Every game and every network on a single screen, with ROAS to date and projected payback day. Filter to one country, one app or one network in a single click.
The profit-first growth platform for mobile.
Data, AI-native playables and managed UA, all run against the only number that matters. Profit.
Every game, every network, one page. Cohorted ROI recalculated daily before 9am, hourly spend and revenue in between, built by the UA team that has spent $140M scaling 300+ apps. Connect your stack in a day and see it on your own numbers.
BI free for 30 days on Booster and Premium, no card, no sales call. Or open the live demo first.
Studios and publishers we have worked with
Business Intelligence
The objection we hear first
“We already have an MMP. And our own BI.”
Good. Keep both. An MMP is an attribution system, and its dashboards are built to serve every app category on earth, which is why they are generic and why someone on your team spends days configuring them.
Ours are built and curated by people who run user acquisition every day, for their own campaigns first. We sit on top of what you already run.
Everything a UA lead checks before 10am.
Cohorted numbers are rebuilt every morning before 9am UTC from your MMP, ad networks and stores. Everything is fast, and every view is yours to customise. Setup takes a day, not a quarter, and you can run it alongside your existing reporting for as long as you like.
Cohort curves by source and geo, with the model's confidence shown next to the number.
Which concept, hook and format is carrying spend, not just which creative ID.
Between the daily rebuilds, a live view of spend and revenue across every network, updated hourly. Not cohorted, so no ROI. It is there to catch a problem the same day.
CPI drift, payback slipping, a creative fatiguing: flagged the day it starts, not in the monthly.
Whether growth is creating enterprise value or just increasing spend, in one chart.
Running an app, not a game?
The job doesn't change. Buy users, find out what they are worth, put more money where it pays back. Fintech, subscription, fitness, edtech, utility, dating and e-commerce all run on the same setup, on top of the MMP you already have.
Three things are genuinely different when you are not a game. The dashboards are built for all three.
Payback runs on a longer curve
Trial to paid, first renewal, month-six churn. A subscription cohort gets modelled out over twelve months rather than ninety days, with the confidence shown next to the number.
The channel mix is different
Less AppLovin and Unity, more Meta, Google, TikTok and Apple Search Ads. Search Ads sits in the same view as everything else instead of in its own tab.
Web-to-app has to reconcile
If your paywall is on web, that revenue has to line up with your in-app cohorts. Until it does, your payback number is off, usually on the optimistic side.
Don't take our word for it. Try the dashboards for free.
Booster and Premium plans are free for 30 days, so you can try them on your own data. Or open the demo and have a look without connecting anything.
Playable ads
Once you can see it, you have to feed it
The AI-native playable engine. Game brief in, playable out.
Testable playable out in days, not weeks in an agency queue.
Creative is the last lever that still moves the number. The teams winning right now ship 50-100 new concepts a month, which is hard to do by hand and harder to do well with a generic AI tool.
Built for our own media buying first, which is why it optimizes for payback rather than for looking good in a portfolio. Run it yourself, or hand us the brief and we produce for you. Same engine either way.
Delivered
Live campaigns, real numbers.
Hunt Royale
in a saturated multiplayer market
Fortress Merge
80% of TapNation's AppLovin spend, from one playable
Darts Club
plus 50% higher D14 retention
Falling Art Ragdoll
plus 50% ARPU increase
I am extremely harsh with playable vendors, and AppLifters is great. It helped us scale AppLovin greatly. Compared to other playables or interactive videos, this just works better.
Gasper Jager Creative Director - Ten Square Games - Wings of Heroes
I had the opportunity to collaborate with AppLifters on a playable ad for Fortress Merge, and the experience was outstanding.
Laetitia Belkhamsa Senior Product Manager, TapNation
Playable production
Pick your level of control.
Send the brief. We ship the playable, first build in days.
Fixed price per playableThe playable becomes a reusable template. Swap characters, levels and parameters. No code.
Monthly subscriptionIf you have your own creative team, you do not need us to make the ads. You need what we make them with. The full engine inside your pipeline, unlimited playables, builds and seats, so you stop buying builds one at a time and run playable production as an internal system. The speed comes from AI, not from a bigger team.
Annual licenseVideo2Playable starts from a video ad instead. See how it differs.
Send one brief. You get a playable back in days, put it in a network and read the IPM yourself.
The portfolio
Every one is a live playable. Tap to try it.
Big Helmets
All in Hole
Loot Heroes
Aquarium Land
Duolingo
Fortress Merge
75M+ impressionsMini Golf Club
Plane Chase
Dawn of Ages
Mine And Slash
Bowling Club
Car Driving School
Managed UA
Run it yourself, or hand us the whole thing
Profitable UA at scale, run by people who know when to stop.
We run UA for studios spending real money, every day. You get that desk, not a junior account manager.
We plan, launch and optimize paid growth against payback, and we show you the math before we make the move, in the same dashboard you’d get on its own.
How we run your UA.
Start with a free audit.
Give us read access to one campaign for a week. We review your signal setup, creative cadence and bidding, then come back with where the money is leaking. You keep the findings whether or not you hire us.
Start free auditVideo2Playable
No game build? Start from the video you already run.
Both end up as an interactive ad. The difference is the source material, and that decides which one you can actually make.
Built from the game
We rebuild real gameplay in the engine. The player does the thing the game does, so it qualifies them before the install.
- Source
- Your game build
- Best for
- Games with a core loop to show
- Lead time
- Days
- Ceiling
- Highest intent, highest IPM
Built from your video ad
We take the video creative already running and make it interactive. Tap targets, a decision, an end card that responds.
- Source
- An existing video ad
- Best for
- Apps with no gameplay to rebuild
- Lead time
- Faster and cheaper
- Ceiling
- Interactive lift without a build
You are a fintech, subscription or e-commerce app with no gameplay to rebuild, you want interactive creative in market before committing to a full playable, or you have video that performs and want to find out what interactivity adds. It sits inside the engine license, or stands alone.
What happened when studios brought us the hard problem.
All case studies
How AppLifters Revived Funcell’s Sunsetted Game Idle World
Overview Funcell, a mobile game publisher with a portfolio of casual and idle titles, partnered with AppLifters to revive one of its early hits, Idle World. After years of declining traction and minimal ad…
Read case study How AppLifters Revived Funcell’s Sunsetted Game Idle World
How AppLifters Scaled Lockwood’s Avakin Life Growth
Overview At AppLifters, we partner with leading mobile publishers to unlock their full potential through data-driven user acquisition. One of our most successful collaborations has been with Lockwood, creators of the popular virtual world…
Read case study How AppLifters Scaled Lockwood’s Avakin Life Growth
Revitalizing Darts Club: A Playable Works Case Study
Darts Club had already experimented with playable ads, initially opting for a simple interactive experience – users would throw a few darts and then be directed to the app store. While this approach was…
Read case study Revitalizing Darts Club: A Playable Works Case Studyrevenue and $3.5M profit in six months
Scaled from soft launch with playables and payback-led buying, on our own dashboard.
Ask us about itgrowth, D7 retention +37%, D120 +90%
Retention was the constraint, not spend. We found it in the cohort data and fixed the funnel before adding budget.
Ask us about itEvery one of these started as someone's stuck quarter.
Tell us where growth is stuck and we'll come back with a specific read on it. Or start with the dashboard and see your own numbers first.
Book a callThree products, priced three different ways.
Buy one, buy all three, or start with the dashboards and add the rest later. They are separate products on separate agreements, so nothing forces you up a ladder you did not ask for.
Business Intelligence
Subscription, by tier and number of appsThree tiers. Price is set by the tier you pick and how many apps you connect, never by how much you spend.
Managed UA
Flat fee, then a share of spendWe take the account and answer for the numbers. Small budgets pay a flat fee. Once you are scaling, we take a cut of spend, so we only win when the spend works.
- Creative production
- 1 Playable per quarter
- Monetisation Support
Playable Ads
Per asset, or license the enginePay per playable when you need a handful. License the engine when your own team is producing at volume and the per-asset math stops making sense.
Business Intelligence pricing
Tell us how many apps. We'll tell you which one.
Three packages, priced by number of apps and nothing else. Most teams want the middle one, so that is the one we lead with, and the other two are right here if it is not you.
Full history, realtime, and dashboards you can build on.
$1,500 per month or $15,000 a year, paid upfront: two months free- Unlimited data retention and historical backfills on aggregated MMP data
- Realtime dashboard and alerts
- Custom dashboards and data exploring
- Scheduled exports to Google Sheets and Slack
- Slack support
- Everything in Booster Pack
If you just need the daily view
$1,000 per month or $10,000 a yearAll the integrations, the built-in dashboards, UA Overview, and bid and budget changes from the dashboard. Aggregated MMP data, no realtime.
Book a callIf it has to be your own platform
$7,500 per month or $75,000 a yearThe only plan on raw, user-level data: mediation-level detail from MAX and LevelPlay, plus a dedicated instance on your own domain and branding, custom metrics, advanced ROI modelling and BI consulting.
Book a callEvery package includes all store, ad revenue and cost network integrations, your MMP connection, the built-in dashboards and onboarding. 12-month agreement with monthly payments, renewing automatically unless you cancel before the term ends. The 30-day free trial applies to Booster Pack and Premium, and comes before any payment. Enterprise starts with a scoped setup, so we plan that on a call. Cancel inside your first paid month and the remaining 11 are voided.
Compare plans
Every difference, in full.
The questions you're going to ask anyway.
We don't want to onboard another tool.
Nobody does. Connect your MMP and networks, and it populates with your data in about a day. Nothing to install in your app, no SDK, no engineering ticket. If it isn't earning its place in 30 days, walk away.
Are your predictions actually accurate?
Every forecast shows its confidence interval and gets scored against what actually happened. You can see the model's track record on your own historical data during the trial. We'd rather show you a wide range than a precise-looking wrong number.
What part of the UA cycle is automated?
Reporting, budget pacing, creative rotation and anomaly alerts run automatically. Campaign strategy, creative direction and any decision that moves real money stay with a named human.
We're soft launching. Is it too early?
For playable production, probably. For knowing whether your D7 and early payback justify scaling at all. That's exactly the decision the free trial is for. Start there and spend nothing.
Bring us the hard problem. We'll map the next move.
Tell us where growth is stuck and we will come back with a specific read on it, not a capabilities deck. We reply within one business day.
Not ready to talk? Start free trial or open the demo. Both work without speaking to us.
Resources
Playbooks and research.
Visit the resource hubFrom the blog
Resources
What Makes a Mobile Game Ad Clickable in the First 3 Seconds?
The first three seconds of a mobile game ad often decide whether the user keeps watching or moves on. This is especially true in…
Read article What Makes a Mobile Game Ad Clickable in the First 3 Seconds?
Resources
Playable Ads Are Not Mini-Games: How to Design Them for Conversion
Playable ads work because they let users experience an idea instead of only watching it. That does not mean a playable should behave like…
Read article Playable Ads Are Not Mini-Games: How to Design Them for Conversion
Resources
What UA Managers Should Track Daily, Weekly, and Monthly
UA reporting becomes much easier when every metric has a purpose. Some numbers are operational and need daily attention. Others only become meaningful after…
Read article What UA Managers Should Track Daily, Weekly, and Monthly
Resources
Mobile Growth Is Leaving the Campaign Era
Mobile growth is moving away from isolated campaigns and toward connected systems. The market is no longer rewarding teams that only buy traffic, launch…
Read article Mobile Growth Is Leaving the Campaign Era
Resources
How to Launch Your First AppLovin Campaign Without Burning Budget
AppLovin can be a valuable channel for mobile apps and games, especially when the product has strong creative potential and a clear monetization model.…
Read article How to Launch Your First AppLovin Campaign Without Burning Budget