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4.9 on Clutch from 48 reviews150+ brands grown€500M+ ad spend managedOfficial partner ofMetaGoogleTikTokSnapchat
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Mobile game user acquisition agency

Mobile game UA that actually scales

Admiral Media is a specialist mobile game user acquisition agency. We scale profitable installs across Apple Ads, TikTok, Meta and Google UAC, steering on D30 ROAS and payback, not install counts.

Built for studios with live titles spending US$50,000+ a month on UA.

€500M+ ad spend managed since 2019 Founder-led, senior operators NA, Europe and LATAM
Real ad · Star Chef 2
+55%
CTR · Star Chef 2
+45%
ROAS · Star Chef 2
-18%
CAC · Star Chef 2

Admiral Media is a specialist mobile game user acquisition agency for studios and publishers. We plan, build and run paid UA across Apple Ads, TikTok, Meta, Google UAC, AppLovin and Unity, measure SKAN-native with predictive LTV, and steer every cohort on D30 ROAS and payback. We work across strategy, RPG, puzzle and casual titles in North America, Europe and LATAM. Across all clients, Admiral has managed €500M+ in ad spend since 2019.

Proof

Star Chef 2: +45% ROAS from weekly creative testing

One game case and two consumer apps where we ran the same playbook: spend steered on return, budgets scaled fast, creative tested every week.

Creative engine

Creative is the lever. We pull it every week

Game UA stalls when the creative goes stale. Our AI Creative Factory ships a constant stream of fresh hooks, formats and concepts across every genre, so the algorithm never runs dry. Below are Star Chef 2 ads our team produced. For that game the same engine meant 60+ variations tested and a 55% lift in CTR.

60+
variations tested, Star Chef 2
+55%
CTR, Star Chef 2
Every
genre, format and channel
Weekly
test, learn, refresh cycle
Star Chef 2
Star Chef 2
How we operate

The Admiral Performance Loop, built for games

A closed loop, not a campaign. Every cycle feeds the next with sharper creative, cleaner measurement and more profitable spend.

Audit

SKAN schema, conversion values, tracking and creative review.

Plan and build

Channel mix, pLTV bidding plan, creative concepts.

Ship and iterate

Fresh creative weekly, fast hook testing, geo and bid moves.

Measure

Cohort ROAS, payback and predictive LTV, SKAN-native.

Scale

Push spend where payback holds, protect efficiency.

Measurement feeds straight back into the next audit. The loop never stops.
What we steer on

We optimize for payback, not install counts

Cheap installs are easy. Profitable players are the job. We model every cohort from D7 to D90 and only scale spend where the curve crosses into payback.

D7Early signal: install quality, IPM and first purchases.
D30The decision point: is the cohort on track to pay back?
D90Proof: ROAS past break-even, spend scales with confidence.
ROAS and payback
The numbers that decide scale.
Predictive LTV
Bid before the data fully lands.
SKAN coverage
Measure iOS, model the rest.
break-even D7 D30 D90
Illustrative model of how Admiral steers cohorts. Not a specific client result.
The stack

The full paid UA stack for mobile games

Channel agnostic. We put budget where your players and payback are, then scale it.

Meta

Advantage+ and manual buying for broad, profitable reach.

TikTok

Creative-led growth where game audiences actually are.

Google App Campaigns

UAC across Search, Play, YouTube and AdMob.

Apple Ads

Own App Store intent at the moment of download.

Plus the game ad networks for scaled reach and playables
AppLovin
Playables and rewarded at scale
Unity
In-game and rewarded video
Snap
Younger casual audiences
Programmatic DSP
Incremental reach and retargeting
Sanity check, not a target

Mobile game UA benchmarks by genre

Directional industry CPI ranges by genre, not Admiral client results. Use them as a sanity check on your own numbers, never as a target or a promise.

Hypercasual$0.20 to $0.80
Casual and puzzle$1 to $3
Midcore and RPG$3 to $8
Hardcore and strategy$5 to $15+
Directional industry ranges, not Admiral client results or targets. iOS often runs higher than Android on like-for-like targeting. Your real numbers depend on geo, genre, monetization and creative.
Why studios switch

Why game studios switch to Admiral

01

Specialists, not generalists

We run game UA all day. We know SKAN, playables, hook fatigue and genre economics, so you do not pay us to learn.

02

A creative engine, not a deck

An in-house AI Creative Factory feeds the algorithm fresh hooks every week, the single biggest lever in modern game UA.

03

Senior operators on the account

The people who plan your UA are the people who run it, with the founder close to every account.

04

We steer on profit

D30 ROAS and payback, not vanity installs. We push spend only where the cohort math holds.

Operator feedback

What founders and growth leads say

A sample from scaled Admiral engagements across gaming, subscription and consumer apps. No anonymous quotes, no manufactured praise.

★★★★★
We achieved our goals and Admiral Media was able to outperform our own initiatives, thanks to the successful optimisation.
Julian Werner Managing Director and CMO, Bytro
★★★★★
Exceptional expertise in user acquisition and creative strategies. What truly sets them apart, for me, is their commitment to knowledge.
Adam Jaffe CEO and Founder, Mega Studio
★★★★★
We were able to scale our paid social spend by more than 200% while achieving our target ROAS.
Jakob Futorjanski Co-founder, NeuroNation
Who runs the work

Led by operators who scale games for a living

Andre Kempe, Founder and CEO of Admiral Media Founder & CEO

Andre Kempe

Founder and CEO, Admiral Media

Andre founded Admiral Media in 2019 after leading marketing at fast-growing consumer apps, including fleek by Zalando and Mr D Food. He still sits close to every account. The team scales strategy, RPG, puzzle and casual games across North America, Europe and LATAM, with senior operators running the work, not junior account managers.

€500M+
ad spend managed since 2019
150+
brands
3
continents scaled
Store page

Paid installs land on your store page. Make it convert.

Every paid install passes through your App Store or Google Play listing. Our App Store Optimization team works next to the game UA team, so winning ad concepts and keyword data shape the store page too.

Keywords from Apple Ads

Search terms that convert in Apple Ads guide your title, subtitle and keyword field. One keyword map for paid and organic.

Store pages per audience

Custom Product Pages and Google Play custom store listings matched to each creative theme, so the page shows the game the ad promised.

In-App Events and LiveOps

52% of top US games ran an In-App Event in our study of 1,000 listings, against 24% of all apps. We plan them with your live-ops calendar.

Video and screenshot tests

Only 28% of top games have an App Store preview video. We test video, icon and screenshots with native store experiments.

FAQ

Mobile game UA, the honest answers

What does Admiral Media do for mobile game user acquisition?

Admiral Media is a specialist mobile game user acquisition agency. We plan, build and run paid UA across Apple Ads, TikTok, Meta, Google UAC, AppLovin and Unity, produce performance creative weekly, measure SKAN-native with predictive LTV, and steer every cohort on D30 ROAS and payback.

Which channels do you run for game UA?

Meta, TikTok, Google App Campaigns, Apple Ads, AppLovin, Unity, Snap and programmatic DSP. We are channel agnostic and put budget where your players and payback are.

What kind of games do you work with?

Strategy, RPG, casual, puzzle and management games, from studios scaling a proven title to publishers launching into new markets. We have scaled games across North America, Europe and LATAM.

How do you measure success on iOS after SKAN?

We design the SKAN conversion-value schema around your economics, model the gaps deterministic data cannot see, and bid on predictive LTV so we can act before the full picture lands. We report on cohort ROAS and payback, not just installs.

How is a specialist UA agency different from a generalist?

A user acquisition agency that lives in game UA already knows SKAN, playables, hook fatigue and genre economics. You do not pay us to learn on your budget, and our creative engine ships fresh concepts every week rather than letting creative go stale.

When should a game studio bring in a UA agency?

Consider outside support when a live game has enough player and revenue data to evaluate acquisition, but the team lacks channel expertise, creative testing capacity or time to investigate a sustained performance decline. Spend alone is not the deciding factor. For a soft launch, first define what you need to learn about retention, monetisation and acquisition cost. If those basics are unresolved, scope a diagnostic or a limited test before a wider scaling engagement.

What should we check when D7 ROAS keeps falling?

First compare cohorts at the same age, using the same revenue definition and attribution window. Then separate changes in acquisition cost from changes in retention and revenue per player, broken down by operating system, country, channel and creative. Check recent tracking, pricing and game updates before treating the decline as a media-buying problem. For a hybrid-casual game, inspect ad revenue and in-app purchases separately as well as together. A lower D7 return needs context from later payback; it is not a reason on its own to increase spend or replace an agency.

How should a studio and agency agree on measurement?

Before testing, record the source for spend, installs and revenue, the attribution window, cohort dates, currency and whether revenue includes ads, purchases, refunds and platform fees. Use comparable cohorts and distinguish observed revenue from forecast lifetime value. Where ad platforms, your measurement partner and internal reporting disagree, document the difference and agree which view informs each decision. Set the payback target around your game economics rather than a universal D7 or D30 threshold.

What should a game creative testing scope include?

Define the player motivations and gameplay concepts to test, then separate genuinely new concepts from hook, edit, format and language variations. Agree on the assets the studio supplies, review responsibilities, channels, test budget and the evidence needed to continue, revise or stop a test. Connect creative results to player quality and revenue as well as clicks and installs. Production volume should fit the available testing budget and approval capacity; a large variation count alone does not show that a concept works.

What does it cost and how do we start?

Share your game and store links, launch stage, target countries, operating systems, monetisation model and current monthly media spend. Add the problem you want to solve, your current channels and measurement setup, the work your team already handles, and your intended timing. A summary of recent cohort performance is useful; there is no need to send account credentials or player-level data in an enquiry. These details help us assess fit and discuss a scope and fee. Media spend, agency services and creative production should be clear in the agreed scope.

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Talk to a game UA lead

Share your title, live channels and monthly UA spend. We will tell you straight whether we are the right team.

Built for studios with live titles spending US$50,000+ a month on UA.

Senior team on every account 4.9/5 on Clutch from 48 reviews €500M+ ad spend managed since 2019

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