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Mobile Games

Marketing for games that earn their installs back.

Games live and die on the gap between CPI and LTV. We run acquisition, creative and measurement as one loop against that gap, with cohort truth underneath every scaling call.

Our solutions in mobile games

The vocabulary is the proof.

If your current agency cannot explain each line below in one breath, that is your answer about them.

  • Paid UA bid to D7 and D30 ROAS cohorts, not installs
  • SKAdNetwork 4 conversion value schemas per title
  • AEM event priority tuned to the monetization mix
  • MMP cohort reporting with NET revenue views
  • Hybrid IAA and IAP economy measurement
  • Ad-value events for rewarded-video-heavy geos
  • Creative hook matrix built on gameplay capture
  • Playable and video iteration on written kill rules
  • Creative fatigue watch on frequency signals
  • Apple Search Ads defense and discovery structure
  • Soft launch geo test design and readouts
  • Pre-registration and launch burst campaigns
  • ASO for genre and mechanic keyword clusters
  • Custom product pages mapped to ad themes
  • Store listing experiments run to resolution
  • Featuring pitch preparation for store editorial
  • Event and season-aligned campaign calendars
  • Payer cohort analysis and spend-depth curves
  • FTUE drop-off mapping to first purchase
  • Attribution windows doctrine on every report
  • Incrementality checks on retargeting spend
  • Cross-promo measurement between titles

Questions

Mobile Games, answered.

Do you work with both IAA and IAP games?
Yes, and the mix changes the whole engagement: ad-monetized titles optimize toward engagement and ad-value signals while purchase-driven titles optimize toward payer cohorts. We measure the split first, then point each campaign at the signal that actually pays that title.
How do you judge a game campaign on iOS now?
On matured cohorts through the MMP, with SKAdNetwork configured so the coarse signal still encodes early revenue. Same-day dashboards under-report by design, so scaling decisions wait for written data-maturity windows instead of reacting to noise.
Can you work alongside our internal LiveOps team?
That is the normal shape: your team runs the game, we run acquisition and creative against your event calendar, and the weekly loop shares one revenue number so a strong event gets fed spend while it is live.
What does game creative testing look like?
A hook matrix seeded from real gameplay moments, batches tested on written kill and scale rules, and fatigue watched on leading indicators. The account never depends on one hero video, because that is how scaling stalls.
Where do you start with a new title?
The free 30-minute audit call: we read your store presence, attribution setup and account structure, then walk you through the gap between what the game earns and what acquisition costs, and which lever closes it fastest.

Teams that trust us with the number

  • Podz logo
  • Crush Crush logo
  • Kleo logo
  • Backroad Mapbooks logo
  • GameGo logo
  • ZivTrack logo
  • Sad Panda Studios logo
  • Appomate logo

Growth retainers from $6K per month, typical range $6K to $15K

Real ranges, published. Ad spend stays in your own accounts.

See the full pricing table →

Where this fits: see the Strataigize Growth System, the ladder every engagement runs on.

Talk to the mobile games team

Tell us your app and we reply within 24 hours with the levers we would pull first. No pitch until you see the value.

Prefer to talk first? Book a 30-minute call instead.