Monetization is where engagement becomes income. We help you earn more without wrecking the experience — ad placement, IAP pricing, subscriptions, and the SDK plumbing that makes it all measurable.
The trap most teams fall into: squeezing short-term ad revenue and quietly killing retention. Both numbers have to move together or you've just borrowed from next month.








Three results from real engagements. Note that the last one moved revenue and retention — that's the standard we work to.
There is no universally best monetization model. A hypercasual puzzle game and a mid-core RPG need completely different approaches.
Model chosen against genre, audience and platform — then tested rather than assumed.
For utility, social, productivity and media apps — where the mix matters more than any single lever.
Badly placed ones will. That's the whole craft — frequency capping, placement at natural break points, and rewarded formats the player chooses. We measure retention alongside revenue, not instead of it.
For SDK integration and mediation setup, yes — under NDA. For the initial revenue review, no.
The major ones including AppLovin, Mintegral, AdMob, Unity Ads and Meta, plus mediation so they compete for each impression rather than one network setting the price.
Usually both, weighted by genre and geo. Ads monetize the 95%+ who never pay; IAP monetizes the few who pay a lot. Choosing only one leaves money on the table.
Mediation and placement changes can move ARPDAU within weeks. Pricing and subscription tests need longer to reach significance.
Send us your app and we'll show you where revenue is being left on the table.