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Influence Mobile

“Helping game developers find and keep their most valuable players through rewards.”

GamingGrowthRaising $5.0M

Open round — Influence Mobile is raising $5.0M for its Growth

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02

Overview

Influence Mobile, headquartered in Kirkland, WA, operates in the technology and internet sector, focusing on mobile marketing and user engagement. Their Engage platform offers a multi-event rewards model with a proprietary algorithm designed to keep consumers engaged, resulting in higher retention and greater monetization for apps. The company also provides Rewarded Answers, a product that helps businesses obtain high-quality feedback and insights from a diverse audience, including savvy shoppers, parents, millennials, and professionals.

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Traction

as reported by the founder

Influence Mobile has generated more than $250 million in lifetime revenue and delivered over 30 million installs through its flagship Rewarded Play platform — all on Android alone, demonstrating the scalability of our acquisition, engagement, and monetization model. At peak, the company achieved a run rate exceeding $10 million in annual EBITDA.

Financial detail is visible to signed-in investors. Values shown are placeholders, not real figures.

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Pitch deck

The founder has published a deck

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What problem are you solving?

Game developers spend billions every year acquiring new players — but most of those players never spend a dollar and churn within days. The real challenge isn't finding players, it's finding the right players: the small percentage who engage deeply, make in-app purchases, and drive the majority of revenue. Without a way to identify and retain those high-value players early, developers are left overpaying for users who don't convert and underinvesting in the ones who do.

What is your moat?

The moat is the data and the infrastructure built on top of it — nine years and 30 million installs of learning exactly which players are worth pursuing and exactly what it takes to keep them. Competitors can copy the rewards mechanic. What they can't copy is the model underneath it: AInstein, trained on cohort data across every casual genre and time of day, identifies high-value spenders before they've installed a single game. Player Health Score tracks every behavioral signal after install and keeps scoring for the player's entire lifetime on the platform. Boost and Big Time Bonus deploy rewards at the precise moments — day 7, and at the deep-funnel conversion point — when the highest-value players reveal themselves and respond. The result is a system that doesn't just find spenders — it recognizes them, rewards them in proportion to their value, and keeps them active for years.

What is your market size?

Mobile gaming is the largest entertainment category in America — Americans spend more inside mobile games every year than on movies, concert tickets, and live sports tickets combined. Globally, the market generated $126 billion in revenue in 2025, with $82 billion coming from in-app purchases alone (Game World Observer, 2026). Game developers spent $25 billion on user acquisition in 2025 (AppsFlyer State of Gaming for Marketers, 2026), and the pressure to find quality players is only intensifying — download volumes are falling while spending per player rises, meaning the value of identifying a true spender is higher than ever. Critically, 82% of mobile game developers now report that reward-based user acquisition outperforms traditional advertising (AppsFlyer, 2026) — the exact model Influence Mobile has been operating for nine years. The opportunity isn't just the size of the market. It's that the market is moving toward us.

Who are your competitors?

The primary competitors in reward-based user acquisition include Adjoe, Mistplay, and TesterUp. Mistplay operates broadly across game categories, optimizing for volume rather than player quality. Adjoe distributes offers through SDK integrations embedded in third-party apps, reaching a general audience without a proprietary platform or direct player relationship. Influence Mobile is differentiated by audience and depth of focus. Our platform is built around the demographic that actually drives mobile gaming revenue: women 45 and older, who are the highest-value spenders in casual gaming. Our top players earn thousands in rewards annually — because they're spending far more than that inside games. One player earned $19,000 in rewards over four years while spending well over $100,000 in-game. Competitors chase broad install volume. We chase the 0.35% of players who generate 75% of the money, and we've spent nine years building the data and technology to find them reliably. That audience focus, combined with a proprietary six-product engine and a direct player relationship through Rewarded Play, is not something that can be replicated through an SDK integration or a genre-agnostic approach.

What makes your product special?

Independently ranked among the top 2-3 channels in the world for mobile user acquisition — alongside the largest platforms in the industry — by AppsFlyer, Singular, and Adjust, we've built something that took nine years and 30 million installs to develop and can't be replicated quickly. The platform is a six-product engine in two layers. Before a player ever sees a game, Amplify prices the bid from historical cohort data; AInstein predicts each player's individual value; and Engage matches them to the right title. The moment they install, Player Health Score runs continuous behavioral scoring and flags fraud at the door; Boost delivers high-leverage offers at the 7-day window when spenders identify themselves; and Big Time Bonus converts at the deep-funnel moment where loyalty crystallizes. Every retained spender flows back into the pre-install layer, making every next decision smarter.

What is your revenue model?

Game developers pay on a cost-per-install basis, with pricing ranging from $0.50 to $50 per install depending on the player profile and our predictive analysis of their lifetime value. The more valuable the player we deliver, the higher the rate — aligning our incentives directly with developer outcomes. Clients typically scale into millions of dollars annually as they see returns on their spend. One of our top clients has invested $26 million with us since 2018.

05

Our story

While leading Global Mojo, I kept meeting talent who had massive, loyal audiences but no clean way to monetize them. I left to start Affinity Influencing Systems, partnering with celebrities to have their fans install shopping rewards apps. As the world moved to mobile, we partnered with Facebook and began connecting audiences to new things to try — which turned out to be mostly games. But as the platform evolved, celebrities pulled back. They didn't want to be seen showing their fans ads. So we built our own audience and our own system: Engage. That decision changed everything. Free from the celebrity dependency, we built a rewards engine on Android that generated $250 million in lifetime revenue and delivered 30 million installs. We proved the model works at scale. Now we're executing the vision we always had — expanding to iOS, partnering with brands and creators who want to share in the revenue rather than just the fame, and bringing a far more powerful engine to the audiences we were always trying to reach. We're not pivoting. We're finally arriving.

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Founding team

DT

Daniel Todd

CEO

MB

Megan Brockavich

COO

BD

Bill Dias

CTO

RW

Randy Waxman

President

09

Product roadmap

Launching our iOS version of Rewarded Play in June 2026

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Company updates

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Achievements

Influence Mobile — raising $5.0M