Clean it - Hyper causal cleaning game.

Shipped a Unity hyper-casual title with balanced AdMob and IAP monetisation, achieving strong Day-1 retention and scalable ad revenue on iOS and Android.

Client: Indie Mobile Publisher (NDA)

Clean it - Hyper causal cleaning game. screenshot

The Challenge

The client needed a production-ready Unity hyper-casual game that could monetise through ads and light IAP without hurting retention. The core loop had to be simple enough for broad audiences, but polished enough to compete on the App Store and Google Play merge category.

Our Approach

Riftwood Studio handled full Unity development — gameplay loop, UI, economy tuning, and store-ready builds. We integrated Google AdMob with rewarded video placements at natural break points, interstitials capped by session frequency, and a non-intrusive banner strategy for menu screens.

  • Unity C# architecture with modular monetisation and analytics hooks
  • Rewarded ads tied to boosters and continue mechanics
  • Unity IAP for remove-ads bundle and starter coin packs
  • Firebase Analytics events for funnel and ad engagement tracking
  • Device-tier performance profiling for low-end Android hardware

Monetisation Design

We A/B tested ad frequency against session length and found an optimal cap that improved ARPDAU while keeping Day-1 retention above target. IAP was positioned as convenience — never pay-to-win — which preserved player trust and review scores.

Outcomes

The game launched on both stores with a stable 42% Day-1 retention in soft launch markets. Ad revenue scaled predictably after rewarded placements were tuned, and the remove-ads IAP became the top converter within the first two weeks post-launch.