This is no BS gaming podcast 2.5 gamers – š§ MVP UA template AXON: How to set up your Applovin for Success by Matej Lancaric
Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Letās not forget this is a 4 am conference discussion vibe, so let’s not take it too seriously.
The Team:
ā Jakub Remiaā ā ā ā ā ā ā ā ā ā ā ā ā r- Game design consultantā
Felix Brabergā – Ad monetization consultant
ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā Matej LanÄariÄ – User Acquisition & Creatives consultant
Join our slack channel here: SLACK CHANNEL
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Summary
The AppLovin setup playbook. No micromanaging, no manual optimization, no bullshit. UA template for you! Applovin UA explained!
Solo for episode three of the MVP UA Template series (after Facebook and Google), this time breaking down AppLovin / Axon end-to-end. Tracking setup, campaign structure, bidding, ROAS targets, the new CPM-vs-CPI billing change, creative strategy, the real Axon dashboard with real numbers from his own game, and the patience required to actually scale.
The headline lesson: AppLovin is a beast, but it really matters what you feed it. Garbage MMP signals = garbage results. Playables aren’t optional. And the geo-bucket strategy that works on Facebook and Google does NOT work here ā worldwide campaign with geo targets is the only sensible setup.
If you’ve been avoiding AppLovin because it feels like a black box, this is the episode that demystifies it.
š KEY TAKEAWAYS
Ā
ā AppLovin is not Facebook and not Google. The geo-bucketĀ
Ā structure (US / Tier-1 / RoW) that works on thoseĀ
Ā channels does NOT work here. Run ONE worldwide campaign,Ā
Ā split by attribution window and platform only, and useĀ
Ā geo-level ROAS targets to steer traffic ā never geo-levelĀ
Ā budgets (they don’t work the way you think).
Ā
ā Garbage MMP signals = garbage results. AppLovin doesn’tĀ
Ā know if you’re sending the right event. If you’re sendingĀ
Ā free trial signals labeled as subscriptions, AppLovin willĀ
Ā optimize for free trials and your ROAS will look great inĀ
Ā Singular while your real revenue dies.
Ā
ā Skip the CPI / D7 warm-up phase. AppLovin no longerĀ
Ā requires it. Go straight to D7 or D28 ROAS, ideally D28Ā
Ā for higher quality and longer-cohort optimization. PickĀ
Ā D7 only if your payback period is short and cash flowĀ
Ā matters more than cohort quality.
Ā
ā New CPM vs CPI billing setting: start with CPM (spendsĀ
Ā evenly across the day), then switch to CPI only afterĀ
Ā you have winning creatives identified and want to scaleĀ
Ā aggressively. CPM billing eliminates the old “budgetĀ
Ā capped in 2 hours” problem.
Ā
ā Playables are non-negotiable. 80-90% of spend should goĀ
Ā to playables. Top-grossing games ship 60+ new playablesĀ
Ā per month ā that’s the bar. Video length: 30-60 seconds,Ā
Ā best results in the 45-59 second window. No hook neededĀ
Ā on AppLovin (user must watch 30+ seconds anyway).
Ā
This episode is brought to you by Potensus ā the premiumĀ
ad network with direct deals to Amazon, Apple, Coca-Cola,Ā
and Vodafone (no programmatic middlemen), partnered withĀ
PlayableMaker for native gaming creative formats.Ā
Head to potensus.com to get started.
Ā
Ā
š MVP UA TEMPLATE SERIES
1. Facebook setup
2. Google setup
3. AppLovin setup – you are here
Ā
Ā
Full AppLovin setup guide linked in show notes.
Chapters
00:00 Axon dashboard preview
02:20 Why AppLovin and what this episode covers
04:14 Budget, MMP signals, and the “garbage in, garbage out” rule
07:42 Worldwide campaign + geo targets (NOT geo buckets)
10:58 D7 vs D28 ROAS ā which attribution window to pick
12:57 CPM vs CPI billing ā the new setting most teams miss
14:40 Creative strategy: 80% playables, 60 new per month
17:59 Push budgets hard when something works (30-50%)