Studio · Marketplace · Measurement

Attention moved into games. We build both sides of it.

AdLudo makes its own games, and the marketplace that brings brands into them — placed inside the world of the game rather than pasted over it, and measured on the device where it actually happened.

Own titles Native placements On-device measurement
●ricochet bricks—
3
Titles in-house
3
Genres
1
Measurement SDK
∞
Procedural levels

What AdLudo is

One company, three jobs

Most companies in this space pick one. Owning all three is the point — we can prove a format inside our own game before asking anyone else to carry it.

01 · Studio

We make the games

Design, engine work, art, audio, store — built end to end, in-house. Three finished titles across three genres, each one a real game before it is ever a test bed.

Owning the title means we can try a format without asking permission.

02 · Marketplace

We connect brands to players

A brand books a placement inside a real game: picks the format, sets the budget, chooses who it wants to reach. Studios decide what they are willing to carry. Both sides see the same marketplace.

Demand and supply in one place, with the studio holding the veto.

03 · Measurement

We prove what happened

An SDK that records what was genuinely on screen — shown, visible, for how long, in what part of the game — resolved on the device and reported to the brand and the studio from the same record.

One set of numbers. No reconciliation calls.

The marketplace

A marketplace, not an ad network

An ad network treats a game as inventory — a rectangle to fill, wherever it fits. We treat it as a place.

A placement on AdLudo is booked against a format the studio has already chosen to carry: a board along the side of a lane, a sponsored object in the world, a card between rounds. The brand buys the campaign. The studio keeps the room.

Which means a brand can reach people inside something they chose to open, and a studio can earn from its audience without handing the experience over to somebody else's SDK.

campaign · brand view Interface preview
Placements
3
Formats
2
Titles
3
MONTUEWED THUFRISAT SUN
Verified visible timeIllustrative shape — not campaign data

How it works

Brief to proof, in four moves

01

Brief

A brand sets the campaign: the creative, the budget, and the kind of player it wants to be in front of.

02

Match

Studios opt into the formats that suit their game. The marketplace matches campaigns to the room that is genuinely available.

03

Place

The SDK renders the placement inside the game world, at a moment the game itself decides is appropriate.

04

Prove

Visibility is resolved on the device and reported to both sides from one shared record.

Why in-game

Why this, and why now

Attention

Games hold what nothing else does

Nobody skips a game. They choose it, return to it, and stay inside it for stretches that most media stopped asking for years ago.

Format

Placement beats interruption

A board at the side of a lane belongs to the scene. A video that stops play is a toll. One gets looked at, the other gets waited out — and only one of them is worth paying for.

Proof

It can finally be measured

A game knows exactly what it drew, where it sat, how long it stayed, and what the player was doing at the time. Very little advertising has ever been able to say that.

The studio

Three games, three genres

Every sprite, icon and sound in all three is generated in code. There is not a single image or audio file in any of them.

Ricochet Bricks

Arcade · brick breaker

Pull back, let go, and a stream of balls tears through numbered bricks that drop a row every turn. Levels are generated from their number, so level 7 is the same level for everyone who plays it.

  • Levels that never run out, across three difficulties
  • A daily puzzle, the same one for the whole world
  • Boss levels every tenth from 20 up
  • Explosive, armoured, portal and moving bricks
  • Eight ball skins to earn

Android

Rampart Rumble

Strategy · artillery duel

A turn-based castle duel. Draft three units, trade shots with a rival who has a personality, and bring a wall down block by block — because anything left standing on nothing falls.

  • Five units and five arenas, with wind and meteors
  • Powder kegs that chain into each other
  • A daily challenge drawn from six modifiers
  • Build your own castle, block by block
  • Named rivals, each with their own habits

Android

Palisade

Strategy · merge defence

Goblins, trolls and an ogre warlord march on your wooden wall. Between waves you shop, then drag matching towers together to merge them into something that can actually hold the line.

  • Ten waves a stage, then harder repeats, endlessly
  • Six buildings, merged up to level five
  • Four placement synergies worth planning around
  • Twenty-five perk cards, six permanent upgrades
  • A hero on the wall with meteor and rally

Android

Roadmap

Where this goes

The games came first on purpose. They are the proving ground for everything to the right of this column.

Now

On the ground

  • Three finished titles, running on real devices
  • The measurement SDK in live testing
  • First title heading for Google Play
  • Native formats drafted per genre

Next

In build

  • A self-serve portal where brands run their own campaigns
  • More formats, shaped to each genre rather than bolted on
  • Studio onboarding beyond our own catalogue
  • Creative review, so a placement fits the world it lands in

On the horizon

The ambition

  • A catalogue of partner games brands can shop directly
  • A creative marketplace: formats, not just slots
  • An open standard for in-game attention
  • The answer when someone asks where games advertising lives

Early conversations

We are looking for the first few

If you are a brand curious about being inside something people chose to open, or a studio with an audience and no decent way to earn from it — this is the right moment to talk, while the formats are still being shaped.