Paid UA for mobile games, from soft launch to scale

I ran more than $1M a month in UA budget at Wooga, where Pearl’s Peril passed $86M in lifetime revenue and Jelly Splash passed $39M. The method has not changed: find the cohorts that pay back, kill the ones that do not, and keep the creative pipeline full.

This page is for a studio or publisher that needs paid acquisition run properly, from soft launch through scale. It explains what a game needs that an app does not, what was built on an account that doubled its D0 ROAS over two years, and where the creative testing method that ran there is written out in full.

What a game needs that an app does not

Volume. A game lives on creative velocity, and the winning ad is usually the fifteenth one tested. So creative is made rough first, run in a dedicated install campaign with a spend rule per ad, and only remade properly once it wins. The elimination round is written out step by step, with the campaign structure, the budgets and the kill rules, and it is the method that ran on the account below.

Harder measurement. Day zero value on iOS goes through SKAN and AEM, and the cohort you are optimizing for is the payer, not the installer. At Horse Racing Solitaire that meant value optimization on Meta across iOS and Android, the cohort stack on Adjust and Tableau, and the SKAN and AEM setup done before spend went up.

A market plan. Tier 2 markets are usually worth it for testing and sometimes for scale, and the account decides which.

What that looked like

Two years with Salto Games, soft launch through scale. D0 ROAS went from 8 to 12 percent to 17 to 23 percent, day one payer conversion rose 50 percent, and blended CPI dropped from £9.43 to £5.38 in one month. On the creative side, 175 ads went through the account in four months, fourteen came in under £1.00 per install and the best at £0.65, and the same account put my ads up against an outside studio.

Who it is for

  • Studios in soft launch that need the measurement right before scaling
  • Games with a live economy and a paid budget around $100K a month, or funded to reach it
  • Publishers that want creative volume with a test method behind it
  • Teams that have used an external studio for creative and want to compare it against a testing system

What you get

  • Value optimization on Meta, iOS and Android, with SKAN and AEM set up first
  • A cohort stack on your MMP so payback is visible by market and channel
  • Structured creative concept tests, with production from my network
  • Tier 2 market testing before Tier 1 spend, where the economics call for it
  • Weekly numbers against target

Questions people ask

Do you make the ads for games too?

Yes. Gameplay capture with captions and motion graphics is the workhorse, a creator on camera when the reaction sells it, and AI footage to test a hook before anyone films. The prices are published.

How do you test creative for a game?

Rough first, in a dedicated install campaign, with a spend rule that stops each ad at a fixed amount. Only what wins gets remade properly. The full method, with the budgets, is the creative testing playbook.

Why did value optimization stop working for us?

Usually because the signal underneath it changed or thinned. I have written up the common causes, and the fix is almost always upstream of the campaign.

What does it cost?

A monthly retainer scoped to involvement, for games spending around $100K a month on UA or funded to get there. What sets the price is here. Creative production is priced separately and can be bought on its own.