Apps decide what an ad looks like in their world.

Advertisers book it, see it in place before paying, and go live.

Selling one billboard is more work than it looks.

A game with a good placement — a billboard in a driving scene, the felt on a card table — has no easy way to sell it. Doing it properly means a schema for what an ad even is in your world, a review step so nothing embarrassing ships, payments that hold money until creative is approved, and serving fast enough not to stall a frame. Weeks of work, for one billboard.

How it works

If you make an app
01Define what you’re selling — slots, asset rules, pricing.
02Connect Stripe — payouts go straight to your account.
03Get listed — advertisers start booking.
If you’re advertising
01Browse apps and see what’s available.
02Upload creative and preview it in the real scene.
03Pay only once it’s approved.

The part that matters most

An advertiser picks a colour and an image, and sees them composited into an actual screenshot of the app — warped into place, in perspective. The app’s reviewer sees the same preview. So does the campaign, afterwards.

Screenshot: advertiser’s artwork mapped onto a billboard, inside a real app scene
Preview shown to the advertiser, the app’s reviewer, and the live campaign

What SubtleAds doesn’t do

  • Track users across apps.
  • Buy or resell data about who’s looking.
  • Run an auction, or bid on your inventory for you.
  • Set your prices, or approve creative on your behalf.

Where this stands

This is early. A small number of apps are listed, and we’re talking to developers who have placements they’d like to sell. If that’s you, get in touch.

Get in touch