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AppLovin

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comment r/admob u/gtg-99 2026-05-14
I added Liftoff and other SDKless meditationa but they didn't help much just helping with the match rate. You are right about AppLovin abd Meta they are very good, I tried but I got rejected from AppLovin and Meta seems to complicated for me so I left them for later, Unity was straight forward.
comment r/wallstreetbetsGER u/Final_Examination355 2026-05-14
Applovin
comment r/admob u/harryfo 2026-05-14
Wow, interesting to know. Is unity the only one you added? Why them did you suspect that they specifically would improve your eCPM? From my own research it seems people recommend AppLovin, Meta and Unity but if I added all 3 I'm looking at 10MB which would be a huge size increase relative to my current size.
comment r/stocks u/Ramrod4150 2026-05-14
I’m right there with you. Left 125-150k on the table in the last year with Micron, AppLovin and Rocket Lab alone. It’s too bad too, I could have used that $.
post r/csMajors u/Odd_Clue587 2026-05-14
I’m currently deciding between two new grad offers that are pretty different in terms of role focus, and I’d love some outside perspectives from people further into their careers. AppLovin (Palo Alto) \- DevOps / Infrastructure Engineer \- \~$203K TC (30k housing stipend if in 5 mi radius) \- Public company with strong growth recently \- Very strong perks/benefits \- Work seems more infrastructure/reliability/operational focused Alation (Redwood City) \- AI/ML Engineer on the Numbers Station AI team \- \~$190K TC \- Series E enterprise data/AI company \- Team works on LLM systems, copilots, and AI agents for enterprise workflows \- Role seems much more aligned with applied AI/product engineering For context, long term I’m most interested in building AI/ML products, so the Alation role feels more aligned with my interests. At the same time, AppLovin has stronger compensation, better perks/benefits, a bigger brand name, and seems lower risk financially. A few things I’ve been thinking about: \- How important is role alignment vs company prestige early career? \- Is it difficult to transition from infra/devops into AI/ML later? \- How much should I weigh compensation/stability differences at this stage? \- Does working on AI at a later-stage enterprise company still provide strong growth opportunities? Would appreciate any perspectives, especially from people who’ve made similar tradeoffs between infra/platform engineering and AI/ML roles.
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comment r/JustPlay u/Forsaken_Wealth666 2026-05-13
alright, if i catch it again, i can take a screenshot. It is the applovin Xperiencia ads. i don't know how to record my phone screen unfortunately. the end card is frozen after it forces you to go to the google play store, and upon return the ad is frozen. But also if you just leave the app while that specific ad is playing and then go back to it, it freezes or breaks the app as well. I hope that helps. But another pressing issue is more or less the video google ads not granting rewards (gems/lives/hints) after watching them. Though the playable google ads do seem to give you the rewards. It may end up looking like people are spamming and 'not playing normally' if they're trying to get the rewards but not receiving them.
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comment r/JustPlay u/Forsaken_Wealth666 2026-05-13
there is just one ad from applovin that isn't working for me, though i'm scared typing out the name will give it engagement lmfao. but it starts with an x and ends with eriencia lmfao. it just freezes the whole damn app at the end and i have no choice but to exit the stupid thing. sometimes it blacks out and there will be an x, and i'd be able to continue the game... however the game will think that add never finished playing so no other ads will load unless i close and reopen the game anyway. u/TheBeardFromJustPlay I hope you can forward this to the team, if there's anything they can do. Unless it's just a bad ad mob happening rn.
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comment r/JustPlay u/Present_Cherry_4671 2026-05-13
Can confirm google ads aren't working on, uh, let's call them "BP" and "PP", although Applovin does. Looks like ots of folks losing lots of money, including the P2E companies!
comment r/JustPlay u/Present_Cherry_4671 2026-05-13
Applovin and TikTok aren't paying for me either. It's odd!
comment r/wallstreetbetsGER u/South_Milk_9031 2026-05-13
leider auch microsoft, applovin, palantir & axon
comment r/JustPlay u/Lina-Buns 2026-05-13
well i kind of fixed it. I went to an app outside of justplay and when i finally got an ad that wasn't that one, i downloaded it, and now other ads are showing from applovin. it's bc applovin's end card is glitched for that one app it's advertizing, so if you engage with others that appear, it will help. you might still see it, but it won't be as aggressively showing up.
comment r/adops u/anon_pub 2026-05-13
just app inventory. IDFA traffic performs entirely differently from non-IDFA traffic. Setting up a flooring strategy for both segments independently is going to prove that to you. Not sure what tools you have, but Applovin Max for example allows you to build separate floors based on those segments. Basically found that IDFA is borederline trash and needs a very delicate flooring strat compared to non IDFA. Non-IDFA is extremely elastic, IDFA is inelastic and can handle a strong amount of price pressure without cracking. Non-IDFA can break with tiny floor values, like $0.10.
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comment r/UnityStock u/MembershipDue8592 2026-05-13
Small clarification, and sorry to be a little pedantic, but the nuance may matter for investors: the short sellers themselves are not suing AppLovin. The securities class action is brought by investors who bought during the alleged class period and claim they were damaged when the short-seller reports came out and the stock dropped. That distinction matters because short sellers make money in the market. Their model is to identify a company they think is overvalued or vulnerable, short the stock, publish a report, and hope the market agrees. Whether their claims are right or wrong is a separate question, but they generally are not the ones suing for damages. The lawsuit is from investors who allege AppLovin’s prior disclosures were misleading and that the short reports revealed the truth. As I understand it, three securities class-action complaints were initially filed after the short reports, but two were voluntarily dismissed, leaving one main securities action ongoing. I would not read too much into the dismissals by themselves, since that can happen for procedural or consolidation reasons, but it does mean there are not three fully separate active class actions running in parallel. Personally, I’m weighting the remaining class-action risk fairly low as a business risk. It may create legal expense, distraction, and headline overhang, but I struggle to see it as thesis-breaking unless the underlying allegations are proven and lead to something broader. The case seems like it will have a few challenges. First, the usual securities-fraud pattern is that management makes aggressive claims, the business later misses badly, and plaintiffs argue the miss revealed that prior statements were misleading. That is not obviously what happened here. AppLovin has continued to deliver very strong growth, margins, and cash flow after the short reports. If the core allegation is that the growth story was fake or unsustainable, the subsequent business performance makes that harder to argue. Second, the case seems to depend heavily on whether the short-seller allegations were actually true and whether AppLovin’s own statements were materially misleading. A stock falling because short sellers published alarming claims is not automatically AppLovin’s fault. Plaintiffs still need to connect the alleged misstatements, the alleged corrective disclosure, and the investor losses. Third, the incentive story does not look especially obvious to me. AppLovin is highly profitable, has been buying back shares, and insiders do not appear to be behaving like this was a short-term stock-promotion scheme. If anything, a lower stock price helps long-term holders when the company is aggressively repurchasing shares. That does not legally disprove anything, but it makes the “management inflated the stock for a quick cash grab” story less intuitive to me. Fourth, even if the securities case eventually settled or plaintiffs somehow won, that seems more like a money problem than a business-model problem. It would not, by itself, force AppLovin to change how AXON operates. A large settlement could be annoying and reduce buybacks for a period, but given the company’s current free cash flow, I do not see the class action alone as existential. The comparison to Unity is interesting. Unity was hit with securities litigation after its ads business actually cratered following Apple’s privacy changes. Management had repeatedly talked up its ad-tech capabilities, including Audience Pinpointer, and then the opposite happened: the fundamentals deteriorated badly, guidance was cut, and the stock never recovered. Even with that much more plaintiff-friendly fact pattern, the securities case against Unity was ultimately dismissed. I mention that only to show how difficult these cases can be to win. Companies usually have extensive risk disclosures and safe-harbor language, so plaintiffs generally need more than “management was too optimistic” or “the stock went down.” So overall, I’m struggling to see the AppLovin class action as a major business risk. The bigger issue is the SEC/regulatory angle. Even there, my current read is that the most likely risk is disclosure/enforcement related rather than “the business is illegal and must shut down.” The more serious risk would be if an SEC finding or related investigation caused Apple, Google, Meta, customers, or regulators to force changes to AppLovin’s actual data or ad practices. That would matter much more than a private securities settlement. But that would also be a future theoretical problem way down the line.
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post r/apps u/ekonixlab 2026-05-12
Has anyone here used AppLovin for app ads? From what I can tell, the audience and targeting seem to lean pretty heavily toward mobile games, but I am not sure if that is just because gaming apps use it the most. For anyone who has tested it, how did it compare to Apple Search Ads, Meta, TikTok, or Reddit ads in terms of installs, cost per install, and actual user quality? Would love to hear any real-world experience
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post r/SoftwareEngineerJobs u/Odd_Clue587 2026-05-12
(no body — comment matched in title or URL only)
comment r/DigitalMarketing u/MOXIEPRO 2026-05-11
Is AppLovin a good platform for affiliate marketing?
comment r/DigitalMarketing u/MOXIEPRO 2026-05-11
When is AppLovin planning to accept the general public?
post r/IndieDev u/mesmerlord 2026-05-11
two person team. soft launching a mobile puzzle game in 3 weeks. ua budget is gonna be tiny - like $50-100/day on fb + a small applovin/mintegral test to see what sticks. real problem is the static ad creatives. we dont have a designer. my cofounder does game art but its all in-game stuff, not "stop the scroll on instagram" ad art. and for a soft launch we need to test like 10-15 variations just to find one thats not garbage. cant pay an artist $80-150/creative for that volume right now. what im seeing other indies do: * screenshot straight from the game (low effort, ctr is usually terrible) * canva over a screenshot (slightly better, looks like every other indie ad) * midjourney for character art then crop/lay out in canva (slow, art is good but its not an ad) * ??? video creative i can mostly handle on my own with gameplay capture + capcut. the static feed/story placements are the bottleneck. specifically curious: * anyone using AI tools for UA creative for games? most of them are clearly built for ecom not games * when youre doing canva grind, whats your actual per-creative time once you have a system * is there a better workflow than midjourney → manual crop → canva → export would love to hear from other 1-2 person teams doing soft launches in the last year. not really interested in the "just hire someone" answers, bc the whole point is im pre-launch and pre-revenue.
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comment r/wordscapes u/DebDN 2026-05-11
PART 2: At [https://www.tripledot.com/](https://www.tripledot.com/) , I also located the original announcement of the July 1, 2025 $800M acquisition of AppLovin’s mobile games portfolio: **News** **Tripledot Studios Successfully Closes $800M Acquisition of AppLovin's Mobile Games Portfolio** LONDON, July 1st, 2025 - Tripledot Studios, one of the world's fastest-growing mobile game developers, today announced the successful completion of its $800 million acquisition of AppLovin's mobile games studio portfolio, following the satisfaction of the customary closing conditions. The transaction, originally announced on May 7th 2025, officially closed June 30th, creating one of the largest independent mobile gaming companies globally. \[ … long article, BTW … \]
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comment r/Adsense u/Rambalac 2026-05-11
Adsense has nothing to do with AppLovin
comment r/admob u/Designer_Alps_7435 2026-05-11
From rough search (not confirmed), about 10K DAU. I have not got myself approved yet for App Lovin. Planning to give another retry when DAU reaches 10K.
post r/u_Dolphin_research u/Dolphin_research 2026-05-08
**Unity一季度业绩发布,由于 3 月底已经发过预告,因此这次关注焦点还是指引,尤其在剥离 IronSource 之后,指引更能看出 Vector 广告系统的增长趋势。** **具体来看:** **1. 指引小幅优于预期,Vector 趋势良好** **管理层预计 Q2 收入增长 15%-17%。其中进一步剔除 IronSource 和 Supersonic 部分的核心战略业务收入,预计增长 29%~32%。其中战略 Grow 业务按指引上沿计算,Q2 环比增长 10%,这里面 Vector 应该是大头,预计 Vector 应该有 10% 以上的增速(符合长桥海豚君预期)。** **预计 Q2 之后会进一步受益 D28 算法加大客户渗透、Runtime engine 的数据整合以及 In-App Commerce 平台的上线,带来增长助力。在竞争边际加剧下,管理层如何展望更长期的 Vector 趋势非常关键,建议关注电话会中是否披露更详细的指标。** **Create 业务增速基数走高而有所放缓, 1 月 Unity Pro/Enterprise 订阅小幅涨价了 5%,不过 3 月马上开启了一波云存储免费升级,有望在涨价的同时,保持客户的使用粘性。** **2. 当期的小惊喜:利润率环比明显改善** **近几年 Unity 深陷泥泞,一个不容忽视的问题就是内部经营效率太低。尤其是和竞对同行 Applovin 一对比,几倍多的员工规模最终实现的创收没对家高。** **虽说主要锅在于前任班子几笔收购留下的烂摊子,但从 2023 年新班子上任至今也有三年了,业务整合速度这么慢也能看出新班子同样有经营低效的问题。因此当 Q1 经调整的 EBITDA 利润率(剔除了 SBC、折旧摊销以及 Ironsource 剥离重组的影响)提高到 27%,同比环比均有明显优化,还是让长桥海豚君对财报的情绪有一些提振。** **3. AI 颠覆论阴影下,如何看后续修复?** **AI 颠覆论讲了快一个季度,随着软件股的估值中枢下移和不断用超预期的强劲业绩进一步消化,目前颠覆论调的短期杀伤力也告以段落了。Unity 目前 117 亿美金,落在长桥海豚君之前算的第一安全区间 99~118 亿(回溯 2026 年 3 月 27 日《Unity Q1 业绩预告点评)。** **整体就是大约对应今年的业绩,估值相当于经调整 EV/EBITDA 的 21x,这个性价比在业绩可预期视线内,相对 Applovin 要稍微低一些。并且从 GAAP 和现金流角度,Unity 估值的绝对硬度上也要弱于 Applovin(SBC、折旧成本占比不低)。** **但上述估值在涉及引擎业务的时候,我们用了相对保守的 3-4x P/S,来反映 AI 侵蚀颠覆论下的投资情绪。因此后续进一步向上的修复空尽,就来自于这里面的预期差。** **除此之外,就是期待 Vector 发挥更高的效果,以优于长桥海豚君预期的,环比 10% 逐季增长的趋势变现。短期的机构调研来看,Vector 的趋势是向好的,但效果提升的速度仍不够快,才能足够打动客户从竞对转移到自家平台。** https://preview.redd.it/7w8x7s4rwtzg1.jpg?width=1048&format=pjpg&auto=webp&s=9e86f44233505d074e0a4989e4c39ed761d4a38c https://preview.redd.it/rztmop4rwtzg1.jpg?width=1052&format=pjpg&auto=webp&s=b4b1ff6ac02cdcd79e47d9d08ac2cc15118794f4 **4. 业绩指标一览** https://preview.redd.it/wgqhkp4rwtzg1.jpg?width=1266&format=pjpg&auto=webp&s=b6606cc873616036c23eb8c89378aa27840eb4b7 **以下为详细图表** **一、Unity 业务基本介绍** **Unity 在 2023 年一季度并入了 IronSource 经营情况,并且对细分业务的划分范围也进行了调整。新的披露结构下,分部业务从原来的三个(Create、Operate、战略)浓缩成两个(Create、Grow)。** **新的 Create 解决方案包含了原先 Create 下的产品(游戏主引擎)外,还加入了原先确认在 Operate 中的 UGS 收入(Unity Game Service:针对游戏公司的全链条解决方案,帮助解决游戏开发、发行、获客运营的一揽子方案)、原 Strategy 的收入,但 2023 年起逐步关闭 Profession service、Weta 等产品服务;** **而 Grow 解决方案包含了原 Operate 中的广告业务,以及合并 IronSource 的营销(主要为 Aura,Luna 于 1Q24 关闭)和游戏发行服务(Supersonic)。收入贡献分布来源于游戏开发主引擎的席位订阅收入,和负责撮合竞价的广告平台收入、游戏发行收入等。** **二、详细图表** **Unity 一季度实现总营收 5.08 亿美元,同比增长 17%,小幅超出公司指引和市场预期。** **细分业务来看:Create 业务增长 4%,Grow 业务增长 24%,后者明显加速。** https://preview.redd.it/8j871o4rwtzg1.jpg?width=1380&format=pjpg&auto=webp&s=e85790c0785395d184040acc23f9ead88f46ffbf https://preview.redd.it/ctj40e5rwtzg1.jpg?width=1412&format=pjpg&auto=webp&s=69a2d66ccc7e209d19ffd5c6342765f9f35473c5 https://preview.redd.it/p359rq6rwtzg1.jpg?width=1488&format=pjpg&auto=webp&s=bd58b686a277e2588fa9dee7a6ef29d8c537387a **关于管理层对短期业绩的指引:** **二季度收入、调整后利润略优于预期——预计收入指引在 5.05 亿~5.15 亿之间,同比增长 15%-17%;预计经调整 EBITDA 在 1.3~1.35 亿美元,同样高于预期。考虑到新管理层指引风格都偏向谨慎,因此实际表现应该更好一些。** **一季度 Non-GAAP EBITDA 利润率环比增加近 3pct,主要来自业务聚焦后的经营提效。现金流因为本季度业务调整的一些相关支出补偿,环比走弱到 6600 万美元。** https://preview.redd.it/vlhuac5rwtzg1.jpg?width=1578&format=pjpg&auto=webp&s=93ea55959b2b53cc4b74798ccb4bac3e09fe8e5c https://preview.redd.it/ms1gk48rwtzg1.jpg?width=1576&format=pjpg&auto=webp&s=06b46c4dbfe91f127e68edb2ed998c3fcebf0e89 **<此处结束>**
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post r/u_Dolphin_research u/Dolphin_research 2026-05-07
**在鬼故事缠身的一季度,$AppLovin(APP.US) 上交的成绩单小超预期。虽说也能找出增速放缓的瑕疵,但相比过于放大竞争影响的短期市场情绪而言,这个业绩还是可以消除一些担忧的。** **具体来看:** **1. 收入指引继续高增长:对于 Applovin,因为正处于业务扩张的关键变动期,因此指引仍然是最需要关注的指标。** **管理层指引 Q2 收入增长 55%,保持高增长趋势,环比小幅放缓。** **不过考虑到管理层指引风格偏保守,从惯例的 beat 幅度来看(指引上限的 3-5%),增速有望与 Q1 持平。** **2. 电商广告稳步推进:从机构的行业调研来看,虽然一季度竞争有加剧的趋势,比如 Unity Vector 不断优化、Meta 的 Audience Network 宣布在 iOS 游戏投放市场卷土重来,以及 CloudX 有 Applovin 原创始人 Jim Payne 的 buff 加成。但至少短期上,客户对 Applovin 的投放效果仍然相对满意,小厂商可能存在对 eCPM 报价提高后投放计划调整(比如错峰投放),但投放份额仍在提升。** **结合机构预期测算,假设游戏等其他领域的广告增长保持 40% 的内生增速,那么预计 Q1 电商广告实现 4 亿,相比去年同期刚做电商没多久时候,同比增长 230%,环比增长 30%+。这个节奏算正常,但可能称不上绝对 “惊艳”。** **3、高效率变现无削弱:对 Q1 的利润表现我们认为是比较惊喜的。理论上,在竞争加剧的行业边际变动趋势下,Applovin 要进一步攫取行业份额,需要增加销售团队和客户交互的支出,以及投入开发新的营销工具来增加竞争力和变现点,因此 Applovin 显著较高的利润率有下行的风险。** **但实际情况是,Q1 的毛利率稳定,但经营利润率还环比上升了 1pct 达到 78%,同时 Q2 指引的利润率也未走弱。这其中,与客户交互相关的销售费用虽有所增长,但公司内部通过收缩管理费用小幅提高整体经营效率。** **4. 短期加大回购:Q1 股价承压,公司也因此加大了回购力度,相比去年 Q4 回购金额翻倍到 10 亿美金,以平均 450 美元/股的价格回购了 220 万股。** **截至 Q1 末尚有 23 亿美金的回购额度,公司账上有 28 亿现金虽然不多,但每季度自由现金流已经有接近 13 亿,后面有能力继续增加回购预算。不过这个回购规模隐含的股东回报不高,不够单独支撑估值。** **5. 重要财务指标一览** https://preview.redd.it/wybotmokjmzg1.jpg?width=1530&format=pjpg&auto=webp&s=104f1896db41613cbd89bef73dbba168f35f7165 **长桥海豚君观点** **年初以来 Applovin 股价表现不佳,主要原因在于竞争变化,市场对业绩处于巅峰期的 Applovin,存在可能要开始走下坡路的担忧。Q1 业绩表明,Applovin 仍处于高速增长期,竞争对手暂时还未动摇它的地位。** **财报前机构调研信息也显示类似情况:** **一季度 App 安装广告市场,Applovin 份额环比、同比均还在提升,只是提升幅度季节间稳定。Google 和 Meta 有波动,Unity 在 Q1 提升幅度相比上季度有所增加。** https://preview.redd.it/nhcalnokjmzg1.jpg?width=1414&format=pjpg&auto=webp&s=e9508cd3b1cdd57f3bf0d54c9516b557c8f0d544 https://preview.redd.it/3cqvxnokjmzg1.jpg?width=1384&format=pjpg&auto=webp&s=42ba2a3013256ee3b72cc11dc2529ad731c6b8fc **(1)Meta 的 Audience Network 重返 iOS 游戏广告,针对 IDFA 的问题对广告投放效果做了特别的优化,看上去对 Applovin 的竞争威胁最大。虽然年初获得了不少客户的关注,但实际测试效果来看,大多游戏广告主表示转化率没看到明显提升。** **(2)Unity Vector 确实在持续改善,此前 Unity 披露一季度 Vector 收入环比增长 15%,相比去年 Q4 环比 Q3,增长趋势向好。不过与此同时,Unity 退出 IronSource,这导致一些广告主削减了 IronSource 部分的投放预算,这对 Applovin 等其他存量来说也会有一个增量的再分配。** **(3)CloudX 则更多还是在情绪面上的影响。作为 Applovin 曾经的创始人 Jim Payne 新创办的公司,以 “AI 自动化” 的中介平台替代方案,再加上 Meta 的首发合作关系,对 Applovin 的潜在竞争影响短期也被市场情绪放大。** **目前看 CloudX 在做持续的技术更新迭代,不过机构调研行业中的游戏客户实际采用率不高。CloudX 本质上是在广告卖家与中介平台之间,增加了一个 “预竞价” 的优化环节:** **即通过 “虚拟询价” 来收集不同 DSP 平台的竞价数据,处理分析后预测哪个 DSP 平台在特定时刻的出价更高,以此让广告卖家以更高的价格卖出广告。** **但这个流程里面,Applovin 的 MAX 中介平台并没有被替代,具体的交易撮合环节还是在 MAX 上完成。但对于广告卖家而言,则需要多维护一个 CloudX 平台,增加了额外的成本,但 CloudX 对报价提升有限(一般提升 5%),同时还没有实际的最终广告转化数据(投放到终端用户中的),对 MAX 的闭环生态影响没那么大。甚至这个过程还变相增加了整个平台的 eCPM 报价,一定程度上对 MAX 这种吃报价分成的平台来说,单位经济更高了。** **不过我们也不过早判断 CloudX 完全无影响,毕竟它的技术会迭代、运营模式也会更新优化,既然是对 Applovin 知根知底的行业大拿站台,因此总归是一个潜在的竞争,但也不需要短期过于放大影响,持续关注即可。** **目前 Applovin 1570 亿市值,相较 Q4 财报后的大跌有所修复。对应 26 年业绩预期的估值 EV/EBITDA 为 22x,按 15% 税率算税后经营利润 P/E 不足 30x。** **虽然在广告行业中横向估值不低,但仍然低于 Applovin 自身的短中期增速,理论上存在修复空间。反过来说,本质上也体现出,市场对竞争拐点导致 Applovin 走下发展巅峰期的担忧前置,以及软件股估值打压的情绪。** **以下为详细分析** **一、指引继续高增长** **一季度 Applovin 实现总营收 18.4 亿,同比增长 24%,内生增速 59%,环比上季度的 66% 有所放缓。** **二季度收入指引 19.45~19.15 亿,隐含内生增速接近 55%,环比也有小幅的放缓。这放在电商广告的拓展早期,可能不够绝对惊艳。** **如果假设电商之外的广告按 40% 内生增速来算,那么 Q1 预计电商收入达到 4.5 亿,比长桥海豚君上季度预估的要多一些。** https://preview.redd.it/4v2mbdqkjmzg1.jpg?width=1276&format=pjpg&auto=webp&s=cbe16828fa81aa0167cde28216aaa73d5e901442 https://preview.redd.it/7mhhsdqkjmzg1.jpg?width=1314&format=pjpg&auto=webp&s=84700c73e30a1a8d05667b27cea95ba37116ffc4 **二、内部提效,高利润率保持** **一季度整体公司实现 EBITDA 利润率 85%,环比继续提高了 0.5pct。** **理论上,在竞争增加和电商广告持续开拓过程中,Applovin 需要投入更多在客户维护上(上季度就表明对接电商广告主的销售人员不足),同时也需要持续做技术迭代和新功能的开发来保持产品竞争力,因此短期利润率会有走弱压力。** **实际来看,Q1 营销费用和研发费用确实有明显增长,体现 Applovin 扩充销售团队、投入做技术迭代的动作,但 Applovin 靠内部运转效率的提升,收缩了管理费用,因此而保证了较高的盈利水平。** https://preview.redd.it/snxps9rkjmzg1.jpg?width=1446&format=pjpg&auto=webp&s=bbcdcb411d28899725548fc4c272e68fcbdd0c81 https://preview.redd.it/sn9in3pkjmzg1.jpg?width=1548&format=pjpg&auto=webp&s=7d353da5f1e64d5ea2eefe98e9927a2cc1b9eb8c https://preview.redd.it/frrs6ookjmzg1.jpg?width=1330&format=pjpg&auto=webp&s=93cd6170917d88814a70292790c9bb541074eac3 **<此处结束>**
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post r/MarketingJobs u/Express_Temporary481 2026-05-05
We’re building edutainment games that turn screen time into learning time for kids (2–8 yrs). With 1000+ activities across app stores & web, our mission is to help every child unlock their full potential. **Location: Noida Sector 62 (India)** **Role highlights:** * Run & optimize paid campaigns (Google, Meta, ASA, Unity, AppLovin, Liftoff). * Track ROAS, CAC, LTV, CTR & conversions. * Analyze data, run A/B tests, and push creative ad strategies. * Collaborate with our founder‑led marketing team. * Report insights & results to leadership. **What we’re looking for:** * 3+ years in performance marketing. * Proven success with paid campaigns. * Strong analytical + creative mindset. * Self‑driven, detail‑oriented, passionate. If you want to join a high‑performance, sports‑team‑like culture where we win together 💯, this is for you. Please DM.
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post r/godot u/Zealousideal-Can-992 2026-05-01
We're a small studio planning to launch mobile games on iOS and Android, and we're seriously evaluating Godot as our engine. Our games will need the full commercial stack: Apple/Google/anonymous login, IAP (subscriptions + consumables), ad mediation, Remote Config + A/B testing, analytics, attribution, cloud save, push notifications, and downloadable content. I've done some research and found that while most pieces exist as community plugins, the state varies a lot — AppLovin has an official Godot plugin now, godot-iap just hit v1.0 in early 2026, Firebase support is split across multiple repos, and Adjust/IronSource have no official Godot SDK. For devs who've shipped or are shipping F2P mobile with Godot: \- Which services gave you the most pain to integrate? \- Are you on GDScript or C# for production mobile? \- Would you do it again, or would you go back to Unity for a project with this scope?
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post r/admob u/besktas 2026-04-29
Which ad providers are you guys using in your mediation groups for interstitial and banner ads? I only have admob and unity at the moment. Had lots of issues with getting meta to work with iOS and also it winning bids but not filling ads on Android so I dropped that. Also got rejected by applovin. Any other ones I should partner up with?
post r/googleads u/Ok-Information-6722 2026-04-28
Hi everyone, we are looking to hire 2 experienced ad specialist to plan and manage campaigns for mobile games. We need someone who has done this before and can tell us what works, not just execute what we say. # Required Experience * 3+ years running paid UA campaigns specifically for mobile games in the U.S. market * Hands-on experience managing campaigns on Meta, Google UAC, and at least one of: TikTok Ads, Apple Search Ads, or AppLovin * Proven track record with RPG or action/survivor genres - you should be able to name comparable titles you've worked on * Experience managing $50K+ monthly media budgets with direct accountability for CPI, D7 retention, and ROAS * Can write solid creative briefs and knows what performs - you can direct the creative strategy * Familiarity with mobile measurement tools: AppsFlyer, Adjust, or similar MMP platforms * Experience launching or scaling new games in the U.S. is a strong plus Preference for people comfortable working in the GMT +4/+8 timezones. Excellent written and spoken English are essential. Agencies don't need to apply. Please send me a DM and reference this post if you're a strong candidate. Thanks for reading this far!
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post r/u_segwise_ai u/segwise_ai 2026-04-27
Playable ads convert roughly three times better than video and reduce CPI by stripping out casual clickers. Most UA teams still don't run them, because they assume building one requires a development team. That single gap is symptomatic of the bigger 2026 pattern. Bid algorithms across Apple Search Ads, Google App Campaigns, Meta, AppLovin, and Mintegral have converged. The leverage that used to live in bid strategy has migrated to the creative side, and the teams winning UA are the ones treating creative as a production pipeline instead of a one-time asset drop. Apple gives every iOS team up to 35 Custom Product Pages, each with its own visuals, promotional text, and deep links. Most teams still ship one. CPPs that mirror the ad creative push install conversion rates up and CPI down on the same keyword set. That is a creative throughput problem, not a bidding one. Google App Campaigns reward the same discipline. Two to four asset groups per campaign, each built around a single theme, twenty image and video assets per group, four text lines, refreshed every two to three weeks. The algorithm learns faster on a clean dataset and CPI drops on the assets that did nothing the week before. Continuous asset refresh prevents fatigue. Static asset libraries decay. Playables sit at the extreme end of this same shift. They capture roughly twenty times the attention of banners and lift retention 30 to 40 percent because new installs already understand the loop. The blocker is rarely strategy. It is engineering capacity. Tools that convert an existing MP4 into an AppLovin or Mintegral playable in under two minutes (no dev team required) collapse that blocker. ASO closes the system on the organic side. Treated as a quarterly review, it underperforms. Treated as a continuous A/B testing loop on store listings (Google Play Store Listing Experiments, Apple's Product Page Optimization), it compounds. Quarterly metadata refreshes plus rolling icon and screenshot tests keep organic conversion moving in the same direction as paid. The conclusion is straightforward. ASO plus creative refresh plus playables plus a structured Google App Campaigns asset group setup is a creative production pipeline, not a media buying tactic. The teams winning UA in 2026 staff and tool that pipeline first, then tune bids on top. The bid manager has not become useless. It has become commoditized.
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post r/topcompaniesUS u/shruti_tech 2026-04-23
The demand for water delivery apps in Saudi Arabia is growing fast. With busy lifestyles and increasing digital adoption, people prefer ordering essentials like water through mobile apps. This has created a huge opportunity for businesses to launch on-demand water delivery platforms. To build a successful app, choosing the right development company is very important. Here are the top water delivery app development companies you can consider, starting with the best. # Techanic Infotech Techanic Infotech is a leading water app development company building scalable, secure, user-friendly apps with real-time tracking and delivery solutions. # Crinpro Crinpro develops modern mobile apps with scalable backend systems, clean UI design, and efficient performance for delivery and on-demand business solutions. # Microsoft Microsoft provides powerful cloud and app development solutions with Azure, offering secure infrastructure, AI capabilities, and scalable systems for enterprise applications. # Salesforce Salesforce delivers cloud-based platforms focused on customer experience, automation, and analytics, helping businesses build connected and efficient delivery applications. # Intuit Intuit offers financial software solutions that support app integration, enabling secure payments, billing systems, and efficient financial management for delivery platforms. # ServiceNow ServiceNow specializes in workflow automation and digital solutions, helping businesses streamline operations, improve efficiency, and manage services in delivery applications. # IBM IBM provides advanced AI and cloud-based solutions, enabling secure, scalable, and high-performance app development for large enterprises and delivery platforms. # AppLovin AppLovin focuses on mobile app growth and performance, offering tools for user acquisition, engagement, and optimization to scale delivery applications effectively. # Cognizant Cognizant offers end-to-end digital transformation services, including app development, cloud integration, and AI solutions for scalable delivery business platforms. # Capgemini Capgemini provides consulting and technology services, helping businesses build scalable digital platforms with strong infrastructure, strategy, and long-term growth support. # Conclusion The fitness app market in 2026 requires advanced features like AI-based personalization, seamless performance, and strong scalability. Choosing the right development company plays a key role in turning your idea into a successful digital product. Companies like Techanic Infotech, along with industry leaders such as IBM and Accenture, provide the expertise and technology needed to build powerful and future-ready fitness applications.
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post r/u_meihuak u/meihuak 2026-04-23
**Veryfb 现已从过去的单一交流论坛,全面跨越进化为“全景出海智库平台 + UGC 实战社区”的双轮驱动模式。** 全新升级后的 Veryfb,不仅是全网中文世界最专业、最权威的跨境营销智库,更是链接全球出海上下游资源的超级枢纽。 在这个流量碎片化的航海新时代,我们看到了一个痛感极强的行业现状: > # Veryfb,正是打破这一信任真空的“第一入口”。 即日起,Veryfb “全平台认证代理商专区”正式开放入驻! 👉 \*\*查看认证代理商专区:\*\*[https://veryfb.com/accounts/](https://veryfb.com/accounts/) https://preview.redd.it/qlk6m54uovwg1.jpg?width=1080&format=pjpg&auto=webp&s=de00f24421ab7cb7b60d5bf9a10eba13cfff1406 # 📌智库与社区“双轮驱动”,打造全域流量闭环 此次 Veryfb 品牌全面升级,最大的变革在于我们**彻底打破了“资源导航”与“互动社区”的孤岛效应**。认证代理商专区与实战论坛已实现底层无缝打通,曝光率指数级跃升。 https://preview.redd.it/mzs9xiowovwg1.png?width=2224&format=png&auto=webp&s=d71cfa2697b32c0cc13956427a0bf809c35778eb * **1、 场景化精准引流:** 当全网出海操盘手在 Veryfb 论坛对应的版块(如 Facebook、Google、TikTok 专区)探讨实战痛点、寻找防封策略时,系统将常驻极具视觉冲击力的“官方严选开户引导”入口,将流量直接输送至认证代理商展示页。 * **2、 拦截高意向询盘:** 这种“带着痛点找方案”的场景化引流,意味着从社区溢出到严选专区的每一滴流量,都是具有极高转化率和明确开户意图的精准客户。 # 📌成为 Veryfb 认证代理商,将获得什么? **1. 独享日均 8000+ 的“超高纯度”精准流量** Veryfb 日均拥有约 8000+ 独立访客(UV),100% 都是出海操盘手、企业决策者、优化师和独立站站长。他们来到这里就是为了寻找解决方案和靠谱的开户渠道。入驻专区,意味着你的品牌将直接曝光在全网高净值、高意向的精准客户面前。 **2. “官方背景 + 智库背书”的双重信任光环** 信任,是出海圈最昂贵的货币。在这个充斥着“骗子”的市场里,Veryfb 专区只接受具有官方资质的一代或核心代理入驻。当满怀防备心理的客户看到你的名字出现在行业中最可信品牌(Veryfb)的列表中,这种平台级的双重背书,将瞬间打消客户疑虑,让你的商务谈判成本降低 80%。 **3. 建立护城河:客诉保障机制,良币驱逐劣币** 我们对所有入驻企业进行严格背调,并在专区内设立了透明的投诉区域。我们不仅协助用户与商家妥善处理纠纷,更是为了保护优质代理商的声誉。你在这里积累的每一次安全运营记录,都会成为你击败劣质同行的最强壁垒。 **4. 强悍的 Google SEO 占位与长尾曝光(独家红利)** 全面升级后的 Veryfb 主站拥有极高的 Google 搜索权重。成功入驻后,您将拥有一个专属的高权重详情展示页。当客户在 Google 搜索您的品牌词或“XX平台开户”时,带有 Veryfb 认证标志的页面将霸占搜索前列,这是长期的品牌沉淀资产。 # 📌双通道审核机制,严控生态质量 为了对 Veryfb 的 20 万+ 社区出海用户负责,坚决将“割韭菜的皮包公司”挡在门外,我们设立了极其严苛的资质筛选标准,并正式实行\*\*“资源置换”与“付费认证”双通道入驻模式\*\*: **⚠️ 核心硬性前提(所有商家均需满足):** 无论选择哪个入驻通道,均必须提供主流媒体平台(Meta, Google, TikTok 及各类垂直平台)的官方代理资质证明或核心渠道授权书,并全面配合 Veryfb 官方的企业背景背调与实名认证。 # 🟢 通道一:高优资源置换(免除一切认证费用) * **适用对象:** 拥有高质量官方网站(具备健康的 SEO 域名权重与自然流量)的成熟代理商。 * **入驻方案:** 为您开启特批绿色通道,**免收任何入驻费、年费或抽佣。真正的 0 成本大收益。** * **交换条件:** 仅需在贵司官网的首页,添加一个指向 Veryfb 的高优友情链接。这既是行业头部玩家的信任互换,更是互利共赢的长期契约。 # 🟡 通道二:官方付费认证(年度审核模式) * **适用对象:** 暂无官方网站,或官网数据未达到 Veryfb 免费置换标准、但资质过硬的代理商。 * **入驻方案:** 走标准付费审核通道。需按年缴纳\*\*「基础资质审核与技术服务费」\*\*完成入驻。 # 首批招募:27 大全球顶级与垂直流量平台 目前我们正针对以下平台的一代/核心代理商展开重点定向招募: * **社媒与全域巨头:**  Facebook (Meta) | Google | TikTok | Twitter (X) | LinkedIn * **新兴与垂直社媒:**  Pinterest | Snapchat | Reddit | Line | Telegram | VK (VKontakte) * **短视频与直播生态:**  Kwai | BIGO * **区域性搜索霸主:**  Bing | Yahoo | Naver | Yandex * **原生资讯与内容发现:**  Taboola | Outbrain | SmartNews | NewsBreak * **程序化、DSP 与移动网盟:**  Amazon DSP | AppLovin | Criteo | Moloco | TTD (The Trade Desk) | Unity # 提交入驻申请: * **1. 扫码联系官方企业微信:** https://preview.redd.it/d592l8ppovwg1.jpg?width=1280&format=pjpg&auto=webp&s=42b8961e2aa97a6485f15035df90186a85e294b8 * **2. 官方邮箱:** [[email protected]](mailto:[email protected]) * **3. 申请需知:** 添加微信或发送邮件时,请务必备注【代理商入驻申请 + 贵司名称 + 代理平台】,并提前准备好您的官方资质证明文件以便高效审核。 *流量正在向头部平台汇聚,红利只留给最懂借势的破局者。* *Veryfb 期待与全球顶尖出海代理商,结伴前行!*
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post r/adops u/Plenty_Midnight4226 2026-04-16
We were building a tool for faster and cheaper creation of playable ads. Thinking this will lead to studios creating more playables and eventually scaling it 1:1 to their video ads but soon realised production was never the issue. Some told that they has 10-12 playables lying around yet to be tested, as 1. they are very costly to test on applovin 2. Playables lifecycle is high so if they have one winning ad… creating another winning ad has enough time for 4-5 playables development already does anyone else also has these above as reasons for not developing multiple playables? would love to know how it works in your studios.. and what bottlenecks are there also, realised that then maybe the only differentiator or thing required is the quality of the ad, and creating winning ads then, is there a gap of insights of which competitor ads are performing good, etc and creating high quality playable ads? would love to get to know more about this and go deeper in identifying actual problems and requirements studios have
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post r/GooglePlayDeveloper u/Flat-Falcon-1818 2026-04-15
Hi everyone, I wanted to show ads in my app with app lovin. But they rejected my app without any explanation. Can anyone tell me why ? Do anyone have similar experience with AppLovin ? My app was approved to show ads with admob and unity. [My App 👈](https://play.google.com/store/apps/details?id=com.chess.nextmovecalculatorai)
post r/adops u/Top_Strawberry_447 2026-04-10
Hi everyone, My AppLovin account got suspended out of nowhere this morning. Everything was fine before no warnings, no emails, nothing at all. Now I can’t access my account, and I still have money inside. The worst part is they didn’t provide any reason or explanation, so I have no idea what went wrong. Has anyone experienced something similar? Did you manage to get your account back or at least receive a response from support? Any advice would be really appreciated.
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post r/Blind u/Krinz4577 2026-04-09
Yeah, basically the title. I have been a voiceover user for like a decade now and not once have I found a solution to those God awful full screen pop-up ads within apps. I have tried everything under the Sun. The classic double tap hold and flick left, right, up, down. I have tried turning off VoiceOver and tapping the top left or top right of the screen. I have also tried the two finger scrub. There's no button on the screen to close the ad and all your left with is an advertisement that keeps playing on repeat about some App Store application that you genuinely could not care less about, VoiceOver which refuses to say anything apart from App Lovin Advertisement, and a boatload of frustration as you inevitably swipe to your app switcher. If anyone knows how to get rid of this, please let me know.
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post r/AskMarketing u/WatchingTheThronePod 2026-04-09
I'm working on mobile games UA and currently trying to pick an intelligence tool, but feeling a bit stuck. I've been looking at Sensor Tower, AppMagic, and Insightrackr. Sensor Tower feels like the well-known safe choice. Insightrackr gave me the lowest quote so far, but I'm not sure how it actually compares in real usage. AppMagic is somewhere in between. My main concern is whether any of these actually give decent visibility into networks like AppLovin or Unity, not just Meta/Google. Is there anyone here working in mobile UA who's used these tools before? Would really help to hear how they feel in practice.
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post r/SoloDevelopment u/DaInament 2026-04-06
Well… I finally got around to writing this post about the journey. In January 2025 I was laid off so decided to try going all-in on making my own game. It’s something I’ve wanted to do for a long time, and this was the moment to actually try. Development took about a year - from January to the end of December 2025. Could it have been faster? Definitely. But throughout the year there were a lot of distractions. The biggest one was honestly myself - fighting procrastination and lack of discipline. That’s still an ongoing battle. Maybe working from home and being my own boss isn’t ideal for me… but here we are. Everything was built from scratch. I had no prior game dev experience, but I did have a background in mobile development (iOS + Android, Swift and Kotlin). After watching Unity tutorials on YouTube and completing a couple of their free courses, Unity became my main tool. The genre and setting were clear from the start - a roguelike deckbuilder inspired by Slavic folklore. **Biggest problem** There were a lot of challenges, but thanks to AI tools most of them were solved pretty quickly. Except one. Save system bug. For some testers, under certain conditions, save files became corrupted and unreadable. It took me over a month to track it down. The issue? A single HashSet used in one place - storing story events. Turns out: HashSet + Newtonsoft JSON + IL2CPP = pain, in my case. If anyone runs into this, here’s one of the discussions I found helpful: [https://discussions.unity.com/t/newtonsoft-json-package-and-ilstripping/876638](https://discussions.unity.com/t/newtonsoft-json-package-and-ilstripping/876638) **Release & numbers** I originally planned to release "Spirit Echo" immediately after finishing development, but ran into issues setting up developer accounts and releasing game (both Google Play and App Store). One of them is that I got instant reject from Apple with *4.1.0 Design: Copycats, 4.3.0 Design: Spam.* After some messages this issue was resolved without changing game name or doing anything. Eventually: Google Play release: Feb 19, 2026 App Store release: Mar 18, 2026 I did zero marketing before launch, so traffic was basically nonexistent: \~10 installs/day at first (mostly friends), now around \~15 installs/day **Ads experiment** On iOS I decided to try ads via AppLovin (Axon). I made 2 creatives: a video+html playable - "you will die in this game" and "broken combo" Results: ran for 5 days spent $34 performance was… not great, also I noticed that something is wrong on my side and I have 0 installs in analytics. But then - a $19.99 purchase came in, which honestly boosted motivation a lot. **First purchase - 19,99$ from iOS and $4.99 from Android** 🎉 Next step: test more creatives and figure out a better marketing direction. **Monetization choices** I made a deliberate decision: The game is free No ads Only IAP: additional classes (3 are free) and cosmetics Main reason - I personally hate ads, and this being my first “real” project, I wanted to keep it clean. That said… I probably won’t repeat this approach in future games 😄 Also, the game is quite hardcore (not casual at all), which affects retention. **What I learned** AI tools have made it possible to build things that felt extremely difficult before. Making and releasing a game today is much more accessible. But the classic truth still applies: Development is 20%. Marketing is the other 80%. What’s next: spend more time on making better marketing strategies, going to video platform to promote using free and paid options, adding some more language and maybe working on store pages? Also started working on my second game. If you have time to check store pages: [https://apps.apple.com/app/id6760174695](https://apps.apple.com/app/id6760174695) [https://play.google.com/store/apps/details?id=com.NikitaRysinStudio.SpiritEcho](https://play.google.com/store/apps/details?id=com.NikitaRysinStudio.SpiritEcho) If you have time to check ad videos (dont know how to make video+html like in axon to show to you): [https://youtube.com/shorts/kqnVFG0HFEM](https://youtube.com/shorts/kqnVFG0HFEM) [https://youtube.com/shorts/f1L8P5AHVbs](https://youtube.com/shorts/f1L8P5AHVbs) What do you think about these numbers? How is game page in stores? How is ad videos?
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post r/admob u/htetznaing 2026-04-04
Hey everyone, I’m looking for some advice on optimizing my AdMob mediation setup. I’ve recently hit a major milestone with **50M+ downloads** on a utility app, and I’m ready to move beyond just using AdMob to a full bidding setup. My user base is primarily located in **South Asia, Southeast Asia, and LATAM**. Since utility apps have different engagement patterns than games, I’m curious which networks are actually winning the bidding auctions in 2026 for these regions. **Specifically, I’d love to know:** * **Top Bidders:** Besides Meta and AppLovin, which networks are providing the best "floor-beating" bids for you in Asia? Are **Mintegral** or **Pangle** still the leaders for fill rate in these markets? * **SDK Bloat vs. Revenue:** At this scale, is it worth adding 5+ networks, or do you find that a "Big 3" setup (AdMob + Meta + AppLovin) captures the majority of the available CPM? * **Native Ads:** For those running Native ad formats in utility apps, which partner (other than AdMob) has the best premium demand right now? I’m currently managing about **2.8M MAU** and want to ensure I’m not leaving money on the table by being too "AdMob-centric." Thanks in advance for any insights!
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post r/u_AxonbyAppLovin u/AxonbyAppLovin 2026-03-31
Figuring out how to set up high-performing campaigns on Axon? This clip breaks it down: from campaign structure to creative sets and performance tracking.
post r/u_AxonbyAppLovin u/AxonbyAppLovin 2026-03-31
If you’re curious how Axon ad formats work, this video breaks it down. Ads run across mobile games and apps and get \~35 seconds of on-screen time on average, a very different kind of attention compared to typical feeds.
post r/u_AxonbyAppLovin u/AxonbyAppLovin 2026-03-31
Just getting started with Axon Ads Manager? Here's a simple video showing how to launch a campaign from start to finish.
post r/u_AxonbyAppLovin u/AxonbyAppLovin 2026-03-31
Axon helps brands advertise profitably in mobile games. With access to over 1 billion daily users and full-screen placements that deliver 30+ seconds of attention, you can reach new customers and drive meaningful performance. Hear from brands that have found success on Axon.
post r/iosgaming u/diox__ 2026-03-28
Hey everyone, I built an idle/tycoon game where you're an entrepreneur starting from $1000 building to an interplanetary empire. The core loop: buy businesses, earn cash, unlock better tech, automate everything, launch to mars, repeat. No forced ads, rewarded ads exist but they aren't these god awful apploving ads.. part of why I made this is BECAUSE of these relentless ads... Simple google ads, 30seconds you know when you are done and THAT IS IT. It's free, no paywalls on content. I'm looking for people who actually play these games obsessively to tell me what's missing or broken... I've tested it solo as much as I could, but would love any feedback from the community. Whether just on the onboarding, or if you end up deep into it.. Here is the link: [https://apps.apple.com/es/app/idle-rocket-tycoon-money-game/id6758455660?l=en-GB:](https://apps.apple.com/es/app/idle-rocket-tycoon-money-game/id6758455660?l=en-GB:) Any feedback is welcome, and truly appreciated <3 Secondly, I've been mass hit with targeted ads via reddit on a tower defense game... and bro... The ads man, I cannot get over the fact of these stupid ass long fucking ads..... So I made my own version. I hope to submit it tomorrow, doing some final tweaks, but if anyone wants to try here is the testflight link: [https://testflight.apple.com/join/rvbDc7kc](https://testflight.apple.com/join/rvbDc7kc) (Nexus Swarm Tower Defense) Some additional context if anyone made it this far: \- The idle game was a first version that I worked on, and I was super happy that it was approved on the first try by Apple :D \- The TD game was... a spin off? I wanted to make an "endgame" on the idle game, but was stuck... It didn't make sense to build something completely different from idle genre, so I made this because I genuinely love TD. It isn't the classic TD, but I am working on that next, I just want to launch it and then keep improving... OK so it is a roguelike TD game, a central tower fighting endless waves. I genuinely got addicted to it.. until I tried to break it and made myself OP. It's hard to test my own shit, if anyone could please just take a look and give their opinions i'd really appreciate it <3 Thank you so much if you made it this far. PS: I used Claude to port an existing web game to iOS, and it actually one shot it, but then the tweaking took a week (idle rocket tycoon). The TD game basically took a day, but then.. a week of tweaking.. Claude advised against this message but JFC i am tired, here is his TLDR: ( I removed those god damn em dashes >:( ) Solo dev, two games. 1. **Idle Rocket Tycoon** : build businesses from $1k to Mars, no predatory ads, just simple 30-sec rewarded ones. [https://apps.apple.com/es/app/idle-rocket-tycoon-money-game/id6758455660?l=en-GB:](https://apps.apple.com/es/app/idle-rocket-tycoon-money-game/id6758455660?l=en-GB:) 2. **Nexus Swarm TD** : roguelike tower defense, born out of rage at terrible mobile ads. Central tower, endless waves. Still in beta. [https://testflight.apple.com/join/rvbDc7kc](https://testflight.apple.com/join/rvbDc7kc) . Looking for honest feedback on both.
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post r/IrbisZen u/GiovanniDRe 2026-03-28
so here is my situation...I play a videogame in bluestacks, I have to watch some videos(ads) for some rewards...but some of them are like very annoying (applovin ads especially). I would like to block just the ones that are very annoying that's all. ||applovin.com\^ ||applovin.com$3p ||applovin.com$all ||appsflyer.com\^ ||alcdn.com\^ ||alcdn.applovin.com\^ ||applovin.adtech.com\^ ||applovin-advertising.com\^ ||applovin.io\^ ||applovin.net\^ it always tells me that is incompatible or something...yes I tried with JSON extension (don't know if implemented well tho) ofc I asked AI how to do it but still can't make it work.
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post r/admob u/Rich_Falcon6315 2026-03-26
They don't need sdk? It show app lovin, ironsource, meta ads etc as Active partnership but in report I only see admob network And i don't even have app lovin account how did the active partnership is showing active
post r/admob u/Syed_Abdullah_ 2026-03-22
I have a cricket streaming app, it is not published to the play store and i want to put up ads and monetize it I heard that admob is not a good option for apps outside the play store applovin/axon is scammy adsterra is malicious i have unity ads on my mind.. I will be showing ads in between when the cricket match is being streamed please give me suggestion guys
post r/IndieDev u/Efficient_Flow_3363 2026-03-19
Shipping my first game was supposed to be the hard part. Turns out getting paid for it is harder. I published a Godot game on Google Play in February. Got rejected by AdMob with no reason given. After weeks of investigating I found out my dad's AdMob account was banned years ago for a policy violation. Same home address as me. Google's algorithm connected the dots and rejected my application automatically. No human review. No appeal option. No explanation. I did everything right. Privacy policy, ads.txt, payment verified none of it mattered because of an association I had zero control over. For any new devs reading this if anyone in your household has ever had an AdMob or AdSense ban, you might face this same wall. Worth knowing before you build your monetization around AdMob. Currently exploring AppLovin MAX as an alternative. Would love to hear from anyone who's navigated this before 🙏
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post r/admob u/snowBunnyAngie 2026-03-17
Is this ecpm good? I tried getting meta audience but I guess my app doesn't meet their policies. I also tried applovin but they said I don't meet minimum requirements. Is there a magic number of ad companies you want in mediation? Is there a point when you have too many?
post r/IndieDev u/PokeRaidApp 2026-03-16
Hello everyone, I'm a mobile developer with 14 years of experience, ex-Amazonian, and a big part of those years was on ad revenue optimization. I'm also co-founder of a company that has more than 10M installs on app stores. PokeRaid and PokeTrade are the biggest ones so far. We have been working on increasing our ad revenue and managed to triple it with an optimization layer with the help of my experience working with ad networks. Now we've turned it into a service and are looking for early access partners. The service sits on top of what you are already using to monetize your apps and optimizes the revenue without disrupting your user's experience. It doesn't matter if you use AdMob, AppLovin, Unity Ads etc. For anyone interested, please visit [https://appspike.dev](https://appspike.dev) or send me a DM. Happy to answer your questions
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post r/BlackberryAI u/Annual_Judge_7272 2026-03-14
Here are 7 public companies quietly winning the most from the “short-attention economy.” 📱⚡📊 These firms profit when people scroll more, watch more, and research less. ⸻ 📱 1. Meta Platforms Apps: Instagram, Facebook, Threads Meta perfected the algorithmic attention loop: short videos → engagement → ads → repeat 🔁 Reels alone massively increased time spent. 💰 Revenue driver: targeted advertising. ⸻ ▶️ 2. Alphabet Inc. Platform: YouTube YouTube dominates short + long video consumption. Shorts are competing directly with TikTok and keeping younger users inside Google’s ecosystem. 📊 Billions of hours watched daily. ⸻ 🎮 3. Roblox Corporation Roblox isn’t just gaming—it’s continuous engagement loops. Kids jump between: • games • social chat • virtual economies ⏳ Average engagement is extremely high. ⸻ 📺 4. Netflix Netflix pioneered binge design: autoplay → next episode → next episode → next episode ▶️ The platform’s recommendation system keeps viewers from leaving to search for other content. ⸻ 🎯 5. The Trade Desk They are the infrastructure behind targeted ads across the internet. The more fragmented attention becomes: more data → better targeting → higher ad prices 💰 Streaming ads are their fastest growth area. ⸻ 📈 6. AppLovin Hidden giant in mobile app monetization. They power ad systems inside: • mobile games 🎮 • short video apps 📱 • casual apps The more people open apps repeatedly, the more ads they serve. ⸻ 🍎 7. Apple Apple is the toll booth of the attention economy. Every scroll happens on: • iPhone • iPad They collect: • App Store fees • subscription cuts • hardware upgrades More screen time = stronger ecosystem lock-in. ⸻ 🧠 The surprising macro trend The biggest economic shift happening: Old economy 📚 knowledge → research → decisions New economy 📱 attention → engagement → monetization ⸻ ⚠️ The paradox While these companies profit from short attention loops, the rarest skill forming in the economy is deep thinking. People who can still: • read long material 📚 • synthesize information 🧠 • do real research 🔎 will become disproportionately valuable in the AI era. ⸻ If you want, I can also show you the companies that LOSE the most from the short-attention economy (research firms, media, consulting, etc.). Some big names are very exposed. 📉
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post r/BlackberryAI u/Annual_Judge_7272 2026-03-14
The companies that benefit most from short attention spans and shallow information consumption are the ones whose business models depend on engagement loops, ads, and fast content. 📱🔁💰 Here are the biggest winners: ⸻ 📱 Social media engagement machines These platforms are built specifically to keep people from stopping to think. • ByteDance (owner of TikTok) • Meta Platforms (Instagram, Facebook, Threads) • Snap Inc. (Snapchat) Their core formula: short content → algorithm → dopamine → ads → repeat 🔁 The less people leave the feed to read something long, the more money they make. 📊 ⸻ ▶️ Video addiction platforms Short video has become the dominant information format. • Alphabet Inc. via YouTube and YouTube Shorts • Netflix (binge-style entertainment model) Video replaces: • books 📚 • research 🧠 • long articles 📰 ⸻ 📊 Ad-tech and attention brokers Companies that monetize human attention directly. • The Trade Desk • AppLovin • Unity Technologies (mobile game ads) The more fragmented attention becomes, the more valuable targeted ads become. 🎯 ⸻ 🎮 Mobile gaming companies Short bursts of stimulation = huge profits. • Roblox Corporation • Electronic Arts (mobile and live service games) These systems use micro-rewards and constant engagement loops. 🎮⚡ ⸻ 🤖 AI summarization & shortcut tools Ironically, AI companies benefit too because people increasingly want answers instead of research. • OpenAI • Perplexity AI The shift becomes: question → instant answer instead of question → hours of research. ⸻ 🧠 The bigger macro winner The real winner is the attention economy. The most valuable asset today isn’t oil, data, or even compute. It’s human attention. ⏳📱 Companies that capture minutes per day dominate markets. ⸻ ⚠️ The irony While these companies win financially, the scarce skill being created is deep thinking. Which means: People who still read, research, and synthesize information will become extremely valuable in the AI economy. 📚🧠💡 ⸻ If you want, I can also show you the 7 public companies quietly winning the most from the “short attention economy.” Some of them are not the obvious social media names. 📈
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post r/programmatic u/Salt_Prompt_5720 2026-03-07
Hi all, I’m digging into some supply quality issues on the DSP side and wanted to see if anyone is experiencing the same pattern. We’ve been analysing campaigns (specifically on Liftoff, but curious about others like AppLovin/Moloco too), and the results show a honeymoon cliff after \~D7. Performance looks solid for the first few weeks, but once the algo tries to scale, it seems to exhaust direct SDK inventory and starts panic-buying cheap installs from RU/CIS to maintain the daily spend. Is anyone else having this issue?
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