# MAX by AppLovin vs Unity Ads vs ironSource for a small mobile game: which app monetization platform pays out better for indie developers?

<p class="elv-tracking-normal elv-text-default elv-font-figtree elv-text-base elv-leading-base elv-font-normal" elv="true">Been shipping small mobile games for three years and still going back and forth on which setup actually pays out better at indie scale. There's a lot of theoretical comparison content but not much from developers whose install base is in the tens of thousands rather than the millions. Looking at <a class="a a--md" elv="true" href="https://www.g2.com/categories/app-monetization-platforms">app monetization platforms</a> specifically from the angle of what actually reaches your bank account and when.</p><ul>
<li>
<a class="a a--md" elv="true" href="https://www.g2.com/products/max-by-applovin/reviews"><strong>MAX by AppLovin</strong></a>: Supports in-app bidding and waterfall management from a single interface, with reviewers from mobile game teams mentioning solid reporting for comparing network performance. The appeal for indie developers is managed competition between networks without needing to orchestrate it manually. Has anyone actually compared MAX eCPMs directly against running Unity or ironSource standalone?</li>
<li>
<a class="a a--md" elv="true" href="https://www.g2.com/products/unity-ads/reviews"><strong>Unity Ads</strong></a>: High fill rates in the US and Europe, and the eCPMs for gaming audiences in Tier-1 markets are praised. SDK integration is native for Unity developers, which cuts actual setup time. The 60-day payout timeline is the single most consistent complaint in the reviews, with several indie developers specifically flagging cash flow problems.</li>
<li>
<a class="a a--md" elv="true" href="https://www.g2.com/products/ironsource/reviews"><strong>ironSource</strong></a>: Described as a solid mediation option for waterfall and bidding setups. The Unity-ironSource merger means there's overlap worth understanding before choosing one over the other. Reviewers from gaming companies mention that AdMob doesn't support bidding through the LevelPlay mediation layer, which is a real constraint for some setups.</li>
<li>
<a class="a a--md" elv="true" href="https://www.g2.com/products/google-admob/reviews"><strong>Google AdMob</strong></a>: The baseline comparison most indie developers use. The CPC model pays per click rather than per thousand impressions, which reviewers who've run all four networks call out as a genuine advantage. Strong in Tier-1 markets, weaker outside them.</li>
</ul><p class="elv-tracking-normal elv-text-default elv-font-figtree elv-text-base elv-leading-base elv-font-normal" elv="true">For games under 50k installs, which of these has actually produced better net payouts once you factor in delays and minimums? And has anyone run MAX as the mediation layer with both Unity and ironSource inside it?</p>

##### Post Metadata
- Posted at: about 2 months ago
- Author title: SEO Content Specialist
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## Comments
### Comment 1

&lt;p&gt;For a small game, MAX may deliver the best net result because it lets Unity Ads, ironSource, and other networks compete rather than forcing you to choose one outright. Unity can still perform well in Tier-1 markets, but its 60-day payout window makes cash flow a real consideration at indie scale.&lt;/p&gt;

##### Comment Metadata
- Posted at: about 2 months ago
- Author title: Marketer





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