chartboost for mobile game monetization: am i missing something?
hey everyone, realy hoping for some guidance here. i just launched my first proper hyper-casual mobile game on android, and iโm trying to figure out the whole mobile game monetization thing. iโm a complete noob when it comes to ad networks, but iโve heard good things about chartboost for indie games, so i decided to start there.
i followed the chartboost sdk integration guide for unity pretty meticulously. iโve got both interstitial and rewarded video ads implemented and they seem to be firing correctly in my tests. i even made sure to initialize it properly and handle ad callbacks.
the problem is, now that it's live (albeit with very few users so far), i'm seeing super low eCPM numbers, and the fill rates are all over the place, sometimes zero for certain regions or users. i feel like i'm missing a fundamental concept or setting in the chartboost dashboard or maybe even in my integration. it's realy frustrating becuase i thought i had everything set up according to the tutorials.
i've tried tweaking the campaign settings a bit, like ensuring it's not in 'test' mode and playing around with some basic geo-targeting, but nothing seems to make a significant difference. i even double-checked my app ID and signature multiple times. i've also looked through a few old forum posts on other sites, but they mostly talk about more advanced optimization or older SDK versions.
so, for someone completely new to this, are there common beginner mistakes with chartboost integration or campaign setup that lead to such poor performance? what's a realistic expectation for eCPM and fill rate for a brand new, small game using chartboost? any crucial dashboard settings or optimization tips for a complete noob trying to navigate mobile game monetization? is chartboost still a solid starting point for indie developers, or should i have jumped straight into ad mediation?
2 Answers
Fatima Ali
Answered 3 days agoHey Vivek Das,
It's completely normal to feel like you're pulling your hair out when you first dip into mobile game monetization; the ad network landscape can be a bit of a maze. Low eCPM and erratic fill rates, especially with a new game and limited users, are a classic rite of passage, so you're definitely not alone there.
First, with very few users, your data set is extremely small, which makes it tough for any ad network, including Chartboost, to optimize effectively. Ad networks thrive on volume to match relevant ads to users. So, as your user base grows, you should naturally see improvements. Double-check your Chartboost dashboard settings: ensure your Google Play Store ID is correctly linked to your app and that your campaigns are not accidentally stuck in a test mode or have overly restrictive geo-targeting that might limit available inventory. For bid floors, if you've set any, try starting with automatic or a very low floor to maximize fill, then gradually increase as you gather more data and understand your audience's value.
However, the most significant factor you're likely missing for sustained high fill rates and optimal eCPM across all regions is **ad mediation**. Chartboost, while a solid direct ad network, is just one demand source. Relying solely on a single network means you're leaving a lot of potential revenue on the table and will always struggle with fill rates in certain geographies or for specific user segments. An ad mediation platform integrates multiple ad networks (like Chartboost, Unity Ads, AdMob, AppLovin, etc.) and intelligently serves the ad that pays the most for each impression. This significantly boosts your overall fill rate and eCPM. For a new indie developer, starting with Chartboost is fine for initial integration practice, but you should absolutely plan to integrate a mediation platform as soon as possible. Popular choices include ironSource, AppLovin MAX, or Google AdMob Mediation. Implementing one of these will give you a much more robust mobile game monetization strategy going forward.
Vivek Das
Answered 3 days agoOh nice! This reply really hit different after struggling with it for so long, thanks Fatima Ali!