Camp two: Yield is owned. Floors are strategic. Competition is maximized. Revenue gap is measured.
Camp one will experience unexplained UA pressure. Camp two will scale more predictably.
The difference will not be loud. It will show up in margins. It will show up in confidence. It will show up in how aggressively studios can pursue growth.

If you cannot clearly articulate:
• Your revenue ceiling
• Your optimization roadmap
• Your realistic uplift range
• Your demand competitiveness by geo
You are not optimized. You are monetized. And monetized is no longer enough.
This is not criticism. It is evolution.
Markets mature. Definitions tighten. Performance gaps widen.
The shift from monetized to optimized is already underway. The only question is whether you are leading it or reacting to it.
In 2026, monetization is no longer plumbing. It is a growth discipline. And disciplines create category leaders.
If you can’t clearly define:
• Your revenue ceiling
• Your optimization roadmap
• Your realistic uplift potential
Then you’re not optimized yet.
Our MAS team works with studios to close the revenue gap and unlock scalable growth.
Game Growth

26.11.2025
•
5 mins read
The mobile apps market is booming, with mobile games making up over half of the indie segment and projected to grow at 17% CAGR through 2030. On the surface, it looks like a golden opportunity. But for small studios, turning that growth into actual revenue isn’t as simple as it seems.
Competing on crowded app stores, paying ever-rising UA costs, and trying to grow alongside AAA players with large marketing budgets is already a stretch of resources. And for lean teams, it’s also piling up with internal challenge:
So, for small teams, the challenge isn’t just growth — it’s achieving it with limited time and money.
MAS by Yodo1 is a monetization solution that connects your game to top ad networks and optimizes performance through a mix of AI and expert support. It takes care of waterfalls, bidding, ANRs and network testing — saving lean teams both time and money while reducing the risk of costly mistakes.
MAS is built to support lean teams with their everyday challenges, so you can stay focused on game development:
Externally, MAS helps teams:
We’ve seen the benefits of MAS monetization optimisation across both gaming and non-gaming apps:
For lean teams, every resource counts. MAS automates mediation to drive faster ad revenue growth, while your team stays focused on making great games.
Ready to improve your monetisation strategy results?
IP Licensing

13.01.2026
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5 mins read
We watched it, you probably watched it — at this point, the whole world seems to have watched Attack on Titan. And even if you somehow missed the anime, you might have come across Idle Slayer during its month-long Attack on Titan integration in the summer of 2024.
Why are we so sure? Because during the event, Idle Slayer’s downloads jumped by 70%, and new users grew by 72% — a clear sign that the collaboration reached far beyond the core fanbase.
How did we create such a massive wave of engagement together with Pablo Leban and Kodansha Ltd.? We broke it down below, covering:
It’s easy to hurt a game by choosing the wrong IP for a collaboration, but when the match is right, it can genuinely boost community growth and revenue. Here’s why pairing Idle Slayer with Attack on Titan worked so well.
Game: Idle Slayer by Pablo Leban
Idle Slayer is an incremental game where players collect coins and defeat enemies to purchase upgrades and increase their earnings. As players progress, they unlock mini-games and new playstyles that keep the experience fresh and engaging.
There’s just one person behind Idle Slayer — Pablo Leban. He’s known for developing the game solo and using player feedback to shape its evolution.
IP: Attack on Titan by Kodansha Ltd.
Not long ago, it felt like everyone was watching Attack on Titan. It began as a manga published by Kodansha and expanded into a blockbuster anime, films, and video games. Its distinctive visual identity — giant Titans, military regiments, a grim atmosphere, and twist-heavy storytelling — built a passionate global fanbase.
Kodansha Ltd. is a Japanese publishing house known for owning some of the world’s most prominent IPs, publishing everything from manga to books and magazines.
Event period and promotion
The event ran in Idle Slayer from July 1 to July 31, 2024, and was available globally.
How the characters entered the world
During a Scout Regiment mission, Attack on Titan protagonists Eren, Mikasa, Levi, and Armin are suddenly pulled into the Idle Slayer world through a portal opened by an ancient treasure — with fearsome Titans following behind. To stop the Titan threat and help the heroes return home, Idle Slayer’s main character teams up with them on a new adventure.
Integration content
Idle Slayer released a major content update featuring:

Revenue and ARPDAU Momentum. According to AppMagic monthly Idle Slayer revenue increased 88% after the collaboration launched, with ARPDAU up 59%. The U.S. drove the largest share of this uplift, followed by Germany and the U.K.

DAU and Retention Surge. During the event period, monthly downloads increased 70%, with peak DAU surging 36%. Monthly new users rose by a notable 72%.
Strong Community Reception. The Attack on Titan collaboration exceeded player expectations and received an exceptionally warm response, achieving unprecedented success since the game’s debut. Both veteran and new players praised the seamless integration, collaborative storyline, and innovative mechanics. Overall engagement across Idle Slayer’s social media channels increased 188% during the event.

To meet fan expectations and deliver a high-impact Attack on Titan experience inside Idle Slayer, our IP Licensing team:
Yodo1 helps mobile game developers grow globally through licensing, monetization, IP partnerships, and publishing. Yodo1 Licensing builds lasting IP collaborations between mobile games and media brands, helping both sides create crossover strategies that boost loyalty, attract new players, and stand out in a competitive market. Learn more at yodo1.com.
22.12.2025
•
5 mins read
Cyberpunk 2077 × Arena Breakout collaboration was a first in some way for everyone involved — the kind of first that worked out because we tackled it together!
For Yodo1, it was our first time stepping into the Cyberpunk 2077 universe. For CDPR (CD PROJEKT Red), it was the first time partnering with a Chinese title. And for Tencent Morefun, the team behind Arena Breakout, it was their first collaboration with a AAA game IP for both mobile and PC on a global scale.
Despite what they say about first tries, this one turned out far above expectations. The collaboration became a commercial hit, sparked a wave of excitement among players, and quickly dominated market conversations around the world.
Let’s unpack how we made it happen. In this article, we’ll cover:
A smooth IP integration starts with understanding the game, the developer behind it, and the IP holder — their style, their pace, and their priorities.
Game: Arena Breakout by Tencent Morefun
Arena Breakout is a hardcore shooter built around a tight loop of combat, missions, and evacuation. Its community is loyal and highly attuned to the game’s feel and presentation.
Tencent Morefun’s compact team was managing several projects in parallel, so we focused on keeping communication clear and the workflow efficient from the start.
IP: Cyberpunk 2077 by CDPR
Cyberpunk 2077 is an AAA title known for its instantly recognizable HIGH TECH, LOW LIFE aesthetic and rich visual identity.
CDPR brings a well-defined creative direction for visual style and lore, so we concentrated on getting the details right — from outfits to props — to make the content feel true to the Cyberpunk universe and enjoyable for players.
Event period and promotion
The event launched in Arena Breakout on July 29, with the announcement going live on July 20 and supported by a coordinated promotional push through July 30.
How the character entered the world
To keep both universes flexible and avoid overdefining the narrative connection, the collaboration intentionally left the crossover mechanics to players’ imagination.
Collaboration scene
To pay tribute to Cyberpunk 2077, the developers added the ‘Horizon’ bar to Arena Breakout as the main interface and scene for the collaboration, where players received missions and took part in event activities.
Integration content
A wide range of Cyberpunk-themed items became available to players, including:

The collaboration delivered strong results, setting new benchmarks in early demand, visibility, and player reception.
Pre-Launch Momentum
Before the collaboration officially arrived on Steam, Arena Breakout had already built extraordinary traction: wishlists surpassed 2.2 million, placing it №3 among all shooters, behind only ARC Raiders and Battlefield 6. This early momentum signaled strong cross-market anticipation well ahead of the collab’s launch.

Worldwide Visibility
The launch ignited massive attention worldwide. In China, the event generated 470M+ topic plays, while global coverage from IGN and a 3M-reach stream by LVNDMARK sparked strong fan interest and enthusiasm around the IP. On Steam, the game earned a “Very Positive” rating with a steadily rising review curve — driven heavily by overseas players. On Twitch, it peaked at 101K viewers, outperforming new releases and even overtaking long-time chart leaders.

Meeting Player Expectations
With Cyberpunk 2077 ranked as the №1 requested IP, the collaboration delivered exactly the type of content players were hoping for. Feedback highlighted the authenticity, visual quality, and overall execution of the integration.

This project highlighted how Yodo1 can streamline complex workflows and enhance team alignment at every stage.
Yodo1 helps mobile game developers grow globally through licensing, monetization, IP partnerships, and publishing. Yodo1 Licensing builds lasting IP collaborations between mobile games and media brands, helping both sides create crossover strategies that boost loyalty, attract new players, and stand out in a competitive market. Learn more at yodo1.com.
Games
17.12.2025
•
5 mins read
The Heartopia × My Little Pony collaboration was one of the cutest aesthetic partnerships we facilitated this year — and also one of the strongest in performance, boosting Heartopia’s revenue by 171%. So, how did we make it happen together with XD Inc. and Hasbro?
In this case study, we’ll cover:
This was our first time bringing Hasbro’s IP and XD Inc. together — so here’s a quick look at both sides.
Game: Heartopia by XD Inc.
Heartopia is a 3D life simulation game set on a dreamy island where players, guided by the Star Spirit, develop their towns, customise freely, and uncover hidden stories through interactions with residents.
XD Inc. is a global publisher and developer with 38 free-to-play and premium titles and over 50 million MAU (Monthly Active Users) as of 2022.
IP: My Little Pony by Hasbro
My Little Pony (MLP) is a toy line and media franchise with a 41-year history, known for its cute, colorful ponies. Designed to inspire girls to express their individuality and embrace others’ uniqueness, it has evolved through five generations from G1 (1983) to the current G5 era.
Hasbro is a global entertainment company and one of the world’s largest toy and game manufacturers, home to brands like Transformers, Monopoly, Nerf, and My Little Pony, and a developer of both physical and digital IP experiences across gaming and media.
Event period and promotion
The event ran from July 17 to August 24, 2025, and was available exclusively in Mainland China
How character entered the world
While the ponies were preparing gifts for the School of Friendship, Discord’s chaotic spell accidentally sent both the Harmony Cards and the Tree of Harmony to another world. They traced it to Heartopia’s Whale Island, where the Tree is slowly withering — and the ponies themselves can’t freely enter or leave this world.
Integration content

To provide more insight into this and the following sections, we invited Sylvie Shi, Project Manager of the collaboration, and Ke Sun, Head of Strategy and China Publishing, to share their perspectives in an interview-style format.
Q: How did we identify this growth opportunity?
Ke Sun: After its July 2024 release, Heartopia quickly climbed into the top ten sales charts. The XD team wanted to sustain that momentum by partnering with an IP that complemented the game. We identified My Little Pony as the perfect fit — bringing a fresh dose of charm and cuteness that resonated with Heartopia’s core audience of 15–35-year-old females.
Q: What was the biggest challenge Yodo1 helped to solve?
Sylvie Shi: Time management was a major challenge — especially around licensing approvals and coordinating market events. For example, the extra steps required for music licensing required careful tracking to keep everything on schedule. Also, we ensured brand alignment on both sides and kept refining creative integration options throughout the process.

Costumes based on the Mane Six characters from My Little Pony.
Despite the complexity, our expertise in IP collaboration project management and deep understanding of the IP made the process seamless, saving significant time for both XD Games and Hasbro, which was our goal.
Q: What are the performance highlights of this collaboration?
Ke Sun: This collaboration delivered impressive results in both revenue and downloads, while also making a strong impact on the fan community. Compared to the non-collab period, the event achieved:

The campaign also set new records for community engagement and brand visibility:


Data source: AppMagic
Q: What are the top insights this collaboration brings to life stimulation games?
Sylvie Shi: There’re three key points we highlighted to keep in mind for facilitate future collaborations in this simulation genre:

Commemorative Merchandise (Badge Collection) that were introduced in Heartopia.
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Vehicles based on Mane Six characters’ ponies that were introduced in Heartopia.
By integrating these insights, simulation games can effectively enhance their gameplay, engage diverse audiences, and increase their commercial success.
Yodo1 helps mobile game developers grow globally through licensing, monetization, IP partnerships, and publishing. Yodo1 Licensing builds lasting IP collaborations between mobile games and media brands, helping both sides create crossover strategies that boost loyalty, attract new players, and stand out in a competitive market. Learn more at yodo1.com.
IP Licensing

13.03.2026
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5 mins read
GLOBAL (excluding Mainland China) — March 13, 2026
The hit mobile strategy game Mafia City is teaming up again with the acclaimed television series Peaky Blinders in a limited-time global collaboration event running from March 13 to March 20, 2026. The crossover invites players to experience the world of Birmingham’s most iconic family as they step into the strategic underworld of Mafia City. The collaboration brings together two iconic worlds in a unified gameplay experience.
Available globally outside Mainland China, the collaboration blends the distinctive style and storytelling of the Peaky Blinders universe with Mafia City’s empire-building gameplay, introducing themed characters, collectibles, and immersive story-driven missions inspired by the series.
Peaky Blinders, created and written by Steven Knight, is a multi-award-winning series produced by Caryn Mandabach Productions and co-produced with Banijay’s Tiger Aspect Productions.
The collaboration is set in motion when Tommy Shelby’s prized racehorse, Grace’s Secret, is stolen, drawing the Shelby family into unfamiliar territory. The Shelby family seeks the support of a local ally, the player, to help investigate the theft and infiltrate a high-stakes racing event in order to retrieve the horse.
Through this narrative event, players are pulled deeper into the world of the Shelby family, navigating alliances and rivalries while expanding their own influence within Mafia City’s strategic landscape.
During the collaboration period, players can unlock a range of themed content inspired by the iconic series, including:
These additions bring the unmistakable atmosphere and ambition of the Shelby family into Mafia City, allowing players to strengthen their empire with elements drawn directly from the series.
Both Mafia City and Peaky Blinders explore themes of power, loyalty, and strategic expansion.
Mafia City challenges players to build and manage their own empire through strategy, alliances, and territorial growth. Meanwhile, Peaky Blinders follows the Shelby family’s rise through tightly connected brotherhoods, horse racing, and the pursuit of influence.
Bringing the Shelby family into Mafia City enhances the core player fantasy of leadership and expansion while introducing the distinctive tone and prestige of one of television’s most celebrated dramas.
Following the strong reception of the previous collaboration, the Shelby family returns to Mafia City with an expanded experience, giving players another opportunity to engage with the crossover.
The limited-time event invites players around the world to step into the Shelby family’s story of ambition, strategy, and influence.
Want to bring a major IP into your game?
IP Licensing

14.02.2026
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5 mins read
February 14 to March 24, 2026 | Global excluding China
Heartopia is set to welcome the magic of My Little Pony in a limited-time global collaboration event, running from February 14 to March 24, 2026.
Following a successful China launch that ran from July 17 to August 24, 2025, the collaboration is now being launched to the rest of the world, bringing proven in-game content and themed experiences to players worldwide. Details of the original China event can be found here:
https://www.yodo1.com/press-releases/my-little-pony-trots-into-xd-games-mobile-adventure-heartopia
Developed by XD Games and supported by Yodo1, this collaboration marks the global re-launch of a My Little Pony crossover that has already demonstrated strong player appeal and monetisation performance in the Chinese market.
The Heartopia × My Little Pony collaboration brings beloved characters and themes from the My Little Pony universe into Heartopia’s warm, expressive life-simulation world.
Rather than introducing an untested concept, the global release builds on a collaboration framework that has already proven successful. Carefully crafted in-game assets, narrative elements, and themed content from the original China event have been adapted for a worldwide audience as part of Heartopia’s early global growth phase.
With Heartopia’s global version now live, the collaboration is designed to strengthen early player engagement and introduce the game to a broader audience through a globally recognised entertainment IP from Hasbro.
Heartopia is a life-simulation game built around creativity, self-expression, social interaction, and emotionally driven storytelling. These values align naturally with the My Little Pony franchise, which centres on friendship, individuality, and personal growth.
The collaboration integrates My Little Pony characters and themes directly into Heartopia’s gameplay systems, allowing players to encounter the IP through narrative moments, themed activities, customisation options, and interactive experiences that feel native to the game world.
During the collaboration period, players can unlock and experience:
All in-game assets reflect those used in the original China event, ensuring consistency, quality, and a player experience that has already been validated in-market.
The collaboration was originally conceived as a way to introduce a globally recognised IP into Heartopia’s emotionally rich game design, without disrupting its tone or community-driven gameplay.
For the global re-launch, Yodo1 worked closely with XD Games and Hasbro to support localisation approvals, ensure brand consistency across regions, and enable efficient execution at global scale. Yodo1 also supported the global licensing of the iconic Friendship Is Magic theme song for use in promotional materials, extending the collaboration beyond the game experience.

For the game developer, the collaboration delivers several key benefits:
For the IP holder, the collaboration extends My Little Pony into an interactive mobile experience, reaching new global audiences through a game that closely aligns with the franchise’s core themes.
Scaling a successful regional collaboration to a global release requires preserving what works while expanding approvals, localisation, and production across markets.
For Heartopia × My Little Pony, Yodo1 focused on maintaining the original creative direction and in-game experience while supporting the operational requirements of a worldwide launch. By combining learnings from the 2025 China event with hands-on global execution, Yodo1 helped turn a proven collaboration into a scalable international release, setting a strong foundation for future IP-driven launches.
IP Licensing

04.02.2026
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5 mins read
Shenzhen, China – 5 February 2026 – Honor of Kings (王者荣耀), one of the most successful and culturally influential mobile games in the world, has announced a major new collaboration with Hasbro’s My Little Pony, launching as part of its Chinese New Year celebrations in the Year of the Horse.
The collaboration goes live in Mainland China on 5 February 2026, with a global release coming soon. This project also marks the first collaboration between Honor of Kings and Yodo1, opening a new chapter of premium IP partnerships within one of the world’s largest gaming ecosystems.
Chinese New Year is one of the most important moments in Honor of Kings’ annual content calendar. The Year of the Horse makes My Little Pony a natural creative fit, with both brands sharing themes of harmony, heroism and individuality. My Little Pony’s multi-generational fanbase also closely aligns with Honor of Kings’ player community.
Rather than appearing as a cosmetic overlay, the collaboration has been designed to integrate directly into Honor of Kings’ live operations systems, delivering bespoke content that feels native to the game world.
Spriteling Skins
Spritelings are companion pets that accompany players in battle. The iconic Mane Six are introduced as Spriteling skins, each available in standard and upgraded versions, blending My Little Pony’s signature colour and warmth with Honor of Kings’ fantasy aesthetic.
Flowborn Costumes
Flowborn is Honor of Kings’ fully customisable hero. Two new costume sets inspired by Princess Cadance and Shining Armor are introduced, offering unique designs and marking the digital fashion debut of both characters in redesigned game-original interpretations.
Throughout production, Hasbro, TiMi Studio Group and Yodo1 worked through concentrated creative development cycles to deliver new visual directions and gameplay-first designs that ensure the collaboration feels native to Honor of Kings rather than imported.
The result is a premium Chinese New Year centrepiece designed to surprise, delight and engage millions of players during the most important seasonal period of the in-game calendar.
For Honor of Kings, the collaboration delivers:
For Hasbro, it marks the first My Little Pony collaboration with Honor of Kings, bringing the franchise into one of the world’s largest live-ops gaming ecosystems.
For Yodo1, the project reinforces its role as a strategic bridge between global entertainment brands and one of the leading game platforms in the world.
Honor of Kings (王者荣耀), developed by Tencent TiMi Studio Group, is the world’s most‑played MOBA game and one of the world’s most successful and influential mobile games.
Yodo1 is a global games and IP licensing company connecting the world’s leading brands with players worldwide.
Whitepaper

February 10, 2026
February 12, 2026
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January 30, 2026
January 30, 2026
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Cheat Sheets

October 31, 2025
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Cheat Sheets

October 27, 2025
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IP Licensing
October 8, 2025
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Playbook

September 3, 2025
October 21, 2025
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27.01.2026
•
5 mins read
IP collaborations now directly impact growth, retention and long-term brand value.
Between 2020 and 2025, collaboration volume surged across global and China markets. Yet a clear pattern emerged: a small number of deals drive most value, while many quietly undermine performance.
The wrong collaboration is not neutral.
It destroys value.
Instinct-led IP decisions no longer scale.
IPverse is a structured decision framework that helps teams evaluate IP fit, risk and upside before deals are signed, turning fragmented market signals into clearer, defensible choices.
This live industry briefing introduces a more data-led approach to IP decision-making in games.
In this session, you will see:
Attendees receive early access to the whitepaper:
The Digital Reckoning: Why Guesswork Is Dead and How Data Transforms IP × Game Collaboration

09.12.2024
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5 mins read

Vivien Zhang, Head of IP Licensing at Yodo1
In a groundbreaking forum, Yodo1 brought together many of China’s top mobile gaming companies to explore how brand-IP partnerships are reshaping gaming on a global scale. Hosted in collaboration with Gameunited as part of the Yodo1 IP Roadshow in Beijing, the event provided a platform to advance IP integration across the mobile gaming landscape.
Leading developers, including Wanda Cinema Game, Hero Entertainment, gathered to share their expertise on IP-driven strategies that deepen content engagement and boost player retention. By showcasing best practices in IP integration, these companies shared how strategic brand partnerships can enrich the gaming experience, enhance storytelling, and significantly heighten user engagement.
Bi Sheng, General Manager of Wanda Cinema Game's Overseas Publishing, emphasized that in-depth understanding of the IP is essential for a successful integration, sharing insights from the launch of Saint Seiya: Legend of Justice. The forum emphasized the importance of IPs as immersive elements, rather than surface-level brand additions, reinforcing how they improve the storyline and player engagement. More than ever before, developers are capitalizing on top-tier IPs to craft compelling experiences that also drive higher monetization.

Yodo1 Team sharing insights about brands in games collaborations
Drawing on its experience with iconic IP partners such as Hasbro, Sony Pictures Consumer Products (SPCP) and Kodansha, Yodo1 is leading a knowledge-sharing roadshow across China, designed to inspire developers in the evolving world of IP integration. With more than 60% of China’s top 30 revenue-generating developers partnered with Yodo1, the company’s extensive network and leadership continue to shape the IP licensing landscape in China’s mobile gaming market.
One of the event’s highlights was the introduction of Yodo1’s newest platform, DreamData. Presented by Vivien Zhang, Head of IP Licensing at Yodo1, DreamData offers developers a robust suite of tools, including real-time global IP collaboration news, ROI forecasting, and IP partnership recommendations. This platform empowers developers to make informed, data-driven decisions that optimize brand integration, solidifying Yodo1’s standing as a thought leader in the mobile gaming IP space.
As demand for IP-powered games grows, Yodo1 is dedicated to building a network of industry leaders committed to advancing this trend. The Beijing event marks the first of many stops on Yodo1’s 2024-2025 roadshow, which will include additional forums across China, encouraging developers to embrace global brand partnerships. “Our mission is to help developers think globally, act locally, and leverage IP to create unforgettable gaming experiences,” said Sun Ke, Head of Strategic Deals at Yodo1.
With the rising sophistication of China’s gaming market, players are seeking deeper engagement and more immersive content. IPs allow developers to tap into existing fan bases, and the need for high-quality IP collaborations has never been greater.
For more on Yodo1’s innovative partnerships and opportunities for IP collaborations, we invite you to check our website here. Join us as we shape the future of gaming and brand collaborations!













06.12.2021
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5 mins read

On December 4, 2021 Yodo1 held its first “Yodo1 Baithak”, an offline event in Lahore, Pakistan. It was an opportunity to finally meet in person some of the hundreds of talented developers across Pakistan that we’ve come to know over the last three years, our amazing MAS partners, as well as new friends.
“Yodo1 Baithak '' brought together some of the most influential gaming studios in Pakistan—including Kitchen Tale, Aptech Media and Five River Solutions—in a discussion moderated by the Yodo1 team.
Over 70 developers in attendance had the opportunity to learn how these studios got started and the nuts and bolts of how they turned their dreams and passions into successful companies and businesses, with their games now enjoyed by millions of players. Highlights included not only their journey, but also how Yodo1’s tools, educational initiatives and support played a part in their success.
It was a groundbreaking event, particularly post-Covid, and attendees found the connections forged to be powerful and encouraging. For those newer to the industry, meeting in person with some of the best known local developers and studios was like a free pass to pick their brains and learn from the best in class. Discovering what these movers and shakers in the industry did differently from others and what actions clicked and helped them get where they are now was invaluable to all who heard them.
“An event like this will certainly strengthen Yodo1’s presence in Pakistan; it sends a clear message that Yodo1 means business and thus will strengthen the trust of clients both existing and potential,” said Asad Imran, an attendee from Libra Studios.
Ali Shah, Yodo1’s Head of Developer Experience, summarized the biggest takeaway of the event, saying “Social networking with existing customers and similar minded folks brings an important layer to existing relationships. We work from anywhere, but nothing beats actual face to face interaction! It was amazing to see the excitement among different groups, and attendees were able to ask their questions and get help and advice in person.”
Did you attend the event? We’d love to hear what the highlight was for you! This is just the first in a series of developer events we are planning in Pakistan, and if you couldn’t make this one, we look forward to seeing you at the next.
Whatever the size of your studio—large, small or solo—you can become a part of the world’s most active and talented community of developers. Kitchen Tale, Aptech Media and Five River Solutions are just three of the hundreds of studios in Pakistan who use Yodo1’s MAS monetization solution to grow their businesses and maximize their revenue.
Join them by installing MAS, the world’s best monetization SDK! Go to our MAS Portal to register and set up MAS for your game in just three easy steps, or book an appointment with a Games Growth Specialist here to learn more.














