Ad Intelligence
Competitor ad research, creative analysis, and platform intelligence for growth teams.

82-0.com Ad Strategy 2026: The Smallest Measurable Ad Fleet on the US Top 120, Eight Videos, and a Perfect 5×5 Copy Matrix
Vaulty Studios' 82-0.com sits at US download rank 117 with 704,287 downloads and +5.48% growth — the only riser in this batch — on a measured lifetime impression total of 12,216,712. Its top 15 US creatives carry 1,011,728 impressions across 375 placements in the 30 days to 2026-08-19. Behind 552 recorded creatives sit exactly eight source videos and a fully-filled 5×5 headline-by-body copy matrix. Not one playable exists anywhere in the fleet.

Arrows – Puzzle Escape Ad Strategy 2026: Downloads Fell 34.65% and One 214-Day Playable Is Carrying the Account
A creative-level teardown of Lessmore GmbH's US user acquisition for Arrows – Puzzle Escape during a 34.65% download decline. Fifteen measurable creatives account for 295,780,992 impressions in a rolling 30-day window, all fifteen were still live on 2026-08-19, and production has been stopped for 64 days. One playable first seen 2026-01-17 carries 49.5% of current delivery on its own, and a 345-day asset still out-delivers most of the fleet.

Playable Ads vs Video Ads: How to Choose and Test
Choose a format for the same game promise, inspect a reproducible AdMapix sample, and compare activation, retention, and production costs with a matched test brief.

Jewel Coloring Ad Strategy 2026: One 54-Second Video, Four End Cards, and a Fleet Built in 57 Days
A creative-level teardown of Ta Ta Game Technology's US user acquisition for Jewel Coloring. Fifteen ad entries account for 615,015,856 impressions — but they resolve to only twelve distinct assets: seven video masters and five playable masters, recombined. One 54-second video runs under four different end cards and carries 28.1% of the fleet on its own. Every video master was made inside a 17-day window, and none has been made since.

Solitaire Associations Journey Ad Strategy 2026: Everything Delivers at 100 Impressions per Placement — Playables, Videos, iOS and Android Alike
Hitapps Games' US fleet for Solitaire Associations Journey runs 132,950,973 impressions across fifteen creatives in the 30 days to 2026-08-19, and 44 of 45 sampled creatives were still live on that date. The remarkable thing is the uniformity: pure playables deliver at 95.0 impressions per placement, videos at 99.9, iOS at 96.7, Android at 97.6. Format, platform and a 230-day age spread move the number by less than 6%. Downloads are down 17.41% anyway.

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.

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.

Royal Smash! Ad Strategy in 2026: How Cypher Games Built a 1.06-Billion-Impression Fleet From Zero in 47 Days
A creative-level teardown of Cypher Games' US user acquisition for Royal Smash! - Physics Puzzle. Thirty ad instances carry 1,063,337,540 impressions, none existed before 2026-07-03, and thirteen launched on one day. But those thirty instances resolve to only twelve videos and nine playables — one 30-second video appears in five of them. Downloads rose 260.93%, and the Android listing takes 53.8% of placements for 11.7% of impressions.

Magic Tiles 3 Ad Strategy in 2026: Two Store Listings, Two Completely Different Advertising Machines — and an August Fleet Swap That Is Half the Size It Looks
A fingerprint-deduplicated teardown of Amanotes' US user acquisition for Magic Tiles 3. Thirty ad instances carry 197,841,786 impressions in a 30-day window, but resolve to just seventeen videos and four playables — split across two systems sharing nothing: an iOS buy of six videos running up to 443 days at 131 impressions per placement, and an Android lab of eleven videos and four playables at 2,685. The early-August swap retired four assets and launched three, not eight and five.

Voodoo UA Playbook 2026: Paper.io 2 and Hole.io Are Not Being Advertised — They Are Being Harvested
A publisher-level teardown of Voodoo's four US chart titles. Paper.io 2, Hole.io, Castle Busters and Mob Control together carry 129 million impressions from 263 video assets — and produce 1.9 million monthly downloads on 7.2% of the window impressions a single competing puzzle title carries. Only 9.8% of Paper.io 2's impressions come from creative made in the last 90 days.