Endless runner
Runner Runner
100K+ installs in one week
Read the project case study See Runner Runner on Google PlaySearch the native WordPress menu, then use the complete directory for every long-tail capability.
CAPERMINT / INSTALL CAMPAIGNS
Mobile game install campaigns for studios and publishers on iOS and Android. Test ads and store listings to lower cost per install, then scale what brings players back.
01 / INSTALL MILESTONES
These are early install totals reported by Capermint for individual titles. The linked case studies and store listings show the products and the work behind them.
Endless runner
100K+ installs in one week
Read the project case study See Runner Runner on Google Play
Chess puzzle game
10K+ installs in two days
Read the project case study See End Game Chess on Google Play
Fantasy stock market game
10K+ installs in three days
Explore the game See Rally Bulls on Google Play
Sorting puzzle game
100K+ installs in 40 days
Read the acquisition case study See Wood Nuts & Bolts on Google PlayStore counts are cumulative. The time windows are reported by Capermint and do not show the split between paid and organic installs or what the installs cost. Wood Nuts & Bolts used a mix of paid campaigns, organic promotion and app store optimization.
PORTFOLIO / PRODUCT REACH
These lifetime figures describe the full games or host apps. The project links show the scope of Capermint’s work. Paid campaign results and CPI are separate measures.
1M+ Google Play downloads
Capermint lists Ludo Empire among its development clients. The current Fabzen app shows 1M+ downloads; AppBrain records about 10M for an earlier Android release.
See Capermint’s Ludo work Current Google Play listing10M+ host app downloads
Capermint delivered the multiplayer Carrom experience for A23. The Android app that previously hosted it is now listed as A23 Poker. The download count is for that app as a whole.
Read the Carrom case study A23 host app on Google Play10M+ host app downloads
Capermint designed and developed a playable promotion for Tata 1mg. The download count is for Tata 1mg’s healthcare app, which hosted the campaign.
Read the gamification case study Tata 1mg host app on Google Play02 / CAMPAIGN SCOPE
Bring a live game or a release candidate with a clear test date. We plan the test around your genre, target countries, device mix, budget and revenue model.
Test a focused mix of markets and gameplay ads. Use early CPI and first session data to decide what to fix before a broader release.
Plan paid acquisition and store assets together. Compare creative angles and store conversion before shifting more budget to the combinations that work.
Bring your current CPI, retention and revenue data. Test new ads and markets against the cohorts that already make the campaign viable.
Campaign setup and management, gameplay ad concepts and testing, App Store and Google Play listing improvements, attribution checks, and reporting by country, platform and source. We select channels such as Google App campaigns, Apple Ads, Meta or gaming ad networks to match the scope.
03 / COST PER INSTALL
Cost per install (CPI) is paid media spend divided by attributed installs. We use your current CPI or a relevant benchmark for the same country, operating system and genre, then check whether lower-cost players still start and return to the game.
Your proposal sets out the test media budget, management fee, creative production and any tracking work. The price and CPI target depend on the game and the market.
Discuss your CPI targetILLUSTRATIVE COMPARISON
| CPI | Modeled installs |
|---|---|
| $0.50 | 10,000 |
| $0.20 | 25,000 |
These are hypothetical inputs, not market averages, quotes or campaign forecasts. This example excludes service and production fees.
04 / TEST, MEASURE, SCALE
Agree on the target CPI and the player quality needed to keep funding a campaign. Your team should be able to see where the money went and why the next budget decision makes sense.
Still building the game? Explore mobile productionReview your store pages, launch markets, previous spend and event setup. Agree on how installs are attributed and which first session actions matter for your game.
Compare gameplay hooks and listings by country and device. Review attributed first opens and tutorial completion, and investigate suspicious activity or unusual discrepancies before counting on that traffic.
Report spend, installs, CPI and retention by source and market. Review return on ad spend once revenue data is mature enough. Use those results to scale, revise or stop the test.
05 / BUYER QUESTIONS
A good CPI is one your game can sustain in a specific country, on a specific platform, with the quality of players you need. Compare against your own prior results or a benchmark for your genre and market. Review first session completion, retention and revenue before increasing spend.
Test several gameplay hooks, improve the store listing and compare channels and markets using the same attribution rules. Shift budget toward combinations that improve cost and still reach players who engage with the game.
That depends on how many markets, platforms and creative variants you want to test, and how much data you need to decide. Share your available media budget and target markets so we can propose a focused pilot and show what is included in its fee.
Campaigns have a budget and a CPI target. Actual install volume and cost depend on auction conditions, store conversion, audience, platform and how the game performs during the test.
We agree on an attribution source, event definitions and reporting windows with your team before launch. The agreed report can include media spend, attributed installs, CPI, tutorial completion, day-one or day-seven retention, and revenue where available.
Yes. We can plan campaigns for markets in North America, the GCC, the UK, Europe and Latin America. We scope each country separately, including localization, store assets, measurement and available channels.
Our preferred setup uses your ad, store and analytics accounts with role-based access. The proposal confirms access, reporting, creative ownership and what your team receives at handoff before the campaign starts.
06 / YOUR GAME
Share a store link or test build, your launch date, target countries and monthly ad budget. If the game is already live, include your current CPI or retention and the result you’re trying to improve.
Go to the project formNew game projects · worldwide
Share the idea, audience and ambition. We’ll reply with a practical view of scope, team shape, technology and the smartest first milestone.
01 / Scope
Clear assumptions, open questions and the right place to begin.
02 / Team
Full-cycle, co-development or dedicated specialists—built around ownership.
03 / Next move
Prototype, technical discovery or production planning—not a generic sales pitch.
Project brief / secure enquiry
Secure enquiry · NDA-first · No obligation