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Estimate

Which ad network pays most for hypercasual games?

Updated · Every figure on this page is an estimate from our benchmark tables, not a quote from any network.

The short answer

For hypercasual games, bidding-led mediation such as AppLovin MAX usually comes out on top in our estimates, with Unity Ads and ironSource LevelPlay close behind. The gaps between the leading networks are smaller than the gap created by your players' location, so the best choice depends on where they are. The table above ranks our estimates.

The numbers

The numbers
NetworkEmerging-market leanBalanced global mixTier 1 lean
AppLovin MAX$8,756$14,191$21,383
Google AdMob$7,267$11,639$17,366
ironSource / LevelPlay$6,786$10,906$16,326
Unity Ads$6,583$10,699$16,132
Meta Audience Network$5,751$9,289$13,904
Vungle / Liftoff$5,662$9,208$13,877
Chartboost$5,130$8,231$12,311
InMobi$5,238$7,803$11,137

AppLovin MAX ranks first for a hypercasual game with a balanced audience at about $14,191 a month, and Google AdMob second.

What moves the number

Hypercasual games earn from volume. Sessions are short, players come and go quickly, and advertisers value each impression a little less than in deeper genres, which is why our model gives hypercasual games a multiplier below the baseline. Revenue therefore depends on serving many impressions efficiently, mostly interstitials between rounds, with rewarded video for continues or bonuses and a banner where it does not block play.

Networks differ most in how deep their game demand is and how reliably they fill. AppLovin MAX, Unity Ads and ironSource LevelPlay all carry strong video demand from other game publishers buying installs, which suits this genre. In our tables AppLovin MAX shows the highest rewarded and interstitial eCPMs and the highest fill. AdMob brings broad demand and steady fill in most regions, while Meta Audience Network, Vungle and Chartboost can add competition when used inside mediation.

In practice, many studios run a mediation platform so that several networks bid on each impression, rather than picking one. That usually lifts both average eCPM and fill. Audience location still outweighs network choice: hypercasual games often have large Tier 3 audiences, where every network pays far less than in Tier 1, so test your mix with real traffic before committing to a setup.

Hypercasual titles live on volume and short sessions, so the format plan matters as much as the network. Interstitials between levels and rewarded continues usually carry most of the revenue, with banners as a low-value base layer. Because these games churn players quickly, mediation with several bidders tends to pay off earlier than it would for a slower-moving app.

Next steps

All figures come from our benchmark tables: Android eCPMs by tier, category or niche multipliers, modelled fill and the iOS multiplier. They are estimates for planning, not quotes.

Estimate onlyTreat this number as a planning aid. Real earnings move with audience quality, ad setup, fill rate, seasonality and each network's rules.