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Who is this for?

Three ways studios use the Revenue Calculator

Indie Dev
Pre-launch revenue projection

Anchor your pitch deck. Pick a monetization model with realistic numbers before you ship.

  • ›Set investor / publisher expectations
  • ›Compare ads-only vs hybrid vs IAP-only
  • ›Pressure-test ARPDAU against genre benchmarks
Mid-tier Studio
Live game, optimize ads + IAP

Spot mediation, viewability, and UX leaks worth $X/month. Justify the next experiment with concrete numbers.

  • ›Audit waterfall vs bidding efficiency
  • ›Flag native viewability and platform-mix losses
  • ›Prioritize the highest-$ optimization next sprint
Publisher / VC
Portfolio audit + deal-flow input

Compare studios on common axes. Use as a sanity check during diligence or for cross-portfolio benchmarking.

  • ›Benchmark new investments vs genre P50
  • ›Estimate publisher-tier rev share economics
  • ›Use the audit as a structured studio-call agenda

What you'll get

Daily + monthly revenue
Ad + IAP, broken down by format (RV, Interstitial, Native, Banner).
ARPDAU vs your genre
Your number vs P25 / P50 / P75 in the genre cohort.
$/month leak audit
Mediation, viewability, platform mix, RV underuse, interstitial overuse.
12-month projection
Exponential retention decay (e^-0.15m), half-life ~4.6 months.

Game Revenue Calculator

Estimate daily and monthly revenue using Q1–Q2 2026 industry benchmarks. Audits mediation efficiency, viewability, and platform mix for revenue leaks. Results unlock after email.

Required Inputs
Android50/50iOS
0.98 efficiency · near-optimal yield
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Fill in your game details and click Calculate Revenue

How it works

Behind the numbers

For each ad format the engine computes impressions per day(DAU × sessions × placements per session × fill rate), multiplies by the format’s eCPM, applies the platform multiplier (interpolated between iOS at 1.0 and Android at 0.65), the regional multiplier, and the mediation efficiency factor, then divides by 1000. Native impressions are additionally scaled by the viewability percentage.

IAP revenue uses a monthly model normalised to daily: DAU × (monthly_conversion% / 100) × (monthly_ARPPU / 30). This avoids the common mistake of dividing monthly ARPPU by 30 without weighting by the conversion rate.

The 12-month projection uses pure exponential decay: e^(-0.15 × month). Half-life ≈ 4.6 months. We deliberately don’t use a logarithmic curve here — that’s mathematically unbounded and doesn’t model real cohort attrition.

Inputs explained

Every field, decoded

FieldWhat it meansWhy it matters
GenrePicks a benchmark row — eCPMs, engagement defaults, and IAP rates.Drives almost every default number behind the scenes.
Platform SplitShare of your DAU on iOS (0–100). The rest is Android.iOS eCPMs run ~54% higher than Android. Slider interpolates linearly.
DAUDaily Active Users — how many unique people open the app per day.Linear multiplier on every revenue stream.
Monetization ModelAds only, IAP only, or hybrid.Hybrid almost always beats single-stream at scale.
RegionPrimary user geography (Tier 1 US/CA, EU, JP/KR vs Tier 3 IN/SEA).eCPMs swing 35% – 250% across regions.
Mediation TypeBidding (real-time auction) vs Waterfall (legacy priority stack).Waterfall typically yields ~13% less than bidding due to latency and stale floors.
Native/Intrinsic per SessionNumber of in-flow native ad placements shown per user session.High eCPM, low UX friction. Zero by default — turn on in Customize.
Native Viewability (%)Share of native impressions that actually meet IAB viewability (50% pixels for 1s+).75% is industry default. 90%+ is the WhisqAI Intrinsic SDK target.

Revenue leaks

The five biggest dollars-on-the-floor patterns

The audit panel in your results flags concrete $/month lost across these five patterns. Each card sorts by dollar impact so the biggest leak leads.

Waterfall vs Bidding (~13% revenue gap)

Waterfall mediation calls one network at a time in a priority list. Each call adds latency, and some users close the app before the ad shows. Auction floors are static and frequently mispriced. Real-time bidding (RTB) lets every network compete simultaneously at the moment of the impression, so the highest bid wins. The WhisqAI engine assumes 0.98 efficiency for bidding vs 0.85 for waterfall, matching AppLovin's 2025 study showing 12–18% yield uplift.

Native Viewability (65% vs 90%)

An ad impression that isn't actually viewed still costs you a request but earns nothing. IAB defines a viewable impression as 50% of pixels rendered for at least 1 second. Native placements often default to 65–75% viewability because of scroll position and brief sessions. Lifting that to the WhisqAI Intrinsic SDK target of 90%+ is a linear gain on native revenue: at 75% viewability you're leaving 20% of native revenue on the table.

Android-heavy Traffic Mix

iOS users monetize roughly 54% better than Android users on the same ad units, primarily because of higher disposable income, lower ad fraud, and stronger advertiser demand. If your DAU skews Android (pct_ios < 30%), every percentage point you can shift toward iOS via UA targeting is a near-linear ad-revenue gain. The leak engine computes the dollar gain of moving +10 points iOS at your current scale.

Under-used Rewarded Video

Rewarded Video is the highest-eCPM ad format in mobile — typically 2–3x interstitials and 25–40x banners. It's also opt-in, so it doesn't harm retention. Most casual and midcore genres can support 2+ RV placements per session (e.g., second-chance after death, double XP, daily reward). If your genre default is below 2, the engine flags that as a leak worth ~30% of current RV revenue.

Interstitial Overuse in Casual

Interstitials interrupt the play loop. In casual and casual-puzzle genres, more than 3 interstitials per session reliably hurts D1 retention by 4–7%. That retention loss compounds into smaller DAU and lower lifetime revenue. The engine estimates ~5% revenue loss per excess interstitial above the threshold — a rough proxy until your live analytics confirm.

Glossary

Mobile-gaming monetization terms

DAU
Daily Active Users. Unique users who opened the app at least once in a given day.
ARPDAU
Average Revenue Per Daily Active User. Total daily revenue ÷ DAU. The single most important monetization metric — comparable across game sizes.
eCPM
Effective Cost Per Mille. Revenue per 1,000 impressions. The price an advertiser is willing to pay for your ad inventory.
IAP
In-App Purchase. Direct user payment for virtual currency, items, subscriptions, or content.
ARPPU
Average Revenue Per Paying User. Total IAP revenue ÷ number of unique payers. Always higher than ARPDAU (only counts payers, not all DAU).
Fill Rate
Share of ad requests that are filled with a paying ad. 85% is typical industry baseline; mediation can lift this 15–25%.
Mediation
Software layer that decides which ad network gets to show each impression. Bidding (real-time auction) outperforms waterfall (priority stack) by ~13%.
Viewability
Share of impressions that meet IAB MRC standard: 50% of pixels rendered for at least 1 second. Especially relevant for native/intrinsic placements.
Rewarded Video
Opt-in video ad the user trades for an in-game reward. Highest eCPM format, lowest retention risk.
Interstitial
Full-screen ad shown between gameplay segments. Mid-eCPM but high friction — over-using it hurts D1 retention in casual genres.
Native / Intrinsic Ad
Ad that visually matches the surrounding UI (in-feed, embedded in game world). High viewability, low UX friction. The WhisqAI Intrinsic SDK targets 90%+ viewability.

FAQ

Frequently asked questions

How accurate is this estimate?
It's a benchmark-driven estimate, not a live read of your account. Actual yield varies by ±30% based on creative quality, ad placement timing, network mediation tuning, and seasonality. Use the number to anchor expectations and audit for leaks — don't use it to replace your own analytics.
What if my genre isn't listed?
Pick "Other". That row uses the median across all genres for eCPMs, retention, and IAP conversion. Your number will be approximate but directionally correct.
Why does waterfall mediation cost me ~13%?
Three reasons. (1) Latency — each network ping adds 100–500ms; some users close the app before the ad finishes loading. (2) Static auction floors — waterfall priorities are configured manually and quickly fall out of date relative to current demand. (3) No real competition — the first network to bid above floor wins, even if a lower-tier network would've paid more in an open auction. Bidding fixes all three.
What's "mediation efficiency"?
It's the share of theoretically biddable impressions that actually convert to paid impressions after accounting for latency drop-off, unfilled auctions, and floor mismatches. The engine uses 0.98 for real-time bidding and 0.85 for waterfall — these are industry averages, calibrated against AppLovin's 2025 Bidding vs Waterfall study.
What's a healthy ARPDAU for my genre?
Check the Genre P50 number in your results — that's the median for your genre. Most healthy mid-tier games sit between P25 and P75 (roughly 0.5x to 1.85x of P50). The advanced report shows your number plotted against the full P25/P50/P75 band.
When are benchmarks refreshed?
Quarterly. Current vintage is Q1–Q2 2026, version 2026.06. Native eCPMs are flagged unverified pending fresh 2026 native breakdowns from AppLovin and Liftoff — they'll firm up in the next refresh.
Do you store my inputs? Can I get a custom audit?
We store anonymous tool runs (your inputs and computed outputs) to improve the benchmarks over time. We don't link them to your email unless you submit the email gate. We never sell or share lead data. Studios above 50k DAU can unlock a Custom Whale-Retention Audit by filling the studio form when prompted.
Benchmarks vintage: Q1–Q2 2026 (benchmark_version 2026.06). Refreshed quarterly. Sources: AppLovin Mobile Gaming Report 2026, Liftoff Mobile Heroes 2026, GameAnalytics State of Mobile Gaming 2026, Sensor Tower Q1 2026. Native eCPM and waterfall efficiency are calibrated against 2025 references and flagged for next-quarter refresh.