This case study focuses on a hypercasual mobile game launched on Android and iOS, designed with one-tap controls and low onboarding friction. The game targets a mass market demographic across Tier-1, Tier-2, and Tier-3 geos and operates on a pure free-to-play model with a primary monetization focus on in-app advertising.
Upon soft launch, the game had high install velocity but was monetizing below industry benchmarks. Average eCPM was low, interstitials weren’t being optimized, and player sessions were too short to support meaningful ad exposure. The team needed to rapidly improve monetization without compromising engagement.
The core problem: how to boost monetization in a high-churn genre without harming retention or CPI attractiveness.
Ad Format | Placement Strategy | Revenue Share |
Interstitial Ads | Post-level failure, capped per session | 47% |
Rewarded Ads | Optional revives, skins, boosts | 32% |
Offerwall | Weekend-only events, integrated with soft currency | 8% |
Playables | Mixed into interstitials for higher bids | 13% |
Metric | Before | After | Improvement |
Global eCPM (avg) | $5.20 | $17.68 | ↑ 240% |
Ad Revenue / DAU | $0.04 | $0.11 | ↑ 187% |
Avg. Session Time | 46s | 2m 11s | ↑ 3.8x |
Day-7 Retention | 4.2% | 12.3% | ↑ 3x |
Daily Rewarded Views | 1.4 | 4.9 | ↑ 3.5x |
Fill Rate (Interstitial) | 71% | 95% | ↑ 24 pts |
In hypercasual games, every second counts. By rethinking the ad strategy around user behavior, market segmentation, and mediation optimization, this puzzle-style hypercasual game multiplied its revenue and engagement without harming retention. Rather than overloading with ads, the team used timing, formats, and incentives to align monetization with user flow.
Smart ad engineering and network diversification remain key to growing revenue in short-session games.
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