00Mobile games publisher

Games that players keep.
Revenue that lasts.

Zelda Digital Marketing publishes and grows mobile games. We look after the whole player journey: how players find a game, why they stay, and how the game pays its way without wearing out their goodwill.

End-to-endacquire → retain → earn
Data-ledcohorts, not hunches
Londonregistered in the UK
01The player lifecycle

One loop, from first tap to fiftieth session.

Most studios get good at one stage and hand the rest to someone else. We see the lifecycle as a single loop, because what you spend on acquisition only pays off if retention and monetization keep their side of the deal.

Stage 01

Acquire

We test creative and channels quickly and scale whatever proves itself. We pay attention to how a cohort behaves over time, not just what an install cost.

  • Creative testing at volume
  • Store listing experiments
  • Geo & channel mix
Stage 02

Engage

The first few minutes decide most of what follows. We tune onboarding, early difficulty and the first rewards until new players reach the core loop and enjoy it.

  • FTUE funnel analysis
  • Difficulty curves
  • Seasonal content beats
Stage 03

Monetize

Ads, in-app purchases and passes are designed as one economy. Every placement has to earn its spot without making the game worse to play.

  • Hybrid ad + IAP models
  • Offer & pricing tests
  • Placement frequency caps
Stage 04

Retain

Live-ops calendars, events and gentle re-engagement keep a game feeling current. That's how a month-one player becomes a year-one player.

  • Live-ops calendar
  • Event & reward design
  • Churn-risk signals
02Monetization stack

Revenue built in layers, not bolted on.

A healthy game rarely lives on one income stream. We stack revenue sources so each one supports the others. Rewarded ads give players a taste of premium items, purchases unlock the deeper content, and passes reward the people who keep coming back.

Each layer gets its own testing and its own guardrails. If engagement starts to slip, the money is coming in the wrong way.

L1

Ad mediation

In-app bidding, waterfall tuning and floor-price management across demand partners.

L2

Rewarded & opt-in formats

Value exchanges players actually choose, placed where they help progression.

L3

In-app purchases

Store layouts, bundles and price points tested market by market.

L4

Passes & subscriptions

Season passes and VIP tiers that reward loyalty rather than squeezing it.

03Capabilities

What we bring to every title.

We run publishing, growth, monetization and analytics as one practice. The people choosing the ad placements can see the retention curve those placements affect.

/01

PublishingLaunch & operate

Store presence, release management, compliance and the policy work that keeps a game listed. We handle the operational side so the game team can focus on the game.

Store operationsRelease cadencePolicy complianceLocalisation
/02

User acquisitionFind the right players

We judge paid media by return on spend and run creative production as a steady pipeline. Budget follows the cohorts that pay back, not the ones that merely look cheap.

Paid social & networksCreative studioROAS biddingASO
/03

Ad monetizationYield without friction

Mediation setup, bidding partners, floors and frequency, all reviewed every week against both eCPM and session length.

In-app biddingWaterfall designAd quality reviewFrequency caps
/04

Analytics & live-opsMeasure, then act

Event taxonomies, dashboards and A/B tests feed a live-ops calendar that changes when the data does.

Event trackingA/B testingLTV forecastingLive-ops calendar
04Games catalogue

The showcase is being set up.

Our titles are listed in their stores already. We're putting together a showcase for this site, with genres, highlights and a short story behind each game.

If you'd like to see the portfolio before the showcase goes up, ask us and we'll take you through the titles, how they perform and what we learned operating them.

Showcase coming soon. Titles will be added here as each listing is ready.

05Operating principles

The rules we publish by.

Three commitments shape every roadmap, monetization review and campaign brief we write.

Principle A

Fun pays the bills

A game people enjoy will out-earn a clever monetization scheme every time. If a change makes the game less fun, we roll it back, whatever the short-term numbers say.

Principle B

Privacy by default

We collect the minimum, use consent tools where the law requires them, and pick partners who meet the same standard. Players should never have to pay with data they didn't agree to share.

Principle C

Long games win

We plan in seasons and years, not in weekly spikes. A title that's still healthy in its third year is worth more than ten that burned bright for a month.

06Publishing partnerships

Built a good game? Let's grow it together.

We work with independent developers whose games have real players but not the budget, data tools or time to scale them. Depending on what suits you, we can co-publish, take over operations, or acquire the title outright.

  • Casual, puzzle, idle and arcade titles
  • Healthy early retention and an organic base
  • Room to grow on monetization or UA
  • Developers who want a long-term partner
Start a conversation
Partnership termsOpen
Models
Co-publishing · Operation · Acquisition
Platforms
Android · iOS
UA funding
Provided by us
Reporting
Transparent, monthly
Confidentiality
NDA on request
07Questions
What kind of games do you publish?

Mostly casual and mid-core mobile games: puzzle, idle, arcade, word, merge and board and card titles. These are genres where a smart mix of ads and in-app purchases works well and players stick around for months.

Do you only work on your own titles?

No. We run our own portfolio, and we also publish and operate games for independent developers. Everything we recommend to partners has been tested on our own games first.

How do you approach advertising in games?

Ads have to fit the game. We prefer rewarded and opt-in formats, cap how often ads appear, review ad quality, and watch session length and retention next to revenue. If a placement makes the game worse, we take it out.

How do you handle player privacy?

We keep data collection to a minimum, use certified consent tools where the law requires them, and work only with partners who follow applicable privacy rules. Our privacy policy explains how this works.

Ready to level up your game's economy?

Whether you're launching, scaling or looking for a new home for a title, we'd be glad to hear what you're working on.