Mobile App & Game Growth

Profitable growth for
mobile apps and games.

Hands-on growth management for indie and mid-size studios and app publishers who are done guessing and ready to scale with data.

✦Applovin
✦Google Ads
✦Unity Ads
✦Mintegral
✦Apps & Games
✦ROAS Optimisation
✦Creative Testing
✦CPI Reduction
✦Cohort Analysis
✦Playable Ads
✦Applovin
✦Google Ads
✦Unity Ads
✦Mintegral
✦Apps & Games
✦ROAS Optimisation
✦Creative Testing
✦CPI Reduction
✦Cohort Analysis
✦Playable Ads

Scale without breaking efficiency

Aggregated across a portfolio of mobile apps and games over 40 months. Studio and title names stay private. The results don't.

Scale
~48× spend growth

Monthly spend grown step by step across Google Ads, Mintegral and Unity, without losing the plot on returns.

EarlyRecent
Illustrative
Consistency
Stable returns, month after month

Returns stayed steady and clear of break-even while spend scaled, including through the months we pushed hardest.

EarlyRecent
Quarterly average return- - Break-even
Efficiency at scale
~1.3× blended ROAS

Held steady while annual spend scaled several times over. More budget, same return.

Bars: annual spend · ROAS stayed level
Network mix
Applovin-led, multi-network

Spend concentrated where it performs: Applovin leads, alongside Google Ads, Mintegral and Unity.

Applovin
Google Ads
Mintegral
Unity
Ranked by share of spend
Revenue mix
80 / 20 ads to IAP

Mostly ad-monetised titles, with in-app purchases adding about a fifth of revenue. Growth is planned around both.

ROAS here is blended: revenue in a month divided by spend in that month, across all titles. It is not cohort-level D7 or D60 ROAS.

How we work

A clear, repeatable process so you always know what's happening and why.

01 · Week 1

Audit & align

We get access to your ad accounts, review your current setup, creatives, and KPIs, and align on your target ROAS and payback window before spending a cent.

You get a written growth plan and channel recommendation within 72 hours.
02 · Month 1

Build & optimise

Campaigns restructured or built from scratch. New creative concepts briefed. Daily manual optimisation on budgets, bids, and audiences across every active channel.

You see CPI movement and first ROAS signal within 2 weeks.
03 · Ongoing

Scale & iterate

Monthly creative refreshes, geo expansion, and budget scaling cycles. Weekly performance reports. You always know where your money went and what it returned.

You get a scalable growth system, not a black box.

Does this sound familiar?

We work with studios and app publishers at different stages. Pick the situation that fits yours.

Problem 01
We're spending, but not scaling.

Your ROAS was promising at $200/day but it's not holding as you push budget. Creatives are fatiguing faster than you can replace them. You need someone in the account every day, making decisions, not a monthly report.

Daily manual optimisation across Applovin, Google Ads, Unity, and Mintegral
Creative concept pipeline: new hooks tested every week
Budget pacing that protects ROAS as you scale
Weekly reports you can actually act on
Problem 02
We're launching and don't know where to start.

You have an app or game ready for soft launch but no growth infrastructure. You don't know which channels to test first, what CPI to target, or how much to spend before making a go/no-go call.

Soft launch market selection and channel setup
CPI benchmarks for your genre or category and target geos
Creative direction for your first ad concepts
Clear go/no-go criteria before you commit full budget
Problem 03
Our CPI is too high to scale profitably.

Your D30 ROAS should work on paper but the CPI is eating the margin. You've tried different audiences and budgets, but haven't systematically tested creative hooks or rebuilt how campaigns are structured.

Creative audit: what's actually driving high CPI
Hook testing framework: 5+ new concepts per month
Campaign structure rebuild for better signal quality
Channel mix review across Applovin, Unity, Mintegral, and Google Ads

Apps we publish

Press For Play publishes its own mobile apps and games on Google Play, so we know the numbers from the studio side as well as the growth side.

Things studios and publishers always ask

Week 1: we audit your accounts, align on KPIs, and deliver a written growth plan. Week 2: campaigns are restructured or built from scratch, first creative concepts briefed. Weeks 3–4: daily optimisation begins, first performance data comes in, and we make the first round of scaling or kill decisions. By end of month 1 you'll have a clear picture of what's working and a plan for month 2.
It depends on your daily spend. Growth management works best when there's enough budget to generate signal quickly, typically $200/day minimum across channels. Below that, optimisation cycles are too slow to be meaningful. If you're not there yet, we'd tell you on the call and suggest what to do first.
A freelancer typically manages campaigns reactively, checking in a few times a week. We manage daily, which matters when budgets are running and CPI moves fast. In-house growth is great if you can hire a senior specialist, but that's a $80–120k salary before tools and agency fees. We're a fraction of that cost with cross-genre experience across multiple active accounts.
Yes, most studios come to us before they've cracked profitability. What we need is an app or game with reasonable D1 retention (30%+ for casual, 25%+ for mid-core) and a monetisation model that has a credible path to positive ROAS. If the retention fundamentals aren't there, we'll tell you that on the call too. It saves everyone time.
We handle creative strategy and direction: hooks, concepts, storyboards, reference ads, and variation briefs. Your team or a production vendor makes the actual assets. We then test them live and feed back exactly what's working, so your production effort is always focused on the right things.
CPI movement typically shows in weeks 2–3. ROAS signal at D7 comes in around the same time. Meaningful D30 ROAS data takes, unsurprisingly, 30 days from first install. We set clear milestones at the start so you're never wondering if it's working. We'd rather flag a problem early than let a bad cohort run for 60 days.
We don't publish a rate card because the right engagement depends on your spend level, number of titles, and which channels we're running. We scope it on the call. What we can say: we work on a flat monthly retainer, no percentage of spend, no hidden fees. Studios typically find us cost-effective compared to a full-time hire or a large agency.

Growth insights, no fluff

Practical guides written for indie and mid-size studios, not enterprise teams with unlimited budgets.

Ready to scale profitably?

Book a free 30-minute call. We'll look at your app or game, your current numbers, and tell you honestly whether we can help, and where we'd start if we can.

Book a free call → No pitch. No pressure. 30 minutes.