Ad Network Guide

Playable Ads for Chartboost

Chartboost is one of the earliest mobile gaming ad networks, founded in 2011 with a direct developer-to-developer ad model that has since evolved into a full programmatic DSP. Now part of LoopMe, which acquired it at the end of 2024, Chartboost maintains its identity as a gaming-native platform with strong relationships among independent mobile game studios. Its publisher base is concentrated in casual, puzzle, and arcade game categories where engaged players see several ad units per session.

Single HTML fileSize limit: No published cap (Playable Ads Maker builds to 3 MB)MRAID 1.0 / 2.0

Chartboost publishes no strict size limit for playables: its exchange documentation, which is what remains published after its advertiser pages moved in the LoopMe acquisition, recommends staying under 5 MB. A recommendation, not a rejection threshold. Playable Ads Maker holds Chartboost exports to 3 MB anyway, as a safety margin of our own: Chartboost's inventory is between-rounds gaming, where a playable that takes more than a moment to appear loses a player who has already moved on, and a smaller file shows faster. Building to that budget takes asset discipline: compressed WebP images, minimal animation frame counts and no redundant creative elements.

The Chartboost export workflow itself is the same as for the other single-HTML MRAID networks. The Playable Ads Maker's Chartboost preset generates a single HTML file with MRAID initialisation and mraid.open() on the CTA, and draws no close button of its own, because Chartboost adds one. The export modal shows a live size estimate. Watch this carefully as you adjust image quality and animation complexity. Upload to the Chartboost dashboard under Creatives, attach to your campaign, and Chartboost's review team evaluates within 1–2 business days. Because it began as a cross-promotion network, it is a good way to reach the players of other independent game studios.

Export specifications

SpecificationValue
Accepted formatSingle .html
Playable Ads Maker exportsSingle HTML file
Published size limitNo published cap
Playable Ads Maker builds to3 MB
MRAIDMRAID 1.0 / 2.0
Store-exit callmraid.open()
External requestsNone allowed at runtime
Inventory focusMobile gaming publishers (casual, puzzle, arcade)
Review time estimate1–2 business days

Size, format, MRAID and store-exit rows are taken from Chartboost’s own documentation; “Playable Ads Maker builds to” is our exporter’s own target. Every network side by side: playable ad size limits by network.

If you already have a build, drop the HTML file into the free Playable Ad Spec Checker and it will grade it against these Chartboost requirements (size, packaging, MRAID and the store-exit call) in your browser, with nothing uploaded.

Check my Chartboost playable ad

How to upload to Chartboost

  1. Before designing your playable, plan your asset budget. Playable Ads Maker builds Chartboost exports to 3 MB (Chartboost itself recommends under 5 MB), so allocate roughly half of that to background and character images, a small share to UI elements, and keep the rest in reserve for the HTML and script payload.
  2. Use WebP format for all images at 70–75% quality rather than PNG. WebP typically reduces image size by 25–35% versus PNG without visible quality loss at typical playable screen sizes.
  3. Select the Chartboost preset in the Export modal. Watch the live file size estimate: the modal will not export a Chartboost build over 3 MB.
  4. Download the HTML file. If you need to go smaller, return to the editor, reduce image resolution or quality, and re-export.
  5. Log in to the Chartboost dashboard at dashboard.chartboost.com and navigate to Creatives in the left sidebar.
  6. Click Add Creative, select Playable HTML as the format, and upload the file. Fix anything Chartboost flags before submitting.
  7. Navigate to Campaigns, open or create your UA campaign, add the creative to an ad group, and submit for review.

File size tip

Chartboost publishes no hard size cap; Playable Ads Maker builds Chartboost exports to 3 MB. If your export is too large, reduce image resolution, switch to WebP at 75–80% quality, or trim animation frame counts in the Playable Ads Maker Export modal. The live size estimate updates as you adjust each setting.

Tips for Chartboost playable ads

Design a simpler playable instead of compressing harder

The most effective way to stay inside a 3 MB budget is not compressing assets harder. It is designing a simpler playable from the start. A single animated character on a clean background with two interactive elements is far lighter than a visually complex scene, and Chartboost's gaming audience is used to fast, simple interactions; a stripped-down playable that appears at once gives the mechanic its best chance.

Weigh every audio file against the size budget

Audio files, even short loops at low quality, can consume 200–500 KB of a 3 MB budget, which makes audio a costly inclusion on a lean Chartboost build. Design your playable to work without sound. Use visual particle effects, animation bounces, and scale pulses to communicate feedback instead of sound effects. If audio is critical to your app's experience, represent it with an unmute icon in the corner rather than autoplay.

Chartboost's core strength is gaming cross-promotion between indie studios

Chartboost originated as a direct developer-to-developer cross-promotion network, and its publisher base still skews heavily toward independent mobile game studios with dedicated gaming audiences. This means your playable ad is shown to players who are already active mobile gamers with game-install habits. They have lower friction toward trying a new title than audiences on social or general networks. Make the playable feel like part of the gaming session rather than an interruption.

Playable Ads Maker does the Chartboost packaging (Single HTML file), wires the mraid.open() store exit and inlines every asset when you export.

Build your playable ad

Frequently asked questions

What is Chartboost's playable ad size limit?

Chartboost publishes no strict limit; its documentation recommends keeping a playable under 5 MB. The 3 MB you will see in Playable Ads Maker is ours, not Chartboost's: the exporter holds Chartboost builds to it as a safety margin, because a lighter playable appears sooner in between-rounds placements.

How do I keep a Chartboost playable small?

Start by converting all images to WebP at 70–75% quality. This alone typically reduces image payload by 30–40% versus PNG. Next, limit your playable to 2–3 key scenes rather than a multi-stage experience. Avoid embedding audio. Use CSS animations and transforms for motion effects rather than encoding frame-by-frame sprite sheets, which are much larger. The Playable Ads Maker's Export modal displays a live size estimate. Watch this as you adjust quality settings to find the lowest quality level that keeps the file inside the 3 MB budget while maintaining acceptable visual quality.

Who owns Chartboost now?

LoopMe acquired Chartboost at the end of 2024. The Chartboost network continues to run with its own publisher SDK and exchange, but its advertiser documentation moved in the process: the old MRAID Playable page was taken down, and Chartboost's exchange documentation is what describes the creative formats today. If a link to an older Chartboost help page no longer opens, that is why.

Does Chartboost require MRAID for playable ads?

Yes. Chartboost's documentation requires the MRAID Playable format: the creative loads mraid.js, waits for MRAID to be ready and exits to the store with mraid.open(). The Playable Ads Maker's Chartboost preset includes all of it automatically, and the same export steps up to MRAID 3.0 on networks that support it. You do not need to add any MRAID code manually or maintain a second version.

Can Chartboost serve playable ads in rewarded placements?

Yes. Chartboost supports playable ads in both interstitial and rewarded interstitial placements. For rewarded placements, design your playable to reach a clear end state within 15–20 seconds, after which the MRAID close event fires and the publisher app delivers the player's in-game reward. An unresolved playable that loops indefinitely will delay the reward grant and frustrate players in the rewarded context.

Building for Chartboost: strategy guides

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