PubScale Offerwall is an advanced, user-first monetization solution designed to help mobile app developers, game studios, and publishers maximize their in-app revenue without disrupting user experience. It provides a highly customizable, rewarded ad platform where users voluntarily engage with offers—such as installing apps, completing surveys, or signing up for services—in exchange for in-app rewards. This creates a win-win environment where both users and developers benefit.
Powered by AI-driven personalization, PubScale Offerwall delivers highly targeted offers based on user preferences, behavior, and location, leading to higher engagement rates and better conversion outcomes. Its lightweight SDKs for Android, iOS, and cross-platform frameworks like Flutter ensure easy and fast integration into apps of all sizes.
Built on modern technologies like React, Node.js, and scalable cloud infrastructure, PubScale Offerwall offers real-time analytics, advanced fraud prevention, global offer inventory, and full UI customization capabilities. Developers have full control over the look, feel, and placement of the offerwall to perfectly match their app’s user experience.
Additionally, PubScale ensures transparent reporting, reliable payouts, and 24/7 support, making it one of the most trusted solutions for app monetization today. Backed by successful partnerships with major players like Gameloft, Rayole Software, Kwalee, and Amanotes, PubScale Offerwall continues to drive higher eCPMs, improved user retention, and sustainable revenue growth for apps worldwide.


Interesting product, especially for mobile games where rewarded monetization can work better than forced ads. One thing I’d be curious about is reporting depth. For small studios, a single revenue number is usually not enough — they often need to separate eCPM, impressions, fill rate, country mix, placement, and source performance before changing anything. Do you provide breakdowns by country, placement, and offer/source so developers can understand what actually drove a revenue change?


Interesting product, especially for mobile games where rewarded monetization can work better than forced ads. One thing I’d be curious about is reporting depth. For small studios, a single revenue number is usually not enough — they often need to separate eCPM, impressions, fill rate, country mix, placement, and source performance before changing anything. Do you provide breakdowns by country, placement, and offer/source so developers can understand what actually drove a revenue change?
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