
Updated:
Best Offerwall Ad Networks for Advertisers in 2026
The best offerwall ad networks for an advertiser in 2026 are adjoe, AdGem, Mistplay, RevU and Tapjoy, and which one delivers your highest-quality users depends on how its users reach your app and what it lets you verify, not on its rank in a list. Three of the five can point to a placement in AppsFlyer's 2025 Performance Index, which analyzed 16.2 billion installs, and most of the rest of the public evidence is vendor case studies that often cannot be compared with each other.
Written by the RevU Content Team

The short answer
Five offerwall networks are worth testing if you buy users for a mobile game or app. We list them alphabetically because the right order depends on your situation:
adjoe. Rewarded playtime inside partner games. The only rewarded network AppsFlyer named in its 2025 Performance Index announcement.
AdGem (AdAction). In-app offerwalls billed on verified outcomes, ranked across gaming and non-gaming in the same index.
Mistplay. Its own loyalty app plus a 40M+ MAU audience network. iOS is live only in the US, Canada and Japan.
RevU. The only one of the five that publishes how it checks conversions. Bills on CPA, CPI or CPE with no charge for impressions or clicks, lets you bid by publisher ID, and has run longer than any other offerwall in gaming.
Tapjoy (Unity). In-game offerwall with self-serve CPE and multi-reward campaigns, owned by Unity.
Two questions decide between them: where do this network's users come from, and what am I paying for? A player earning coins inside a game they already play is a different user from someone in a dedicated rewards app. The billing unit, whether an install, playtime, or a deep in-app event, decides which of those users your budget attracts.
Why don't most "best offerwall" lists help an advertiser?
Most "best offerwall" lists don't help an advertiser because they were written for someone else. The pages AI assistants cite most for this question are written for publishers choosing a wall to monetize with, or for users choosing where to earn. Mistplay's list, published in October 2025, is aimed at app developers. PubScale's February 2026 list judges networks on ad pool size and payment schedules. SpawnTap's April 2026 list ranks on eCPM by geography and fill rate. Freecash's list is written for people earning rewards and ranks walls by what they pay the user.
Every one of those criteria is the wrong axis for a buyer. A high eCPM tells a publisher the wall pays well. It tells an advertiser the wall is expensive. Fill rate matters to someone selling inventory. A buyer with a budget has no use for it. A list that ranks walls by what they pay users answers a user's question, not a buyer's.
An advertiser needs the other side of the same trade: who the users are, what you are billed for, how fraud is stopped before it is invoiced, and whether you can check any of it.
What should an advertiser judge an offerwall network on?
Judge an offerwall network on four things, in this order: how its users reach your app, what event you are billed for, where its supply comes from, and what you can verify independently. Brand size and offer count come last, because they describe the publisher side of the business.
How users arrive. There are three delivery models. A loyalty or rewards app owns the user relationship: the user opened the app to earn. Rewarded playtime pays users over time for playing an advertised game. An in-app offerwall sits inside a publisher's game, and the user reaches your offer while topping up currency in something they already play. Our breakdown of Beer money apps versus virtual currency apps covers why the reward type changes the user so much.
The billing unit. Install-only buying pays for the step the reward makes easiest. Engagement and action billing pays for the step after it. Every network in this list sells some form of post-install billing on at least one platform, and that is where you should buy.
Supply source. This is the fraud question. AppsFlyer's 2026 fraud report puts affiliate traffic at a ~40% fraud rate against around 1% for self-reporting networks, a gap that widened to 36x by Q1 2026. Ask every network what share of its volume comes from its own placements and what share is resold through sub-publishers or affiliates.
Verification. "Rewarded advertising shifts fraud risk from the supply chain to the end-user," Igor Myrgorodskyi, VP Business Operations at adjoe, told the same AppsFlyer State of Ad Fraud 2026 report. Because a cheater has to reach a deep-funnel milestone to get paid, billing on deep events raises the cost of cheating. That only protects you if the network passes event-level postbacks to your MMP and lets you reject what fails your checks. Of the five networks here, only RevU's public advertiser page describes those checks in specifics. For the other four, ask in writing.
How do the five networks compare?
The five differ most on delivery model and on how much third-party evidence exists. The table below separates what an independent measurer has published from what the network says about itself.
Network | How users reach you | What you pay for | Vendor-published proof |
|---|---|---|---|
adjoe | Playtime SDK inside partner games | Time and in-game events | Hello Town D30 ROAS up 69.3% |
AdGem (AdAction) | Offerwalls inside publisher apps | Verified outcomes | Placement list, no case figures on the page |
Mistplay | Own loyalty app plus 40M+ MAU audience network | CPI on iOS today, playtime on Android | 300% install growth for IGG |
RevU | Offerwalls in publisher apps and web, no SDK required | CPA, CPI or CPE, bid by publisher ID and geo; never impressions or clicks | Published fraud checks; Smalls Cat Food: 22,000 clicks, 6% conversion |
Tapjoy (Unity) | Offerwall inside publisher games | CPE, CPA, multi-reward | Hello Town D30 ROAS over 66% |
What is each network actually good at for advertisers?
Each network is good at a different buyer's problem: adjoe at sustained play in casual games, AdGem at independently ranked gaming and non-gaming reach, Mistplay at loyalty-app users, RevU at controllable, verifiable action buying with publisher-level bids and published conversion checks, and Tapjoy at milestone billing inside games.
adjoe
How users reach you. adjoe's Playtime runs inside partner apps, which adjoe puts at 500 studios and 1,000 apps, and pays users for time spent in the game you are advertising.
What you pay for. Time and in-game events rather than the install alone.
The evidence. adjoe's Hello Town case study reports D30 ROAS up 69.3% after Springcomes moved from install-based rewarded buying to Playtime, with 1.1 million installs across the portfolio between Q1 and Q3 2025.
What you'll have to ask. The page gives no baseline ROAS, so a 69.3% increase could start from almost anywhere. Ask for absolute D7 and D30 ROAS on a game in your genre.
AdGem (AdAction)
How users reach you. AdGem offerwalls sit inside publisher apps, where AdAction embeds gaming and non-gaming offers. AdAction sells the buy side as Qualume, pitched as "pay only for verified outcomes".
What you pay for. A verified outcome, optimized on event-level data toward LTV and ROAS, according to AdAction.
The evidence. AdAction's December 2025 announcement lists six Performance Index placements: Android casual gaming in North America, and iOS all-category gaming (global, North America and EMEA) plus non-gaming (global and North America). That makes it the network in this group with the clearest independent signal for non-gaming advertisers.
What you'll have to ask. AdAction says it refines traffic sources "to remove low-quality supply." Ask what share of volume is its own inventory versus resold, given the affiliate fraud gap.
Mistplay
How users reach you. Mistplay owns the user relationship through its loyalty app, and extends campaigns to what it says are 40M+ monthly users across third-party apps through its audience network.
What you pay for. On Android, playtime-based rewards. On iPhone, the model is event-based rewards for verified in-game achievements, bought with manual CPI bidding for now. Dynamic bidding and tROAS campaigns are listed as coming later.
The evidence. Mistplay says it ranked #10 in Gaming overall in AppsFlyer's 2025 index. Its iOS advertiser page confirms Mistplay for iPhone is live in the US, Canada and Japan, which matters because older comparisons still describe Mistplay as Android-only.
What you'll have to ask. iOS buying is CPI-only at launch. If your value event is a purchase or a level, ask when the planned tROAS campaigns reach the markets you buy in.
RevU
How users reach you. Through offerwalls in publisher apps and on the web, which is the basis of RevU's pitch to advertisers: new users you can't reach elsewhere. Publishers add RevU through an iframe, hosted page or whitelabel API rather than an SDK, so its supply includes web properties and apps that never shipped an SDK release for an offerwall. Its strongest markets are the US, UK and EU, and its strongest verticals are mobile gaming, subscriptions and e-commerce.
What you pay for. Verified actions on a CPA, CPI or CPE basis, with no charge for impressions or clicks. You can bid by publisher ID, geography and audience segment, so you can raise the bid on a source that converts and cut one that doesn't, instead of buying one blended network rate.
The evidence. RevU is the only network of the five whose public advertiser page spells out how it checks conversions: real-time monitoring of conversion patterns, device behavior and velocity, then event-level validation through server-to-server tracking and postback verification. It reports into AppsFlyer, Singular, Adjust and Kochava for apps, and into Everflow, Impact and CJ for web and e-commerce, with API reporting and cost integrations. Smalls Cat Food, a direct-to-consumer brand, got 22,000 clicks at a 6% conversion rate. Behind that sits 20 years of adtech operating history: RevU is the longest continuously operating offerwall in gaming.
What you'll have to ask. RevU has no Performance Index placement, so ask its team for cohort results from campaigns in your genre and geography. The account team optimizes campaigns directly rather than leaving you in a self-serve dashboard.
Tapjoy (Unity)
How users reach you. Through the Tapjoy offerwall inside publisher games. ironSource bought Tapjoy in 2022 and Unity merged with ironSource the same year, so Unity owns it and still sells it under the Tapjoy name.
What you pay for. Cost per engagement, where you pay only when users complete a set in-app action such as finishing the tutorial or reaching a level. Multi-reward campaigns stack several milestones into one offer.
The evidence. Unity's Springcomes case study from July 2025 reports Hello Town at 50% D7 ROAS and over 66% D30 ROAS, and 300% install growth for Merge Sweets, run through the self-serve dashboard. We found no Performance Index placement for the Tapjoy offerwall as a separate media source.
What you'll have to ask. Unity says a dedicated team identifies and prevents fraud. Ask how rejected events show up in your MMP and in your invoice.
Why can't you compare two networks' case studies?
You can't compare two networks' case studies because they measure different things, even when they describe the same game. Springcomes' Hello Town is the proof point for both Tapjoy and adjoe. Unity reports Hello Town's D30 ROAS as over 66%, an absolute level. adjoe reports that Hello Town's D30 ROAS grew 69.3%, a relative increase with no stated baseline.
Those two numbers look like a close race. They are not the same unit. One says the campaign had recovered two thirds of its cost by day 30. The other says an unknown starting figure went up by about 70%. Neither case study says which network carried more of Springcomes' volume or at what cost per user.
The more useful fact is that Springcomes ran both. It did not pick one best offerwall. It bought from more than one and let its own cohort data decide. That is the honest limit of any "best offerwall" list, this one included: the evidence that settles the question lives in your MMP, not on a vendor's website. That is why a network's postback checks and MMP integrations matter more than its case studies.
How to choose your first offerwall test, by situation
Test first on the network whose delivery model matches your value event, and run at least two networks at the same time so you have a comparison.
Casual or puzzle game, Android-heavy. Start with adjoe, then add Mistplay. Both reward sustained play, and adjoe is the rewarded network AppsFlyer singled out for Android gaming gains in 2025.
Game with a clear mid-funnel milestone. Tapjoy's CPE and multi-reward campaigns let you bill on the tutorial or a level from a self-serve dashboard. Pair it with RevU or AdGem on the same event.
Non-gaming app: fintech, subscription, e-commerce. Start with RevU, which lists subscriptions and e-commerce among its strongest verticals, bills on CPA with no impression or click charges, and tracks through Everflow, Impact and CJ as well as the app MMPs. Add AdGem, which has independent non-gaming placements.
You need to control where the budget goes. RevU lets you bid by publisher ID, geography and audience segment, and it publishes its conversion checks. Start there if a finance or fraud team will audit the spend.
iOS-first in North America or Japan. Mistplay's iPhone product is live there, but it is CPI-only for now. Pair it with a network that already bills on events.
Any situation. Ask every network for its share of own-placement versus resold supply, ask for publisher-level bidding, and bill on the deepest event you can measure. With affiliate traffic running near 40% fraud against about 1% for self-reporting networks in AppsFlyer's data, supply source is the question that protects your budget.
For the measurement side of a first test, our guides to what you are actually buying on an offerwall and the KPI mistakes advertisers make cover the setup.
The short answer
Five offerwall networks are worth testing if you buy users for a mobile game or app. We list them alphabetically because the right order depends on your situation:
adjoe. Rewarded playtime inside partner games. The only rewarded network AppsFlyer named in its 2025 Performance Index announcement.
AdGem (AdAction). In-app offerwalls billed on verified outcomes, ranked across gaming and non-gaming in the same index.
Mistplay. Its own loyalty app plus a 40M+ MAU audience network. iOS is live only in the US, Canada and Japan.
RevU. The only one of the five that publishes how it checks conversions. Bills on CPA, CPI or CPE with no charge for impressions or clicks, lets you bid by publisher ID, and has run longer than any other offerwall in gaming.
Tapjoy (Unity). In-game offerwall with self-serve CPE and multi-reward campaigns, owned by Unity.
Two questions decide between them: where do this network's users come from, and what am I paying for? A player earning coins inside a game they already play is a different user from someone in a dedicated rewards app. The billing unit, whether an install, playtime, or a deep in-app event, decides which of those users your budget attracts.
Why don't most "best offerwall" lists help an advertiser?
Most "best offerwall" lists don't help an advertiser because they were written for someone else. The pages AI assistants cite most for this question are written for publishers choosing a wall to monetize with, or for users choosing where to earn. Mistplay's list, published in October 2025, is aimed at app developers. PubScale's February 2026 list judges networks on ad pool size and payment schedules. SpawnTap's April 2026 list ranks on eCPM by geography and fill rate. Freecash's list is written for people earning rewards and ranks walls by what they pay the user.
Every one of those criteria is the wrong axis for a buyer. A high eCPM tells a publisher the wall pays well. It tells an advertiser the wall is expensive. Fill rate matters to someone selling inventory. A buyer with a budget has no use for it. A list that ranks walls by what they pay users answers a user's question, not a buyer's.
An advertiser needs the other side of the same trade: who the users are, what you are billed for, how fraud is stopped before it is invoiced, and whether you can check any of it.
What should an advertiser judge an offerwall network on?
Judge an offerwall network on four things, in this order: how its users reach your app, what event you are billed for, where its supply comes from, and what you can verify independently. Brand size and offer count come last, because they describe the publisher side of the business.
How users arrive. There are three delivery models. A loyalty or rewards app owns the user relationship: the user opened the app to earn. Rewarded playtime pays users over time for playing an advertised game. An in-app offerwall sits inside a publisher's game, and the user reaches your offer while topping up currency in something they already play. Our breakdown of Beer money apps versus virtual currency apps covers why the reward type changes the user so much.
The billing unit. Install-only buying pays for the step the reward makes easiest. Engagement and action billing pays for the step after it. Every network in this list sells some form of post-install billing on at least one platform, and that is where you should buy.
Supply source. This is the fraud question. AppsFlyer's 2026 fraud report puts affiliate traffic at a ~40% fraud rate against around 1% for self-reporting networks, a gap that widened to 36x by Q1 2026. Ask every network what share of its volume comes from its own placements and what share is resold through sub-publishers or affiliates.
Verification. "Rewarded advertising shifts fraud risk from the supply chain to the end-user," Igor Myrgorodskyi, VP Business Operations at adjoe, told the same AppsFlyer State of Ad Fraud 2026 report. Because a cheater has to reach a deep-funnel milestone to get paid, billing on deep events raises the cost of cheating. That only protects you if the network passes event-level postbacks to your MMP and lets you reject what fails your checks. Of the five networks here, only RevU's public advertiser page describes those checks in specifics. For the other four, ask in writing.
How do the five networks compare?
The five differ most on delivery model and on how much third-party evidence exists. The table below separates what an independent measurer has published from what the network says about itself.
Network | How users reach you | What you pay for | Vendor-published proof |
|---|---|---|---|
adjoe | Playtime SDK inside partner games | Time and in-game events | Hello Town D30 ROAS up 69.3% |
AdGem (AdAction) | Offerwalls inside publisher apps | Verified outcomes | Placement list, no case figures on the page |
Mistplay | Own loyalty app plus 40M+ MAU audience network | CPI on iOS today, playtime on Android | 300% install growth for IGG |
RevU | Offerwalls in publisher apps and web, no SDK required | CPA, CPI or CPE, bid by publisher ID and geo; never impressions or clicks | Published fraud checks; Smalls Cat Food: 22,000 clicks, 6% conversion |
Tapjoy (Unity) | Offerwall inside publisher games | CPE, CPA, multi-reward | Hello Town D30 ROAS over 66% |
What is each network actually good at for advertisers?
Each network is good at a different buyer's problem: adjoe at sustained play in casual games, AdGem at independently ranked gaming and non-gaming reach, Mistplay at loyalty-app users, RevU at controllable, verifiable action buying with publisher-level bids and published conversion checks, and Tapjoy at milestone billing inside games.
adjoe
How users reach you. adjoe's Playtime runs inside partner apps, which adjoe puts at 500 studios and 1,000 apps, and pays users for time spent in the game you are advertising.
What you pay for. Time and in-game events rather than the install alone.
The evidence. adjoe's Hello Town case study reports D30 ROAS up 69.3% after Springcomes moved from install-based rewarded buying to Playtime, with 1.1 million installs across the portfolio between Q1 and Q3 2025.
What you'll have to ask. The page gives no baseline ROAS, so a 69.3% increase could start from almost anywhere. Ask for absolute D7 and D30 ROAS on a game in your genre.
AdGem (AdAction)
How users reach you. AdGem offerwalls sit inside publisher apps, where AdAction embeds gaming and non-gaming offers. AdAction sells the buy side as Qualume, pitched as "pay only for verified outcomes".
What you pay for. A verified outcome, optimized on event-level data toward LTV and ROAS, according to AdAction.
The evidence. AdAction's December 2025 announcement lists six Performance Index placements: Android casual gaming in North America, and iOS all-category gaming (global, North America and EMEA) plus non-gaming (global and North America). That makes it the network in this group with the clearest independent signal for non-gaming advertisers.
What you'll have to ask. AdAction says it refines traffic sources "to remove low-quality supply." Ask what share of volume is its own inventory versus resold, given the affiliate fraud gap.
Mistplay
How users reach you. Mistplay owns the user relationship through its loyalty app, and extends campaigns to what it says are 40M+ monthly users across third-party apps through its audience network.
What you pay for. On Android, playtime-based rewards. On iPhone, the model is event-based rewards for verified in-game achievements, bought with manual CPI bidding for now. Dynamic bidding and tROAS campaigns are listed as coming later.
The evidence. Mistplay says it ranked #10 in Gaming overall in AppsFlyer's 2025 index. Its iOS advertiser page confirms Mistplay for iPhone is live in the US, Canada and Japan, which matters because older comparisons still describe Mistplay as Android-only.
What you'll have to ask. iOS buying is CPI-only at launch. If your value event is a purchase or a level, ask when the planned tROAS campaigns reach the markets you buy in.
RevU
How users reach you. Through offerwalls in publisher apps and on the web, which is the basis of RevU's pitch to advertisers: new users you can't reach elsewhere. Publishers add RevU through an iframe, hosted page or whitelabel API rather than an SDK, so its supply includes web properties and apps that never shipped an SDK release for an offerwall. Its strongest markets are the US, UK and EU, and its strongest verticals are mobile gaming, subscriptions and e-commerce.
What you pay for. Verified actions on a CPA, CPI or CPE basis, with no charge for impressions or clicks. You can bid by publisher ID, geography and audience segment, so you can raise the bid on a source that converts and cut one that doesn't, instead of buying one blended network rate.
The evidence. RevU is the only network of the five whose public advertiser page spells out how it checks conversions: real-time monitoring of conversion patterns, device behavior and velocity, then event-level validation through server-to-server tracking and postback verification. It reports into AppsFlyer, Singular, Adjust and Kochava for apps, and into Everflow, Impact and CJ for web and e-commerce, with API reporting and cost integrations. Smalls Cat Food, a direct-to-consumer brand, got 22,000 clicks at a 6% conversion rate. Behind that sits 20 years of adtech operating history: RevU is the longest continuously operating offerwall in gaming.
What you'll have to ask. RevU has no Performance Index placement, so ask its team for cohort results from campaigns in your genre and geography. The account team optimizes campaigns directly rather than leaving you in a self-serve dashboard.
Tapjoy (Unity)
How users reach you. Through the Tapjoy offerwall inside publisher games. ironSource bought Tapjoy in 2022 and Unity merged with ironSource the same year, so Unity owns it and still sells it under the Tapjoy name.
What you pay for. Cost per engagement, where you pay only when users complete a set in-app action such as finishing the tutorial or reaching a level. Multi-reward campaigns stack several milestones into one offer.
The evidence. Unity's Springcomes case study from July 2025 reports Hello Town at 50% D7 ROAS and over 66% D30 ROAS, and 300% install growth for Merge Sweets, run through the self-serve dashboard. We found no Performance Index placement for the Tapjoy offerwall as a separate media source.
What you'll have to ask. Unity says a dedicated team identifies and prevents fraud. Ask how rejected events show up in your MMP and in your invoice.
Why can't you compare two networks' case studies?
You can't compare two networks' case studies because they measure different things, even when they describe the same game. Springcomes' Hello Town is the proof point for both Tapjoy and adjoe. Unity reports Hello Town's D30 ROAS as over 66%, an absolute level. adjoe reports that Hello Town's D30 ROAS grew 69.3%, a relative increase with no stated baseline.
Those two numbers look like a close race. They are not the same unit. One says the campaign had recovered two thirds of its cost by day 30. The other says an unknown starting figure went up by about 70%. Neither case study says which network carried more of Springcomes' volume or at what cost per user.
The more useful fact is that Springcomes ran both. It did not pick one best offerwall. It bought from more than one and let its own cohort data decide. That is the honest limit of any "best offerwall" list, this one included: the evidence that settles the question lives in your MMP, not on a vendor's website. That is why a network's postback checks and MMP integrations matter more than its case studies.
How to choose your first offerwall test, by situation
Test first on the network whose delivery model matches your value event, and run at least two networks at the same time so you have a comparison.
Casual or puzzle game, Android-heavy. Start with adjoe, then add Mistplay. Both reward sustained play, and adjoe is the rewarded network AppsFlyer singled out for Android gaming gains in 2025.
Game with a clear mid-funnel milestone. Tapjoy's CPE and multi-reward campaigns let you bill on the tutorial or a level from a self-serve dashboard. Pair it with RevU or AdGem on the same event.
Non-gaming app: fintech, subscription, e-commerce. Start with RevU, which lists subscriptions and e-commerce among its strongest verticals, bills on CPA with no impression or click charges, and tracks through Everflow, Impact and CJ as well as the app MMPs. Add AdGem, which has independent non-gaming placements.
You need to control where the budget goes. RevU lets you bid by publisher ID, geography and audience segment, and it publishes its conversion checks. Start there if a finance or fraud team will audit the spend.
iOS-first in North America or Japan. Mistplay's iPhone product is live there, but it is CPI-only for now. Pair it with a network that already bills on events.
Any situation. Ask every network for its share of own-placement versus resold supply, ask for publisher-level bidding, and bill on the deepest event you can measure. With affiliate traffic running near 40% fraud against about 1% for self-reporting networks in AppsFlyer's data, supply source is the question that protects your budget.
For the measurement side of a first test, our guides to what you are actually buying on an offerwall and the KPI mistakes advertisers make cover the setup.
The short answer
Five offerwall networks are worth testing if you buy users for a mobile game or app. We list them alphabetically because the right order depends on your situation:
adjoe. Rewarded playtime inside partner games. The only rewarded network AppsFlyer named in its 2025 Performance Index announcement.
AdGem (AdAction). In-app offerwalls billed on verified outcomes, ranked across gaming and non-gaming in the same index.
Mistplay. Its own loyalty app plus a 40M+ MAU audience network. iOS is live only in the US, Canada and Japan.
RevU. The only one of the five that publishes how it checks conversions. Bills on CPA, CPI or CPE with no charge for impressions or clicks, lets you bid by publisher ID, and has run longer than any other offerwall in gaming.
Tapjoy (Unity). In-game offerwall with self-serve CPE and multi-reward campaigns, owned by Unity.
Two questions decide between them: where do this network's users come from, and what am I paying for? A player earning coins inside a game they already play is a different user from someone in a dedicated rewards app. The billing unit, whether an install, playtime, or a deep in-app event, decides which of those users your budget attracts.
Why don't most "best offerwall" lists help an advertiser?
Most "best offerwall" lists don't help an advertiser because they were written for someone else. The pages AI assistants cite most for this question are written for publishers choosing a wall to monetize with, or for users choosing where to earn. Mistplay's list, published in October 2025, is aimed at app developers. PubScale's February 2026 list judges networks on ad pool size and payment schedules. SpawnTap's April 2026 list ranks on eCPM by geography and fill rate. Freecash's list is written for people earning rewards and ranks walls by what they pay the user.
Every one of those criteria is the wrong axis for a buyer. A high eCPM tells a publisher the wall pays well. It tells an advertiser the wall is expensive. Fill rate matters to someone selling inventory. A buyer with a budget has no use for it. A list that ranks walls by what they pay users answers a user's question, not a buyer's.
An advertiser needs the other side of the same trade: who the users are, what you are billed for, how fraud is stopped before it is invoiced, and whether you can check any of it.
What should an advertiser judge an offerwall network on?
Judge an offerwall network on four things, in this order: how its users reach your app, what event you are billed for, where its supply comes from, and what you can verify independently. Brand size and offer count come last, because they describe the publisher side of the business.
How users arrive. There are three delivery models. A loyalty or rewards app owns the user relationship: the user opened the app to earn. Rewarded playtime pays users over time for playing an advertised game. An in-app offerwall sits inside a publisher's game, and the user reaches your offer while topping up currency in something they already play. Our breakdown of Beer money apps versus virtual currency apps covers why the reward type changes the user so much.
The billing unit. Install-only buying pays for the step the reward makes easiest. Engagement and action billing pays for the step after it. Every network in this list sells some form of post-install billing on at least one platform, and that is where you should buy.
Supply source. This is the fraud question. AppsFlyer's 2026 fraud report puts affiliate traffic at a ~40% fraud rate against around 1% for self-reporting networks, a gap that widened to 36x by Q1 2026. Ask every network what share of its volume comes from its own placements and what share is resold through sub-publishers or affiliates.
Verification. "Rewarded advertising shifts fraud risk from the supply chain to the end-user," Igor Myrgorodskyi, VP Business Operations at adjoe, told the same AppsFlyer State of Ad Fraud 2026 report. Because a cheater has to reach a deep-funnel milestone to get paid, billing on deep events raises the cost of cheating. That only protects you if the network passes event-level postbacks to your MMP and lets you reject what fails your checks. Of the five networks here, only RevU's public advertiser page describes those checks in specifics. For the other four, ask in writing.
How do the five networks compare?
The five differ most on delivery model and on how much third-party evidence exists. The table below separates what an independent measurer has published from what the network says about itself.
Network | How users reach you | What you pay for | Vendor-published proof |
|---|---|---|---|
adjoe | Playtime SDK inside partner games | Time and in-game events | Hello Town D30 ROAS up 69.3% |
AdGem (AdAction) | Offerwalls inside publisher apps | Verified outcomes | Placement list, no case figures on the page |
Mistplay | Own loyalty app plus 40M+ MAU audience network | CPI on iOS today, playtime on Android | 300% install growth for IGG |
RevU | Offerwalls in publisher apps and web, no SDK required | CPA, CPI or CPE, bid by publisher ID and geo; never impressions or clicks | Published fraud checks; Smalls Cat Food: 22,000 clicks, 6% conversion |
Tapjoy (Unity) | Offerwall inside publisher games | CPE, CPA, multi-reward | Hello Town D30 ROAS over 66% |
What is each network actually good at for advertisers?
Each network is good at a different buyer's problem: adjoe at sustained play in casual games, AdGem at independently ranked gaming and non-gaming reach, Mistplay at loyalty-app users, RevU at controllable, verifiable action buying with publisher-level bids and published conversion checks, and Tapjoy at milestone billing inside games.
adjoe
How users reach you. adjoe's Playtime runs inside partner apps, which adjoe puts at 500 studios and 1,000 apps, and pays users for time spent in the game you are advertising.
What you pay for. Time and in-game events rather than the install alone.
The evidence. adjoe's Hello Town case study reports D30 ROAS up 69.3% after Springcomes moved from install-based rewarded buying to Playtime, with 1.1 million installs across the portfolio between Q1 and Q3 2025.
What you'll have to ask. The page gives no baseline ROAS, so a 69.3% increase could start from almost anywhere. Ask for absolute D7 and D30 ROAS on a game in your genre.
AdGem (AdAction)
How users reach you. AdGem offerwalls sit inside publisher apps, where AdAction embeds gaming and non-gaming offers. AdAction sells the buy side as Qualume, pitched as "pay only for verified outcomes".
What you pay for. A verified outcome, optimized on event-level data toward LTV and ROAS, according to AdAction.
The evidence. AdAction's December 2025 announcement lists six Performance Index placements: Android casual gaming in North America, and iOS all-category gaming (global, North America and EMEA) plus non-gaming (global and North America). That makes it the network in this group with the clearest independent signal for non-gaming advertisers.
What you'll have to ask. AdAction says it refines traffic sources "to remove low-quality supply." Ask what share of volume is its own inventory versus resold, given the affiliate fraud gap.
Mistplay
How users reach you. Mistplay owns the user relationship through its loyalty app, and extends campaigns to what it says are 40M+ monthly users across third-party apps through its audience network.
What you pay for. On Android, playtime-based rewards. On iPhone, the model is event-based rewards for verified in-game achievements, bought with manual CPI bidding for now. Dynamic bidding and tROAS campaigns are listed as coming later.
The evidence. Mistplay says it ranked #10 in Gaming overall in AppsFlyer's 2025 index. Its iOS advertiser page confirms Mistplay for iPhone is live in the US, Canada and Japan, which matters because older comparisons still describe Mistplay as Android-only.
What you'll have to ask. iOS buying is CPI-only at launch. If your value event is a purchase or a level, ask when the planned tROAS campaigns reach the markets you buy in.
RevU
How users reach you. Through offerwalls in publisher apps and on the web, which is the basis of RevU's pitch to advertisers: new users you can't reach elsewhere. Publishers add RevU through an iframe, hosted page or whitelabel API rather than an SDK, so its supply includes web properties and apps that never shipped an SDK release for an offerwall. Its strongest markets are the US, UK and EU, and its strongest verticals are mobile gaming, subscriptions and e-commerce.
What you pay for. Verified actions on a CPA, CPI or CPE basis, with no charge for impressions or clicks. You can bid by publisher ID, geography and audience segment, so you can raise the bid on a source that converts and cut one that doesn't, instead of buying one blended network rate.
The evidence. RevU is the only network of the five whose public advertiser page spells out how it checks conversions: real-time monitoring of conversion patterns, device behavior and velocity, then event-level validation through server-to-server tracking and postback verification. It reports into AppsFlyer, Singular, Adjust and Kochava for apps, and into Everflow, Impact and CJ for web and e-commerce, with API reporting and cost integrations. Smalls Cat Food, a direct-to-consumer brand, got 22,000 clicks at a 6% conversion rate. Behind that sits 20 years of adtech operating history: RevU is the longest continuously operating offerwall in gaming.
What you'll have to ask. RevU has no Performance Index placement, so ask its team for cohort results from campaigns in your genre and geography. The account team optimizes campaigns directly rather than leaving you in a self-serve dashboard.
Tapjoy (Unity)
How users reach you. Through the Tapjoy offerwall inside publisher games. ironSource bought Tapjoy in 2022 and Unity merged with ironSource the same year, so Unity owns it and still sells it under the Tapjoy name.
What you pay for. Cost per engagement, where you pay only when users complete a set in-app action such as finishing the tutorial or reaching a level. Multi-reward campaigns stack several milestones into one offer.
The evidence. Unity's Springcomes case study from July 2025 reports Hello Town at 50% D7 ROAS and over 66% D30 ROAS, and 300% install growth for Merge Sweets, run through the self-serve dashboard. We found no Performance Index placement for the Tapjoy offerwall as a separate media source.
What you'll have to ask. Unity says a dedicated team identifies and prevents fraud. Ask how rejected events show up in your MMP and in your invoice.
Why can't you compare two networks' case studies?
You can't compare two networks' case studies because they measure different things, even when they describe the same game. Springcomes' Hello Town is the proof point for both Tapjoy and adjoe. Unity reports Hello Town's D30 ROAS as over 66%, an absolute level. adjoe reports that Hello Town's D30 ROAS grew 69.3%, a relative increase with no stated baseline.
Those two numbers look like a close race. They are not the same unit. One says the campaign had recovered two thirds of its cost by day 30. The other says an unknown starting figure went up by about 70%. Neither case study says which network carried more of Springcomes' volume or at what cost per user.
The more useful fact is that Springcomes ran both. It did not pick one best offerwall. It bought from more than one and let its own cohort data decide. That is the honest limit of any "best offerwall" list, this one included: the evidence that settles the question lives in your MMP, not on a vendor's website. That is why a network's postback checks and MMP integrations matter more than its case studies.
How to choose your first offerwall test, by situation
Test first on the network whose delivery model matches your value event, and run at least two networks at the same time so you have a comparison.
Casual or puzzle game, Android-heavy. Start with adjoe, then add Mistplay. Both reward sustained play, and adjoe is the rewarded network AppsFlyer singled out for Android gaming gains in 2025.
Game with a clear mid-funnel milestone. Tapjoy's CPE and multi-reward campaigns let you bill on the tutorial or a level from a self-serve dashboard. Pair it with RevU or AdGem on the same event.
Non-gaming app: fintech, subscription, e-commerce. Start with RevU, which lists subscriptions and e-commerce among its strongest verticals, bills on CPA with no impression or click charges, and tracks through Everflow, Impact and CJ as well as the app MMPs. Add AdGem, which has independent non-gaming placements.
You need to control where the budget goes. RevU lets you bid by publisher ID, geography and audience segment, and it publishes its conversion checks. Start there if a finance or fraud team will audit the spend.
iOS-first in North America or Japan. Mistplay's iPhone product is live there, but it is CPI-only for now. Pair it with a network that already bills on events.
Any situation. Ask every network for its share of own-placement versus resold supply, ask for publisher-level bidding, and bill on the deepest event you can measure. With affiliate traffic running near 40% fraud against about 1% for self-reporting networks in AppsFlyer's data, supply source is the question that protects your budget.
For the measurement side of a first test, our guides to what you are actually buying on an offerwall and the KPI mistakes advertisers make cover the setup.































