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Almedia Link is an account link, not an ad placement. A player connects their Freecash account from inside your game, keeps playing, and earns real rewards — cash, gift cards and in-game currency — for progress they were already making. You get paid for every verified link. Almedia funds those rewards. They do not come out of your economy.

What the player does

  1. They see an entry point in your game — usually a button on a screen you already have.
  2. They tap it. The SDK opens the Freecash linking flow in a secure browser.
  3. They link their Freecash account and return to your game.
  4. They keep playing. Progress in your game becomes tasks completed on Freecash.
  5. They earn cash, gift cards or in-game currency, and are notified as they hit reward milestones.
New and existing Freecash users both count as a verified link.

Who does what

The work that normally causes integration bugs — link building, attribution parameters, confirmation callbacks, eligibility checks — sits inside the SDK. Your engineers never touch any of it. The full list of what to send, and who to send it to, is on prerequisites.

Why publishers integrate it

It is quick. Fifteen minutes of engineering gets you to a first link using the bundled UI. A fully customised integration is measured in days, not weeks. It is small. Less engineering, less QA, fewer support round-trips, because the parts that usually break live inside the SDK rather than in your codebase. It pays twice. You earn per verified link, and again when linked players discover new games through the Earn Tab. See how revenue works. It compounds. Linked players play more, retain better, and are worth more. Across integrated titles that comes out at:
  • ~15%Average install-to-link rate
  • 10%+LTV lift for linked users
Almedia measures that lift continuously, using automatic server-side holdout groups. Nothing to configure on your side. It keeps improving without you shipping. Eligibility, offers, supported countries and reward logic all live server-side. When a new country or a new experience goes live, it reaches your players immediately — not through your release cycle.

What it is not

It is not a replacement for your MMP setup. Unattributed events still have to flow from your MMP to Almedia. Without them, player progress cannot be scored and players get fewer and worse rewards — which erodes the LTV lift the integration exists to produce. It is not a set of screens for your team to build. The SDK owns the linking flow and the reward hub. There is no WebView to configure, no URL to assemble, no navigation to intercept, no close button to build. It is not a hard dependency on a recent OS. On older systems the SDK stays dormant and reports “not available” rather than breaking your build or crashing for your players. It is not an offerwall, and it does not replace your ad stack. It sits on top of your existing rewarded ads and IAP rather than competing with them for attention. That is the difference from offerwall formats, which compete directly with rewarded video for the same session.

What it does to your existing revenue

Link adds revenue rather than moving it. Gryphon Games ran it across six titles, with roughly 70% of their revenue coming from in-app purchases:
  • +18.6%Total revenue per user1.985 → 2.353, including all in-game revenue and Link CPA payments.
  • +5.2%Day 7 retention11.9% → 12.5%.
The first figure is the one worth reading twice: it is total publisher revenue per user, not Link’s payments on their own. A number that includes in-game revenue could not rise if Link were taking from it.

Gryphon Games case study

The full write-up, including how they rolled it across the portfolio.
TODO(copy) — player data. What a publisher needs to tell their own users, and Almedia’s role for data the SDK sends. The public privacy policy states Almedia is a data controller but does not mention the SDK, device identifiers or partner apps at all, so there is nothing to transcribe. Needs legal, not a copy decision — and may belong in the contract rather than on this page.

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