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ironSource LevelPlay Revenue Calculator

Enter your daily users, where they live and how often you show ads to get a monthly ironSource LevelPlay estimate with a low-to-high range. LevelPlay combines mediation with ironSource's own network, so the figure here stands for one blended result rather than a single partner.

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Your inputs

Platform

Mediation plus network, widely used by hypercasual and casual game studios. This page is set to ironSource / LevelPlay; compare other networks.

Slider runs from 10 to 10 million on a log scale.

Balanced global mix
Asia / LatAmUS / UK / AU
Ad formats
3 per user / day · Light
2 per user / day · Light
6 per session · Light
3

Banner impressions are counted per session, so this scales banner income only.

Projected monthly earnings

$3,994

Likely range $2,796 to $5,392 per month

Daily
$133
Monthly
$3,994
Annual
$47,930

$798.83 per 1,000 daily users each month · 5,000 DAU

Earnings by ad format

  • Rewarded video$2,136 · 53%
  • Interstitial$956 · 24%
  • Banner$902 · 23%

Network leaderboard

  1. 1AppLovin MAX$4,923
  2. 2Google AdMob$4,033
  3. 3ironSource / LevelPlay$3,994
  4. 4Unity Ads$3,945
  5. 5Vungle / Liftoff$3,422

From projection to payout

ironSource / LevelPlay

Threshold
Around $100 (account dependent)
Cycle
Monthly, net terms vary by contract
Read the guide to receiving payouts abroad
Estimate onlyTreat this number as a planning aid. Real earnings move with audience quality, ad setup, fill rate, seasonality and each network's rules.

Assumptions behind the estimate

LevelPlay is the mediation platform that came from ironSource and now sits within Unity. It runs an auction among several ad networks, including ironSource's own demand, and serves the winner. We cannot model each partner separately, so the eCPMs in the table below are one blended number per format and region tier, shown as the Android baseline before category and platform adjustments.

ironSource / LevelPlay base eCPM by format and region tier (USD per 1,000 impressions, Android)

FormatTier 1Tier 2Tier 3
Rewarded video$12.50$5.00$1.40
Interstitial$8.50$3.30$0.90
Banner$0.85$0.38$0.10
Native$3.00$1.30$0.35
App openNot modelledNot modelledNot modelled

Tier 1: United States, United Kingdom, Australia, Canada. Tier 2: Western Europe and developed Asia-Pacific (Japan, South Korea, Singapore, New Zealand). Tier 3: Rest of Asia, Latin America, Africa and Eastern Europe. Modelled fill rate: 86%. iOS applies a 1.3x multiplier.

Category multipliers applied on top

CategoryMultiplier
Hypercasual Game0.80x
Casual Game0.95x
Mid-core / Strategy1.35x
Puzzle Game1.00x
Utility App0.90x
Social / Lifestyle1.00x
Finance App1.60x
Entertainment App0.95x
Education App0.85x
  • Fill rate: LevelPlay is modelled at 86%, a little under AdMob at 88% and AppLovin MAX at 90%, and above Unity Ads at 84%.
  • Formats: rewarded video, interstitial and banner start switched on. Native is available in the model and starts switched off. App open is not offered for LevelPlay here, so that card is disabled and counts as zero.
  • Blended eCPM: the Tier 1 rewarded baseline is about $12.50, between AdMob at $12.00 and Unity Ads at $13.00. Interstitial sits at about $8.50.
  • Platform and category: iOS audiences earn 1.3 times the Android baseline, and category multipliers run from 0.8 for hypercasual games to 1.6 for finance apps.
  • Range: the low and high figures are 0.7 and 1.35 times the expected number, a deliberately wide band for auction-driven revenue.

Because the number is blended, it cannot show which partner supplied the money or how adding a new one would change the auction. Your LevelPlay reports show that split by network and ad unit once you have a few weeks of data. The methodology page explains how the baselines were set, and mediation vs a single network covers when the extra setup pays off.

Example scenarios

These three games use the same engine as the calculator above, with LevelPlay's blended eCPMs and 86% fill. Read them as shapes of business rather than predictions.

Three example inputs and the monthly estimate the engine returns
ScenarioInputsMonthly estimate
Hypercasual test launchA short-session Android hypercasual game with an emerging-market lean and frequent sessions, still testing placements.Android, Hypercasual Game, 5,000 DAU, Emerging-market lean, 6 sessions a day, formats: Rewarded video, Interstitial, Banner$3,238$2,267 to $4,371
Puzzle game finding its feetAn Android puzzle game with a balanced global audience and a rewarded hint offered between levels.Android, Puzzle Game, 40,000 DAU, Balanced global mix, 4 sessions a day, formats: Rewarded video, Interstitial, Banner$42,163$29,514 to $56,921
Large iOS casual hitA casual iOS game with a Tier 1 lean, generous rewarded offers and an interstitial at most level ends.iOS, Casual Game, 300,000 DAU, Tier 1 lean, 5 sessions a day, formats: Rewarded video, Interstitial, Banner$579,288$405,502 to $782,039

Audience size explains most of the gap between rows, but region and category shift each one as well. The hypercasual game earns least per player because of its low category multiplier and Tier 3 lean, even with heavy banner exposure. To change the inputs yourself, use the main calculator, and see rewarded vs interstitial for help with the format balance.

Getting paid by ironSource / LevelPlay

Typical terms

Threshold
Around $100 (account dependent)
Cycle
Monthly, net terms vary by contract
Methods
Wire or PayPal; typical terms, confirm in your own account

LevelPlay usually pays monthly once your balance passes a minimum of around $100, though the exact figure depends on your account. Net terms vary by contract, so the gap between earning and receiving is not the same for every developer. Payment is commonly by wire or PayPal. These are typical terms at the time of writing, so confirm the current ones in your own account.

Add your tax and payment details before the first month closes, as missing information can hold a payment. If you are outside the US, conversion fees and intermediary bank charges can take a visible slice of small payments. Receiving ad payouts abroad compares the options, and the Unity documentation holds current setup and account guidance.

Set up mediation before you tune it

Start with a small set of partners and get the basics right: one ad unit per placement, test ads during development, and an app-ads.txt file on your developer website so buyers can confirm you are an authorised seller. The guides to app-ads.txt on Google Play and app-ads.txt on the App Store cover the file for each store.

Once data arrives, look at which partners win and at what price before adding more. Extra networks can lift competition, but each one adds an SDK to maintain. Bidding vs waterfall explains the two auction styles, and choosing floor prices covers when a floor helps. The ironSource LevelPlay guide walks through setup in more detail.

ironSource / LevelPlay FAQ

Is this the same as the Unity Ads calculator?

No. Unity Ads is a single ad network, while LevelPlay is a mediation platform that can include Unity Ads alongside other partners. The Unity Ads calculator models that network alone, with 84% fill and no native format, while this page uses a blended LevelPlay result.

Why can I not switch on app open ads for LevelPlay?

The model does not assign LevelPlay an eCPM for app open, so the engine counts it as zero and disables the card. Supported formats can change, so check the current documentation. If you want to see app open in an estimate, the AdMob calculator models it.

How does LevelPlay compare with AppLovin MAX here?

Both are modelled as blended mediation results. MAX carries higher baselines, with Tier 1 rewarded at about $14.50 against $12.50, and 90% fill against 86%. Real results depend on your partners and audience, so run both through the AppLovin MAX calculator and test in your own app.

Is LevelPlay only worth it for hypercasual games?

No. It is widely used by hypercasual and casual studios, but the engine treats every category the same way, applying the category multiplier to the blended eCPM. A mid-core game earns 1.35 times the baseline and a finance app 1.6 times, whichever mediation platform serves the ads.

Will adding more networks to LevelPlay raise these figures?

Possibly, but the model does not show it. The estimate stands for a typical blended outcome, not a specific partner list. Extra demand can raise competition for each impression, so compare your own reports before and after each change rather than adding several partners at once.

Check LevelPlay against the other mobile options

Run the same audience through every mobile network on the home calculator, or open the AppLovin MAX page to compare two mediation setups.

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