Advertising a mobile game is a sequence, not a campaign. The teams that burn their budget usually do the steps out of order — buying installs before the store page converts, scaling before they know what a user is worth, or spending on channels their creative cannot compete on. This guide lays out the order that works, from the months before launch to the point where paid acquisition pays for itself.
Step 1: Know what you are selling
Before any money is spent, write down the one moment of your game that someone could understand in three seconds and want to try. For a puzzle game it might be the satisfying clear; for a merge game, the first surprising merge; for a strategy game, the army collapsing the enemy wall. That moment will be the hook of your store screenshots, your first video and your first playable. If you cannot find it, the problem is not marketing yet.
Then decide who it is for. Genre sets the audience more than any targeting option does — a hyper-casual game, a hybrid-casual game and a mid-core strategy game are sold to different people on different networks with different creative. Genre-based creative strategy maps the differences.
Step 2: Build a store page that converts
Every ad ends on your store page, and the page decides whether the click becomes an install. Improving it multiplies the return on every channel at once, so do it first.
- The first screenshot or preview video shows the hook, with a short caption. Most visitors never scroll.
- The icon is legible at small sizes and consistent with the ads, so a viewer recognises the game they just played.
- The title and short description carry the words people search for — the start of app store optimisation.
- Plan custom product pages (iOS) and custom store listings (Google Play) for each major ad concept, so a merge ad lands on a merge-focused page. See custom product pages.
Step 3: Pre-launch — build an audience you do not pay for
Both stores support early interest: pre-registration on Google Play and pre-orders on the App Store, each notifying people on launch day. Feed them with organic channels. Short gameplay clips on TikTok, YouTube Shorts and Instagram Reels cost only time, and they double as creative research — the clips that travel organically are strong candidates for paid ads. A Discord or subreddit gives early players somewhere to talk and gives you feedback before the reviews do.
Step 4: Put measurement in place
Without measurement, paid acquisition is guessing. Before the first paid campaign:
- Integrate a mobile measurement partner, which attributes installs to channels and campaigns consistently across networks.
- Define the in-app events that predict value — tutorial complete, day-one return, first purchase, a set number of ads watched — and send them to the partner.
- Configure SKAdNetwork and AdAttributionKit conversion values on iOS, where user-level attribution is limited. The SKAdNetwork guide explains what the creative can still learn.
Step 5: Soft launch
Release in a few test countries chosen to resemble your target markets at lower cost, and buy a modest amount of traffic. The point is not growth; it is measurement. You are learning retention, monetisation and the cost to acquire a user, and you are learning which creatives work. Fix the game before fixing the ads — no creative saves a game that players leave on day one. The soft launch playbook covers the details.
Step 6: Choose your first channels
Start with two or three channels and enough budget in each to exit the learning phase. A typical first set is one self-attributing platform — Google App campaigns or Meta — and one or two in-app networks such as Unity, AppLovin or Mintegral, whose viewers are already playing mobile games. Add more one at a time, only once the first are profitable. The ad network guide compares them.
Step 7: Build a creative mix, and keep it moving
Creative is the biggest lever in modern user acquisition, because networks optimise delivery largely on how creatives perform. You need three kinds:
- Video — fifteen to thirty seconds, hook in the first two, gameplay forward, in both orientations.
- Playable ads — a short, genuinely playable slice of the game. They let the viewer try before installing, which tends to bring players who stay, and they are the creative in-app networks are built around. Start with the playable ads guide.
- End cards and static images — the end card after each video, and images for placements that need them.
Then test continuously. Change one thing at a time — the hook, the mechanic shown, the call to action — and replace creatives as they tire. A/B testing playables and creative fatigue cover the cadence.
Show the real game
Ads showing a mechanic the game does not have still get made, and they still produce installs followed by uninstalls, one-star reviews and, increasingly, policy enforcement. Show what the player will actually play. The policy guide lists what networks reject.
Step 8: Know what a user is worth
Scaling is a sum: if the revenue a user brings over their lifetime is reliably higher than what it costs to acquire them, spend more. Soft launch data gives an early estimate of lifetime value; early return on ad spend at day seven and day thirty tells you whether campaigns are on track. Until those numbers hold, spend is research, and should be sized like research.
Step 9: Scale carefully
- Raise budgets gradually on campaigns that are profitable, so the networks' optimisation is not reset.
- Move campaign goals from installs to in-app events or return on ad spend as event volume allows.
- Expand to new countries and networks one at a time, with creative localised for each. See localising playables.
- Add retargeting for lapsed players once the install base is large enough to be worth re-engaging.
Organic and paid work together
Paid acquisition lifts organic installs: more installs raise store ranking and visibility, and a creative that performs in ads often travels as an organic clip too. Treat the two as one system. The creative you test in paid channels tells you what to post, and the organic clips that take off tell you what to produce as paid creative next.
Producing the creative without a production team
The bottleneck for most small studios is not money for media but the ability to produce enough creative to test. Playable Ads Maker lets a marketer or a developer build playables, interactive video and end cards without writing ad code, starting from a library of genre templates, and export a ready-to-upload file for every network in the plan. The cost of playable ads compares that with agency and in-house production.
Create playable end cards in minutes—no code required.
Open Playable Ads Maker