Rewarded video.
The highest-CPM format on mobile.
Your players watch a 30-second video in exchange for in-game currency, extra lives, or removed friction. They're happy. You earn $15-40 CPMs.
Four game-native ad formats.
Rewarded video
Player opts in. Watches 30s. Receives in-game reward. The opt-in is the key — these are the highest-paying impressions in mobile because intent is signalled.
Interstitials between levels
Full-screen ads at natural break points. Frequency-capped so they don't ruin pacing. $10-25 CPM range.
Banners (light-touch)
Persistent banner in non-gameplay screens (menus, settings). Lower CPM but doesn't interrupt anything.
Native ads in lobbies
Styled to look like in-game content (with disclosure). Works great in social / multiplayer game lobbies.
Why rewarded video matters.
$15-40
Rewarded CPM
Highest in mobile ads
~70%
Opt-in rate
Of players offered
+22%
D7 retention
Rewarded vs no-ads
+38%
Avg ARPDAU
Mixed monetization
From SDK install to first impression.
Unity, Unreal, native Android, native iOS — all supported.
- 1
Choose your engine
Unity (most common), Unreal, native Android (Kotlin), or native iOS (Swift). Adbris ships an SDK wrapper for each that sits on top of Google Mobile Ads SDK.
- 2
Add the SDK to your project
5 minutes. Unity Package Manager / Gradle dep / CocoaPod / Swift Package Manager — standard install for each platform. Paste your Adbris key in the config screen.
- 3
Place ad call sites in code
Call AdbrisAds.LoadRewarded() before the moment you want to show the rewarded video (e.g. when player runs out of lives). Then AdbrisAds.ShowRewarded() with a callback for the reward.
- 4
Test mode, then go live
Test mode uses Google's test ad units (no real CPM, no real impressions). Flip to production mode when you ship the build. Revenue starts flowing immediately.
Sample rewarded-ad integration.
Reference Unity C# below — Android Kotlin + iOS Swift are nearly identical (we maintain the wrapper to feel the same in each language).
- Unity Package Manager + native plugin wrapper
- Async load, sync show — load early, present when ready
- Reward callback fires only on full completion
- Frequency-cap helper baked in (e.g. 1 interstitial per 90s)
- Mediation built-in: AdMob → AppLovin → Unity Ads → Vungle fallback
Unity — Rewarded ad lifecycle
csharpusing Adbris.Ads;
void Start() {
AdbrisAds.Initialize("adb_pub_abc123");
PreloadRewarded();
}
void PreloadRewarded() {
AdbrisAds.LoadRewarded("life-refill", onLoaded: () => {
Debug.Log("Rewarded ready");
});
}
void OnReviveButtonPressed() {
if (!AdbrisAds.IsRewardedReady("life-refill")) return;
AdbrisAds.ShowRewarded("life-refill",
onReward: () => Player.GainLives(3),
onClosed: PreloadRewarded
);
}Game dev questions we field weekly.
The best mobile-game CPMs on the market.
Apply, integrate the SDK, ship — and watch rewarded video pay for itself in days.