Ad Networks for Hypercasual Games: A Practical Guide
Which networks matter, why mediation is the decision that actually counts, and how to place rewarded and interstitial ads without destroying retention.
Hypercasual games live and die on advertising revenue, and the choice most developers agonise over — which network to use — matters less than the one they skip, which is how ads are placed and paced. Get placement wrong and no network will save the numbers.
Rates, fill and network availability change constantly and vary by geography, genre and season. Treat any specific eCPM figure you read anywhere — including from networks themselves — as a starting hypothesis to test, not a fact.
Mediation is the real decision
You are not choosing one ad network. You are choosing a mediation platform, which auctions each impression across many networks and takes the best bid. Integrating a single network directly leaves money on the table and exposes you to that network's fill problems.
The widely used mediation platforms in mobile gaming are Google AdMob, Unity LevelPlay (formerly ironSource), and AppLovin MAX. All three mediate demand from multiple networks including their own. Pick one, integrate it properly, and add demand sources into it over time.
Demand sources worth enabling
Once mediation is in place, these are the networks most commonly enabled as demand in this genre:
- Google AdMob — broad global fill, and usually the baseline everyone runs.
- Unity Ads — strong in gaming inventory and straightforward inside Unity projects.
- AppLovin — significant gaming demand, and the operator of MAX mediation.
- Meta Audience Network — competitive rates where available, with stricter policy review.
- Liftoff Monetize (formerly Vungle) — long-standing rewarded video demand.
- Mintegral and Pangle — meaningful demand, particularly in Asian markets.
Enable several and let the auction sort it out. The point of mediation is that you do not have to predict which one performs in your particular game and geography.
Formats, ranked by what they do to your game
Rewarded video
The format to build around. The player opts in for a benefit — a revive, a doubled reward, a skip — so it does not feel like an interruption, and it typically carries the highest value per impression. Design deliberate moments where a reward is genuinely attractive: the point of failure, the end-of-run reward screen, the locked cosmetic.
Interstitials
Full-screen ads between sessions. Effective and, when overused, the fastest way to destroy retention. Pace them by both round count and elapsed time, never show one immediately after another, and never interrupt an active round. Many developers suppress them entirely for the first few sessions so a new player forms a habit before meeting friction.
Banners
Low value per impression but continuous, and unobtrusive if placed where they do not overlap gameplay or controls. On small screens, verify they do not cover interactive elements — an accidental tap generates a click that converts badly and irritates the player.
Compliance you cannot skip
- Apple's App Tracking Transparency governs access to the advertising identifier on iOS. Your mediation SDK will surface the prompt; how and when you ask affects opt-in rates.
- GDPR and similar regimes require a valid consent flow in the regions they cover. Mediation platforms provide consent tooling — use it rather than rolling your own.
- If your game targets or appeals to children, COPPA and the stores' families policies apply and materially restrict which ads you may serve. Configure the child-directed flags in the SDK.
A sane starting configuration
- Integrate one mediation platform and verify test ads on a real device.
- Ship rewarded video first, at two or three genuinely useful moments.
- Add interstitials with conservative pacing, suppressed for new players.
- Add a banner only if it does not crowd the play area.
- Enable additional demand networks once you have live traffic — an auction with no volume tells you nothing.
- Change one variable at a time and give each change enough data to be meaningful.
And keep the SDKs current. Ad network packages age faster than anything else in a mobile project, and an outdated mediation SDK quietly costs both fill and revenue.