Loomit Success Cases

One platform. Infinite setups.

Discover how mobile studios optimize their monetization and improve user experience with Loomit.

  • Higher ARPDAU: Up to 10% increase in revenue per user
  • No Code Needed: Implementation in hours, not weeks
  • Better UX: Less ad time, more engagement

MY.GAMES: Improved Ads ARPDAU up to 2 digits with multiple calls and dynamic price floors

The large mobile publisher behind War Robots and Rush Royale had been working primarily with single ad units. They wanted to test multiple ad units to increase demand for their ad inventory.

Context

MY.GAMES is the large mobile publisher behind titles such as War Robots and Rush Royale. They had been working primarily with single ad units and wanted to test multiple ad units to increase demand for their ad inventory.

Challenges

  1. Remain compliant with AppLovin (meeting the 30% fill rate requirement).
  2. Keep monetizing with Google, knowing they cannot be called more than once per ad opportunity.
  3. Maximize the use of up to 20 ad units.

Solution

MY.GAMES worked with Loomit to simplify the rollout and access the dynamic price floors model. The tool was rolled out across several family studios, with each app conducting its own test to measure results.

Results

  • ~15% iOS performance improvement
  • ~10% Android performance improvement

Impact

  • Multiple Ad Units: Increased demand for inventory
  • Compliance: Meeting AppLovin and Google requirements
  • Dynamic Floors: Automatic price optimization

Insight

Results varied by studio, but there was no straightforward way to determine when a studio would have better or worse results (they all had similar starting points). The most notable difference was by platform (iOS vs Android).

We evaluated Loomit's multiple ad units and dynamic price floors through controlled testing before expanding portfolio-wide. The uplift we observed was significant and gave us the confidence to scale quickly across our portfolio. The integration was seamless, with strong support from their Customer Success team. We are now testing additional features, with encouraging early performance signals.

Daniil Sadykov, MY.GAMES

Wildlife Studios: Tested multiple mediation platforms without writing a single line of code

The largest mobile gaming publisher in Latin America — and the region's first gaming unicorn — wanted to validate if their existing mediation setup was truly optimal.

Context

Wildlife Studios is the largest mobile gaming publisher in Latin America and the region's first gaming unicorn. They wanted to validate whether their existing mediation setup was truly optimal.

Challenges

  1. Wildlife's portfolio includes games built on multiple engines (Cocos2D, Unity, Native). Changing mediation platforms carried high risk.

Solution

With Loomit, Wildlife launched a 50/50 experiment with a new mediation platform and monitored performance over several weeks to ensure statistical reliability.

Process with Loomit

  1. Launched a 50/50 experiment with a new mediation platform.
  2. Monitored performance over several weeks to ensure statistical reliability.

Results

  • Days Time to integrate Loomit
  • 1 SDK All mediations controlled remotely
  • 0 Lines of code needed

Impact

  • Full control: Flexibility over mediation platforms
  • Zero engineering: No additional development required after the Loomit SDK integration
  • Data-driven: Monetization decisions based on data

New capabilities unlocked

With Loomit in place, Wildlife can now shift traffic between mediations in seconds, measure the impact on monetization and engagement, and A/B test, rollout or rollback mediations remotely — all without new app releases.

Loomit gave us the flexibility to experiment safely and at scale. The integration was simple, and the team's support was outstanding throughout the process. What started as a mediation A/B test quickly expanded — we are now leveraging other features with promising results. Loomit has gained rapid adoption across our portfolio, and we are actively expanding to multiple games.

Priscila Marcelino, Director of Ad Monetization & Player Experience at Wildlife

etermax (Trivia Crack): Reduced ad viewing time from 44s to 33s — while increasing Ads ARPDAU by +3.5%

The studio behind Trivia Crack was facing growing user complaints about the length of ads in its rewarded video placements.

Context

etermax is the studio behind Trivia Crack. They were facing growing user complaints about the length of ads in their rewarded video placements.

Solution

etermax tested Loomit's interchangeable ad formats, enabling Interstitials to replace Rewarded Videos whenever the Interstitial CPM was higher. The test ran on Trivia Crack iOS (US) — their most strategic segment, representing over 50% of ad revenue.

Results

  • 44s → 33s Average ad viewing time
  • +3.5% Increase in Ads ARPDAU
  • 10s Time saved per ad for players
  • +15% D1 retention for new users

Impact

  • Higher revenue: Higher ad revenue for the studio
  • Time recovered: Players reinvest that time into gameplay
  • Better engagement: Boost in overall session time

Interesting fact

A clear example of how monetization and user experience can grow hand in hand. Loomit allows managing the swap rate to optimize towards revenue or ad viewing time according to the studio's priorities.

Loomit enabled us to improve the user experience by serving shorter and less intrusive ads to our most valuable users. With Loomit, we were able to implement strategies that we had wanted to try for years within just a few days. This allowed us to achieve a 15% increase in our D1 retention for new users.

Maximo Cavazzani, CEO, Etermax

Newry Global Media: Reducing low-value ad pressure while improving engagement

Newry Global Media is a Spanish mobile apps and games business unit with a portfolio largely focused on non-gaming products.

Context

Newry Global Media is a Spanish mobile apps and games business unit with a portfolio largely focused on non-gaming products. Apps included: PDF Reader (document utility app) and Period Tracker Ovulation Cycle (health & lifestyle app).

Challenges

  1. Newry wanted to improve the ad experience in two of its largest apps without materially hurting monetization. The goal was to reduce unnecessary friction from interstitial ads while protecting long-term user value.

Solution

Loomit used dynamic floors to be more selective with interstitial demand, filtering out low-value impressions that did not justify the friction they created. Instead of simply showing more ads, the strategy focused on serving better monetization opportunities at better moments.

Results

  • 1.5x–2x Increase in Net Usage Time across the apps
  • 30% Fewer interstitial impressions across both apps
  • 0% Revenue impact

Impact

  • PDF Reader: Document utility app
  • Period Tracker Ovulation Cycle: Health & lifestyle app

Key insight

Smarter monetization means deciding when an impression should exist at all.

Loomit's platform helped us improve monetization quality by reducing low-value ad pressure, which led to a meaningful increase in Net Usage Time across both apps. We were able to deliver a better user experience, with substantially higher engagement, while keeping the monetization impact under control.

Tomás Lavaselli, Director of Ad Monetization, Newry Global Media

Buldogo Games (Wartime Glory): Improved engagement and monetization balance by rethinking interstitial ads

The Latin American mobile gaming studio was analyzing the performance of their flagship title Wartime Glory when they detected a clear issue: their most valuable user cohorts were showing early signs of churn.

Context

Buldogo Games is a Latin American mobile gaming studio. While analyzing the performance of their flagship title Wartime Glory, they detected that their most valuable user cohorts were showing early signs of churn.

Solution

In Wartime Glory, interstitial ads accounted for nearly 80% of the total ad stack. Using Loomit, Buldogo ran a controlled A/B test focused on a specific cohort (users from selected European countries, installed in the last 30 days, ~10% of active users). For the test group, interstitial ads were disabled, while all other ad formats remained enabled.

Results

  • 58 → 108 min Average daily playtime
  • 15% → 16% D7 Retention
  • +25% Paying users ratio
  • -66% Ads ARPDAU
  • +50% IAP ARPDAU
  • -10% Total ARPDAU (net)

Impact

  • More playtime: +86% gameplay time
  • Better retention: Less early churn
  • More IAP: Compensating ad loss
  • Safe framework: Testing without global risk

Our Mission

Loomit's mission is to help studios design ad monetization strategies that maximize long-term LTV. This often means rethinking traditional ad exposure. We fully embrace uncovering and enabling setups that prioritize user experience while driving sustainable revenue growth.

Moving Forward

With a clear baseline in place, Buldogo Games is now iterating on more granular monetization strategies: reducing interstitial frequency, prioritizing less intrusive ad experiences, and testing setups that move total ARPDAU closer to breakeven while preserving engagement gains.

For years, we wanted to better understand the real impact that interstitial ads were having on player experience, but testing something like that safely was always difficult. With Loomit, we were able to run this experiment quickly and with full control. The results were very insightful: players stayed longer, engagement improved, and the increase in in-app purchases helped offset most of the ad revenue loss. Loomit gave us the confidence and flexibility to rethink how we approach monetization.