Block Craft 3D Ad Strategy 2026: 168 Videos, 96 Playables, 850 Combinations — and the Biggest Ad in the Name-Space Belongs to Somebody Else
A teardown of Wildlife Studios' Block Craft 3D: Building Games in the US. 850 measured ad instances carry 117 million impressions from only 168 distinct videos and 96 distinct playables — one video is paired with 67 different playable end cards. Meanwhile a different publisher with a near-identical app name runs the single largest creative in the category, 1.8x bigger than Wildlife's best.

Wildlife Studios runs Block Craft 3D: Building Games in the US on a creative machine that is almost entirely combinatorial. Its 850 measured ad instances carry 117,223,726 impressions, but they are built from only 168 distinct video assets and 96 distinct playable end cards. One video appears in 68 separate ad instances paired with 67 different playables.
The other headline is less comfortable for Wildlife. The single largest "Block Craft 3D" ad creative running in the US does not belong to Block Craft 3D. A different publisher — Metagame.Ltd, with an app called Block Craft 3D: Realm Builder — runs a 56-second creative carrying 21,956,883 impressions, which is 1.77x larger than Wildlife's biggest single asset (12,397,563). Metagame does it with 106 ad instances against Wildlife's 850.
Block Craft 3D is also the healthiest title in this teardown series by download trend: 631,390 monthly US downloads, down only -5.89%, against declines of 27% to 40% for most comparable games. Wildlife's other charting title, Color by Number, is down -40.32% in the same month.
Executive summary (TL;DR)
- A permutation machine, not a creative library. 850 ad instances resolve to 168 videos and 96 playables. That is 5.06 instances per video. The top video asset appears in 68 instances with 67 distinct playable end cards attached.
- 73.1% of instances carry a playable. Wildlife's biggest single instance — 12,397,563 impressions — has no recorded video duration at all. It is a pure playable unit.
- Playables are cross-wired, not nested. Of 94 playable assets that appear alongside a video, 71 are used on more than one video. This is a true matrix: any playable can attach to any front.
- A name collision that inverts the leaderboard. Metagame.Ltd's Block Craft 3D: Realm Builder (
com.wilds.craft.mysticland.explore) carries 93,298,669 impressions — 79.6% of Wildlife's total — from 106 instances. Its impressions-per-placement is 972 against Wildlife's 85, an 11.4x density gap. A third app, Ecozoft'scom.block3d.craft.castle.building, adds 7,699,938 more. - Metagame's whole business is one month. Its April 2026 cohort — 33 instances — carries 82.4% of everything that app has ever delivered. Only 19.8% of its instances are under 90 days old, and they carry 2.0% of impressions.
- Wildlife is the opposite: almost all new. 85.6% of Wildlife's instances were first seen in the last 90 days, carrying 83.8% of impressions. June and July 2026 produced 545 instances between them.
- Two developer IDs. Wildlife appears as
1698716266on iOS (app 981633844) and1908208333on Android (com.fungames.blockcraft), both named "Wildlife Studios".
All figures are AdMapix third-party estimates for the United States, pulled 2026-08-19.
The name-space, before anything else
You cannot analyse this title without first establishing which "Block Craft 3D" you are looking at. There are at least three separate apps advertising under near-identical names in the US right now.
| App name | Identifier | Publisher | Publisher ID | Instances | Impressions | |
|---|---|---|---|---|---|---|
| A | Block Craft 3D: Building Games | 981633844 | Wildlife Studios | 1698716266 | 400 | 75,346,565 |
| A | Block Craft 3D:Building Game | com.fungames.blockcraft | Wildlife Studios | 1908208333 | 450 | 41,877,161 |
| B | Block Craft 3D: Realm Builder | com.wilds.craft.mysticland.explore | Metagame.Ltd | 1346462750 | 106 | 93,298,669 |
| C | Block Craft 3D Castle Building | com.block3d.craft.castle.building | Ecozoft | 1754873944 | 36 | 7,699,938 |
Only rows marked A are Wildlife Studios' product — the one that appears on the US download chart at rank 141 with 631,390 monthly downloads. Rows B and C are different games from different companies.
Every Block Craft 3D figure in this article refers to A only unless explicitly stated. We have deliberately not joined Metagame's or Ecozoft's ad data to Wildlife's download number, because they describe different products, and a "downloads per impression" ratio built from that pairing would be pure fiction.
Across the three publishers the name-space carries 218,222,333 impressions. Wildlife holds 53.7% of it. If you searched a creative database for "Block Craft 3D" and summed what came back, you would overstate Wildlife's US advertising presence by 86%.
Block Craft 3D's largest measured instance: a pure playable unit with no recorded video duration. 12,397,563 impressions across 183,663 placements, first seen 2026-06-05 and still running after 76 days.
Where Block Craft 3D sits
| Rank | App | Publisher | Downloads | Growth |
|---|---|---|---|---|
| 126 | Amaze GO! | Oakever Games | 668,165 | -37.54% |
| 141 | Block Craft 3D: Building Games | Wildlife Studios | 631,390 | -5.89% |
| 143 | Pixel Flow! | Loom Games | 622,046 | -19.29% |
| 151 | Solitaire Associations Journey | Hitapps Games | 611,610 | -17.41% |
| 163 | Paper.io 2 | Voodoo | 572,306 | -27.74% |
| 213 | Color by Number | Wildlife Studios | 469,514 | -40.32% |
-5.89% is remarkable in this cohort. Every neighbouring title on the chart is down between 17% and 38%, and Wildlife's own other charting game is down 40.32%. Block Craft 3D is the most stable game in its download band, and it happens to be the one running a combinatorial playable machine at 850 concurrent ad instances.
That is a correlation from a single month across two titles from one publisher, not proof of causation. But it is the kind of correlation worth building a hypothesis on, and the falsifiable prediction at the end of this article is built on exactly that.
The permutation machine
Here is the structural fact that defines this account. Wildlife's 850 ad instances are not 850 creatives. They are 168 videos and 96 playables, recombined.
| Video asset | Impressions | Instances | Distinct playables attached | First seen | Duration |
|---|---|---|---|---|---|
| V1 | 15,879,716 | 30 | 29 | 2026-06-13 | 50s |
| V2 | 10,284,832 | 48 | 47 | 2026-06-28 | 20s |
| V3 | 8,385,078 | 31 | 30 | 2026-06-05 | 26s |
| V4 | 6,125,490 | 68 | 67 | 2026-06-09 | 26s |
| V5 | 5,998,654 | 4 | 0 | 2026-05-16 | 26s |
| V6 | 5,564,158 | 41 | 40 | 2026-06-15 | 50s |
| V7 | 4,311,700 | 21 | 20 | 2026-07-09 | 58s |
| V8 | 3,699,428 | 12 | 0 | 2026-07-04 | 27s |
| V9 | 3,125,813 | 37 | 36 | — | — |
V4 appears in 68 separate measured ad instances, each carrying a different playable end card. One 26-second video, sixty-seven interactive tails. Eighteen distinct videos are each paired with ten or more different playables.
And it runs both ways. Of the 94 playable assets that appear alongside a video in this fleet, 71 are attached to more than one video. The playables are not built for specific videos and the videos are not built for specific playables. Everything connects to everything.
That is a genuinely different production model from the one most UA teams run. The default assumption is that a creative is a unit — a video with its end card, briefed and built together, tested as one thing. Wildlife has decomposed the ad into two independently versioned layers and is testing the cross-product.
The arithmetic is why it works. With 168 videos and 96 playables the theoretical combination space is 16,128 units; Wildlife has measured 850 of them. Producing 850 hand-built video-plus-playable creatives would be an enormous undertaking. Producing 168 videos and 96 playables is a normal quarter's output for a studio of this size — and the recombination is free.
Video asset V1 — 50 seconds, first seen 2026-06-13, appearing in 30 ad instances with 29 distinct playable end cards. Combined: 15,879,716 impressions across 321,482 placements, the largest video asset in the fleet.
One of the 96 playable end cards in Wildlife's component library. This one is attached to instance #2 (8,725,012 impressions) and instance #5 (4,333,133) — two different videos, same interactive tail.
The top instances
| # | Window impressions | Placements | Impr/plc | First seen | Days in market | Duration | Playable |
|---|---|---|---|---|---|---|---|
| 1 | 12,397,563 | 183,663 | 67 | 2026-06-05 | 76 | playable | Yes |
| 2 | 8,725,012 | 163,277 | 53 | 2026-07-06 | 45 | 50s | Yes |
| 3 | 6,516,430 | 41,715 | 156 | 2026-06-28 | 53 | 20s | Yes |
| 4 | 5,142,989 | 50,168 | 102 | 2026-05-17 | 95 | 26s | — |
| 5 | 4,333,133 | 71,606 | 60 | 2026-07-06 | 45 | 26s | Yes |
| 6 | 3,758,657 | 28,894 | 130 | 2026-06-23 | 58 | playable | Yes |
| 7 | 3,268,320 | 24,337 | 134 | 2026-07-04 | 47 | 27s | — |
| 8 | 2,578,217 | 18,495 | 139 | 2026-07-09 | 42 | 20s | — |
| 9 | 1,740,407 | 13,234 | 131 | 2026-06-08 | 73 | playable | Yes |
| 10 | 1,572,964 | 8,132 | 193 | 2026-08-04 | 16 | 26s | Yes |
| 13 | 1,440,556 | 10,447 | 137 | 2025-11-27 | 266 | 30s | — |
| 14 | 1,401,774 | 11,609 | 120 | 2025-12-14 | 249 | 27s | — |
Three of the top ten are pure playable units with no video duration recorded at all — instances #1, #6 and #9, carrying 17,896,627 impressions between them, or 15.3% of the title's total. Interactive-from-the-first-frame is not an experiment here; it is a core format.
Concentration is unusually flat. The top instance takes 10.6%, the top ten take 42.7%, the top fifty take 71.5%. Compare that with publishers riding a single 5-billion-impression champion. Wildlife has no champion; it has a very wide, very shallow fleet where the biggest asset is only 8x the fiftieth.
Instances #13 and #14 are the exceptions to the youth of this account — first seen November and December 2025, still live after 266 and 249 days respectively. Their window impressions are a small fraction of the leaders'. They are being kept alive, not pushed.
Video asset V2 — 20 seconds, first seen 2026-06-28, appearing in 48 instances with 47 distinct playable end cards. Its lead instance (#3) delivers 156 impressions per placement, nearly double the fleet average.
Duration: five formats, no lock
Wildlife does not run a single house format. Its duration distribution is the most genuinely spread of any account in this series.
| Duration | Instances | Share |
|---|---|---|
| 26s | 116 | 13.6% |
| 44s | 108 | 12.7% |
| 59s | 100 | 11.8% |
| 58s | 90 | 10.6% |
| 20s | 83 | 9.8% |
| 50s | 81 | 9.5% |
| 27s | 48 | 5.6% |
| 60s | 45 | 5.3% |
| 30s | 23 | 2.7% |
| No video duration (playable-first) | 21 | 2.5% |
| 54s | 19 | 2.2% |
| 33s | 16 | 1.9% |
Five separate clusters carry more than 80 instances each: a short band at 20s and 26–27s, a mid band at 44s and 50s, and a long band at 58–60s. No single duration exceeds 13.6% of the fleet.
That is what you would expect from a combinatorial system. If the video is a swappable component rather than the whole creative, there is no reason to standardise its length — you are optimising the pairing, not the front. Publishers that lock to a single duration are usually treating the video as the creative.
Block Craft 3D instance #4 — 26 seconds, 5,142,989 impressions across 50,168 placements, first seen 2026-05-17. One of only four instances built on this video, and the only top-ten asset with no playable attached.
The account is three months old in practice
Block Craft 3D has been on the App Store since 2015, and the ad data goes back to 2024-12-04. But almost none of the delivery does.
| First seen | Instances | Impressions | Share |
|---|---|---|---|
| 2024-12 | 20 | 2,498,022 | 2.1% |
| 2025-05 → 2025-11 | 26 | 3,835,093 | 3.3% |
| 2025-12 | 22 | 3,277,120 | 2.8% |
| 2026-02 → 2026-04 | 35 | 2,474,953 | 2.1% |
| 2026-05 | 21 | 6,945,284 | 5.9% |
| 2026-06 | 200 | 43,604,709 | 37.2% |
| 2026-07 | 345 | 43,644,938 | 37.2% |
| 2026-08 | 181 | 10,943,607 | 9.3% |
June and July 2026 produced 545 instances carrying 74.4% of the title's lifetime measured impressions. Everything before May 2026 — twenty months of activity, 103 instances — accounts for 10.3%.
Something changed at the end of May. The 200-instance June cohort is 9.5x the size of May's, and the June and July cohorts land at almost exactly the same impression total (43.60M and 43.64M) despite July shipping 72% more instances. That flat total across a rising instance count is the signature of a budget ceiling, not a creative ceiling: the spend was fixed and the extra creative simply split it more ways.
The August cohort's 181 instances at 9.3% is consistent with the same ceiling plus incomplete accumulation — August assets have had at most 19 days to deliver.
Retirement behaviour matches the youth. 62.4% of instances were still live on the pull date, and excluding the two-day observation-lag window, only 20.6% had genuinely stopped. This is a fleet that is being added to rather than pruned.
Wildlife versus the name-space rival
The most instructive comparison available is not with another genre — it is with the app sitting next to Block Craft 3D in the same four words of the App Store name-space.
| Wildlife's Block Craft 3D | Metagame's Realm Builder | |
|---|---|---|
| Identifier | 981633844 / com.fungames.blockcraft | com.wilds.craft.mysticland.explore |
| Publisher ID | 1698716266 / 1908208333 | 1346462750 |
| Ad instances | 850 | 106 |
| Impressions | 117,223,726 | 93,298,669 |
| Placements | 1,374,876 | 96,002 |
| Impressions per placement | 85 | 972 |
| Distinct videos | 168 | 78 |
| Distinct playables | 96 | 7 |
| Playable attach rate | 73.1% | 17.9% |
| Largest single instance | 12,397,563 | 21,956,883 |
| Oldest instance | 2024-12-04 | 2024-04-03 |
| Longest run | 624 days | 866 days |
| Average days live | 71.0 | 162.4 |
| Instances < 90 days old | 85.6% | 19.8% |
| …carrying what share of impressions | 83.8% | 2.0% |
These are two completely opposed strategies competing for the same search term.
Wildlife: wide, shallow, new, interactive. 850 instances, 85 impressions per placement, 73% playable attachment, 86% of its fleet built in the last three months.
Metagame: narrow, dense, old, video-only. 106 instances, 972 impressions per placement — 11.4x denser — 18% playable attachment, and four-fifths of its impressions coming from a single month in April 2026.
Metagame's concentration is extreme even by the standards of concentrated accounts:
| First seen | Instances | Impressions | Share |
|---|---|---|---|
| 2024-04 → 2025-12 | 11 | 2,614,954 | 2.8% |
| 2026-01 → 2026-03 | 33 | 8,669,682 | 9.3% |
| 2026-04 | 33 | 76,871,473 | 82.4% |
| 2026-05 → 2026-08 | 29 | 5,142,560 | 5.5% |
Thirty-three instances launched in April 2026 carry 82.4% of everything this app has ever delivered. Its top four instances — all first seen 2026-04-07 or 2026-04-08, all still live 134–135 days later — account for 53,057,929 impressions between them, or 56.9% of the app's total.
That is a single burst, four months ago, that never stopped running and has never been repeated. Metagame launched a campaign in April, found four assets that worked, and has essentially coasted on them since — 19.8% of its instances are under 90 days old and they carry 2.0% of its impressions.
Metagame.Ltd's Block Craft 3D: Realm Builder — 56 seconds, 21,956,883 impressions across 24,090 placements, first seen 2026-04-08 and still live after 134 days. At 911 impressions per placement it is the largest single creative anywhere in the Block Craft name-space, and it is not Wildlife's.
Metagame's second-largest asset — 46 seconds, 13,474,390 impressions from only 13,516 placements, first seen 2026-04-07. It alone is larger than Wildlife's biggest creative.
The third app in the name-space
Ecozoft's com.block3d.craft.castle.building is small enough to be easy to dismiss — 36 instances, 7,699,938 impressions, 24 video assets — but it is the most extreme profile of the three and worth a paragraph for that reason alone.
| Ecozoft | |
|---|---|
| Instances | 36 |
| Impressions | 7,699,938 |
| Placements | 8,361 |
| Impressions per placement | 921 |
| Distinct videos | 24 |
| Distinct playables | 0 |
| Oldest instance | 2024-02-21 |
| Longest run | 909 days |
| Average days live | 254.4 |
| Top-10 share | 85.2% |
Zero playables across the entire fleet, an average instance age of 254 days, and a single asset that has been running for 909 days — first seen 2024-02-21 and still recording placements on 2026-08-19. Its largest instance is a 12-second video carrying 1,866,553 impressions from just 1,014 placements, or 1,840 impressions each.
Thirty-six ads, no interactive units, almost no new production, and one creative that has been live for two and a half years. Set against Wildlife's 850-instance combinatorial machine on the same four words of app-store real estate, the contrast is close to comic — and Ecozoft is still pulling 7.7 million impressions out of the category.
The practical point for anyone doing competitive analysis: the tail of a name-space is not noise. Metagame and Ecozoft together carry 100,998,607 impressions, 86% of Wildlife's total, from 142 combined ad instances. If your competitive set is defined by the download chart, you will never see either of them.
Video asset V3 — 26 seconds, appearing in 31 Block Craft 3D instances with 30 distinct playable end cards. Combined: 8,385,078 impressions across 147,944 placements, first seen 2026-06-05.
Metagame's third-largest asset — 56 seconds, 12,466,446 impressions from 12,775 placements, first seen 2026-04-08. It is part of the four-asset April burst that carries 56.9% of that app's lifetime impressions.
What the ad copy shows
Wildlife runs very little copy. Only 85 of 850 instances carry a readable ad-copy string, across 16 distinct variants — meaning 90% of the fleet is running with no measured text at all, letting the video and playable do the work.
| Ad copy | Instances | Impressions |
|---|---|---|
| Craft and grow your own village or build… | 30 | 1,870,730 |
| Build your own world! | 8 | 1,222,299 |
| Build houses, landmarks, and cities in a relaxing block world. | 7 | 260,239 |
| Ready? Block? Go! Craft and grow your… | 6 | 158,994 |
| Haven't build anything yet? | 5 | 416,884 |
| Travel around the world for free | 6 | 35,681 |
Creative titles include "Create, build and grow" and "Haven't build anything yet?" — the latter carrying a visible grammatical error that has nonetheless been shipped across five instances and one creative title. It is a small thing, but it tells you the copy layer is not where this team's attention or QA budget sits.
Metagame runs even less: 27 of 106 instances carry copy, dominated by a single string describing "Block Craft 3D: Realm Builder is a cre…" across 24 instances.
Neither publisher is running a hook-testing programme of the kind we measured on Oakever's Meowdoku!, where one copy line carried 75% of a title's impressions across 578 instances. In this category the ad is the gameplay footage and the interactive demo, and text is an afterthought.
Two developer IDs and an Android side that ships more
Wildlife's title appears under two publisher identifiers, split by platform:
| iOS | Android | |
|---|---|---|
| Identifier | 981633844 | com.fungames.blockcraft |
| Publisher ID | 1698716266 | 1908208333 |
| Instances | 400 | 450 |
| Impressions | 75,346,565 | 41,877,161 |
| Impressions per instance | 188,366 | 93,061 |
The Android side ships 12.5% more instances for 44% fewer impressions — 93,061 per instance against iOS's 188,366. Both sides run the same combinatorial structure; the iOS side simply gets substantially more weight behind each combination.
Both IDs report the display name "Wildlife Studios". As with the other publishers in this series, these are AdMapix publisher identifiers rather than App Store artist IDs, and grouping strictly by ID would split this title in two.
How to reproduce this teardown
- Establish the name-space before you establish the fleet. Search the product name, then group every result by app identifier and publisher. In this case a naive name search returns three publishers and would overstate Wildlife's presence by 86%.
- Verify identity on both sides of every join. Match creative data to ranking data on app ID or bundle ID, never on name, and confirm the publisher matches. The Wildlife download figure of 631,390 belongs to app
981633844only. - Fingerprint your assets. The single most important step for this title. Wildlife's 850 instances resolve to 168 videos and 96 playables. Counting instances tells you about media weight; counting fingerprints tells you about production capacity; counting the pairings tells you about the production model. Without fingerprints you would conclude Wildlife makes 850 creatives a quarter.
- Compute impressions per placement. It is the fastest way to distinguish two advertisers in the same name-space: Wildlife at 85 and Metagame at 972 are not competing for the same inventory in the same way.
- Build the cohort table. Metagame's April 2026 spike — 82.4% of lifetime impressions in one month — is invisible in a top-creatives view and obvious in a cohort view.
- Discount the observation-lag window. The most common last-observed date after the pull date is the day before it, for every publisher in this dataset. Treat stops within two days of the pull as unconfirmed.
What transfers to your UA program
If your playable build cost is the bottleneck: Wildlife's structure is the direct answer. Decompose the ad into a video layer and an interactive layer, version them independently, and test the cross-product. 168 + 96 assets produced 850 measured combinations. Building 850 integrated creatives would not have been possible on the same budget.
If you are standardising creative length: note that Wildlife deliberately does not. Five duration clusters, none above 13.6% of the fleet. Format standardisation makes sense when the video is the creative. When the video is a swappable component, standardising it removes variance you actually want.
If you compete in a crowded name-space: measure the whole name-space, not your own app ID. Wildlife holds 53.7% of the impressions running under "Block Craft 3D" in the US. The remaining 46.3% is being spent by two companies to acquire users who are searching for a category, and a meaningful share of those users will end up somewhere other than the app they had in mind.
If you are the smaller advertiser in that name-space: Metagame's approach is worth studying precisely because it is so cheap. 106 instances, 78 videos, seven playables, and a single April burst produced 79.6% of the impression volume that Wildlife achieves with 850 instances and 1.37 million placements. High density on a small number of assets is a viable answer to being outspent.
If you benchmark playable attachment: 73.1% for Wildlife against 17.9% for Metagame, in the same genre, in the same name-space, in the same month. Attachment rate is not a category norm you can look up. It is a strategic choice, and both choices are currently in market.
A falsifiable prediction
Prediction: through 2026-10-31, Block Craft 3D's monthly download decline will remain shallower than -20%, and Wildlife will continue to add net ad instances rather than consolidate — its instance count will be higher on 2026-10-31 than the 850 measured here, while its distinct video count stays under 300.
The basis: the title is at -5.89% against a peer group averaging worse than -25%, its fleet is 85.6% new, only 20.6% of instances have genuinely stopped, and the June/July cohorts landed at an identical impression total on rising instance counts — a pattern that says Wildlife is adding creative into a fixed budget rather than winding down. The video-count ceiling is the riskier half of the call: it assumes the combinatorial model holds and Wildlife keeps recombining rather than expanding its video library.
If instead the video count passes 300 while instances stay flat, the permutation model has been abandoned in favour of conventional per-creative production — which would be the more interesting outcome, and would suggest the matrix stopped paying.
We will re-pull and report the outcome either way.
Methodology and data notes
- Source: AdMapix creative search and ranking APIs, queried 2026-08-19, country filter
US, sorted by impressions descending. - ⚠️ Impressions are a 30-day window value, not a lifetime total. With no explicit date range the API returns a rolling 30-day window, verified as 2026-07-20 to 2026-08-19. Every impression figure here is that window. A different window returns different values for the same creative, and window impressions must never be divided by an asset's age.
- Sample definition. The creative set was retrieved by keyword and partitioned by app identifier. Wildlife's 850 instances (400 iOS + 450 Android), Metagame's 106 and Ecozoft's 36 are the complete sets returned within the retrieval depth used. Totals should be treated as lower bounds.
- Instances versus assets. The API returns individual measured ad instances, each with its own impressions, placement count and date range. Multiple instances frequently share one underlying video or playable. Wildlife's 850 instances resolve to 168 distinct video fingerprints and 96 distinct playable fingerprints. Impressions are reported per instance and do not double-count, so instance-level sums are valid. Statements about "one video paired with 67 playables" are counts of distinct playable fingerprints appearing across the instances that share a given video fingerprint.
- Publisher attribution was verified on both the ranking and creative sides by app ID and publisher ID, not by name. Wildlife appears under
1698716266(iOS) and1908208333(Android). These are AdMapix publisher identifiers, not App Store artist IDs — which is why the three same-named apps in this article carry unrelated identifier values. - The download figure of 631,390 belongs to app
981633844only and is not joined to Metagame's or Ecozoft's creative data at any point. - "Days live" is the span between first-observed and last-observed dates, inclusive. Instances last observed on the pull date are treated as live.
- Stop dates carry a scan-lag caveat. The most common "last observed" date other than the pull date is the day immediately before it, across every publisher measured. Figures quoted as "genuinely stopped" exclude instances last observed within two days of the pull date.
- Impressions, placement counts and download figures are third-party estimates, not publisher-reported and not spend. They support relative comparison between assets measured the same way.
- Store listing: Block Craft 3D: Building Games on the App Store. Company information is on Wildlife Studios' corporate site.
- Coverage is limited to creatives observable through third-party monitoring.
Frequently Asked Questions
How many ads is Block Craft 3D running in the US? Wildlife Studios has 850 measurable ad instances for Block Craft 3D: Building Games as of 2026-08-19, totalling 117,223,726 impressions across 1,374,876 placements. Those 850 instances are built from only 168 distinct video assets and 96 distinct playable end cards, recombined.
What is Block Craft 3D's best-performing ad creative? By window impressions, a pure playable unit with no video component, first seen 2026-06-05, carrying 12,397,563 impressions across 183,663 placements and 76 days in market. By video asset rather than instance, the largest is a 50-second video first seen 2026-06-13 that appears in 30 instances with 29 different playables attached, totalling 15,879,716 impressions.
Does Block Craft 3D use playable ads? Heavily. 73.1% of its 850 ad instances carry a playable end card, served by 96 distinct playable assets. Three of its ten largest instances are pure playable units with no video duration recorded at all, carrying 15.3% of the title's total impressions between them.
Are there multiple games called Block Craft 3D?
Yes, at least three are advertising in the US simultaneously. Wildlife Studios publishes Block Craft 3D: Building Games (app 981633844), which is the one on the download chart at 631,390 monthly downloads. Metagame.Ltd publishes Block Craft 3D: Realm Builder (com.wilds.craft.mysticland.explore) and Ecozoft publishes Block Craft 3D Castle Building (com.block3d.craft.castle.building). They are unrelated products, and creative data should never be joined to ranking data by app name alone.
Which Block Craft 3D ad is the biggest in the US? Not Wildlife's. Metagame.Ltd's Realm Builder runs a 56-second creative carrying 21,956,883 impressions, first seen 2026-04-08 — 1.77x larger than Wildlife's biggest single instance at 12,397,563. Metagame achieves that with 106 ad instances against Wildlife's 850, at 972 impressions per placement against Wildlife's 85.
Why is Block Craft 3D declining more slowly than similar games? Its US downloads are down 5.89% month over month, against 17% to 38% for its chart neighbours and 40.32% for Wildlife's own Color by Number. The public data cannot establish causation, but Block Craft 3D is the only title in that band running a combinatorial playable fleet at this scale — 850 concurrent ad instances with 73.1% playable attachment, 85.6% of them under 90 days old.
How old is Block Craft 3D's ad creative? Almost all of it is new. 85.6% of measured instances were first seen in the last 90 days and carry 83.8% of the title's impressions. The June and July 2026 cohorts alone account for 545 instances and 74.4% of lifetime measured impressions, while everything from before May 2026 — twenty months of activity — accounts for 10.3%.
Want to see whether a competitor's 800 ads are 800 creatives or 150 assets recombined? Video and playable fingerprints, per-instance impressions, placement density, first-seen cohorts and ad-copy strings are all live in AdMapix, filterable by country, publisher and app ID. Create a free account to run this teardown on any title in your category, or see plans for full historical coverage.
Data source: AdMapix third-party ad intelligence estimates, United States, retrieved 2026-08-19. Impression, placement and download figures are modelled estimates for comparative analysis and are not publisher-reported. Figures change as new creatives enter rotation.
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MONOPOLY GO! Prediction Check: The Successor Fleet Arrived on Schedule — and the June 18 Cohort Refuses to Die
On August 7 we published a falsifiable prediction about MONOPOLY GO!'s creative rotation: the June 18 cohort would reset by early September, with a successor batch surfacing first. Checked against live AdMapix data, half landed early — three successor waves, then a 100-file August flood with new 59-94s durations — and half is breaking the model: the June 18 creatives are past the 60-67 day ceiling that killed every previous generation, and still running.

Mahjong Blast Ad Strategy 2026: 92.7% Playable, 87.3% From One 16-Day Sprint, and the Opposite of Vita Mahjong
A creative-level teardown of Nebula Studio's US user acquisition for Mahjong Blast. Fifteen creatives account for 95,864,787 impressions, all fifteen still live, and 87.3% of that volume comes from seven assets launched inside a 16-day window in summer 2026. Playables carry 92.7% of impressions, and every one of the six videos delivers at between 14.6 and 15.0 impressions per placement — a hard floor no other fleet we have measured exhibits.

Century Games UA Playbook 2026: One Publisher, Three Titles, and a Playable-vs-Video Verdict That Reverses Between Them
A publisher-level teardown of Century Games Pte. Ltd. across Whiteout Survival, ملوك البقاء and Tasty Travels: Merge Game in the US. Forty-five ad entries account for 3,165,064,079 impressions in the 30 days to 2026-08-19. The finding is that this publisher has no single doctrine: the playable-versus-video verdict *reverses* between its own three titles, and the portfolio average describes none of them.