Games

Offerwall for games. Players earn gems, you earn.

Give players who never buy a way to earn your in-game currency by completing offers. Moonetix is a pay-per-result affiliate network with a Unity plugin, mobile SDKs and a signed link for web games.

  • 3,000+ offersMatched to country, device
  • Unity pluginPlus Android and iOS SDKs
  • Players 16+No kids or Families apps

How does an offerwall for games work?

An offerwall for games is an optional screen where players earn your in-game currency, such as gems or coins, by completing offers like reaching a level in another game or finishing a survey. You earn from each confirmed completion, not from views. In a Unity, Android or iOS game the wall opens as a native screen, and in a web game from a link your server signs. Your server credits the gems from a signed postback, so the game client never creates currency.

How it works for Games.

From the first click to the reward in your currency, in five steps.

  1. Player taps Get free gems

    The entry sits in your gem store or shows when a player runs short of currency. Opening the wall is always the player's choice.

  2. Your server signs a session

    Your backend creates a single-use session token or signs the wall link for the signed-in player. No key or salt ships in your build.

  3. Offers match the player

    The wall opens with offers for the player's country and device, each showing its reward in your own currency.

  4. Player completes an offer

    For example, reaching a level in another game or finishing a survey. Some offers have several steps, and every step pays.

  5. A postback credits the gems

    Moonetix sends a signed postback to your server, which adds the gems once per transaction ID. The game reloads the balance.

Why Games owners add Moonetix.

One pay-per-result affiliate network, built around your currency and your users.

  • Native in Unity, Android and iOS

    The Unity plugin opens the wall as a native screen with a close button. The Android, iOS and Flutter SDKs work the same way.

  • A link for WebGL and web games

    HTML5 and WebGL builds on your own site open a signed link or an iframe. Nothing ships inside the build, so the wall needs no new release.

  • Your gems, your rate

    Set the currency name and icon, units per $1, user split and rounding, then check offers in gems with the virtual currency calculator.

  • Earns from players who never pay

    Players who would never buy gems can earn them by trying another game or answering a survey, and you earn from each confirmed completion.

  • Credits and reversals server-side

    Every credit and every reversal reaches your server as a signed postback, so a modified client can’t create gems.

  • Reports by offer and sub ID

    See clicks, conversions and reversals by country, offer and sub ID, plus a traffic quality report and a Reporting API.

What players see in the shop.

Set how many gems equal $1 and what share goes to players, and every offer shows its reward in gems. Example at 1,000 gems per $1 and a 50% player share.

Offer pays youPlayer seesYou keep
$0.50250 gems$0.25
$1.00500 gems$0.50
$2.001,000 gems$1.00
$5.002,500 gems$2.50
$10.005,000 gems$5.00

Illustrative rate. Try your own in the virtual currency calculator.

EarnButton.cs
using MoonetixOfferwall;
 
void Awake()
{
    Moonetix.Init("YOUR_APP_ID");
}
 
public void ShowOfferwall(string token)
{
    Moonetix.Open(token);
}

The token comes from your server for the signed-in player. Unity setup.

Play by the store rules.

Offerwalls are used in many store games, but Apple and Google both limit incentives. These are the points that matter for a game, checked on the live policy pages. Read them again before each release.

Do

  • Keep the wall optional. Apple’s guideline 3.2.2(x) lets you incentivize actions in your app but bars forcing users to download other apps to use it.
  • Sell any gems through in-app purchase. Apple’s guideline 3.1.1 also says currency bought that way may not expire. Earning gems from offers is not a sale.
  • Make the wall one feature of a real game. Google Play bars apps whose main functionality is incentivizing users to install other apps.
  • Credit gems only from the signed postback, once per transaction ID, and take them back when a completion is reversed.

Do not

  • Never reward a rating, a review or a star count, in your game or in any offer. Apple and Google Play both forbid incentivized feedback.
  • No offerwall in games for children. Google Play’s Families policies bar offerwalls in child-directed apps, and Moonetix users must be 16 or older.
  • Don’t make offers the only way to progress, reach core features or keep playing. Players must always have a way forward by playing or buying.
  • Don’t ship the wall in a Steam build. Valve doesn’t support advertising models or rewards for engaging with ads in Steam games.

Sources, checked on November 5, 2026: App Store Review Guidelines, Google Play: User Ratings, Reviews, and Installs, Google Play Families Policies, Steamworks: Advertising on Steam. Platform rules change, so check them before you launch.

Set it up in four steps.

  1. Apply as a publisher

    Apply with a link to your game. Every application is reviewed by hand, and once you’re approved, every game you add is live right away.

  2. Add your game and set your gems

    Set the currency name and icon, units per $1, user split, rounding and wall design with the live preview. Price against your gem packs so buying stays the quick option.

  3. Open it from your Earn button

    On Android and iOS, call Moonetix.Open(token) with a single-use session from your server. On WebGL or desktop, open a link your server signs. The Unity guide has both.

  4. Credit from postbacks, then test

    Add gems on your server from the signed postback and remove them on a reversal. Before release, use Open as a test user and Send a test postback in Integration status.

What could it earn?

Slide to your audience and adjust the assumptions. The rates are an example, not a promise: placement, countries, and devices change every result.

Open the full calculator

Estimate your earnings

Slide to your monthly audience

10,000
5001M
  • 8% open the wall
  • 10% finish an offer
  • $1.20 per completion
Estimated monthly earnings $93.12
Per year $1,117.44Per 1,000 users $9.31

Example rates, not a promise. Placement, countries, and devices change every result.

Adjust the assumptions

Guides for Games.

Step-by-step guides from the Moonetix Academy.

Monetize a Mobile Game With an Offerwall, No Banners Where to place an offerwall in a game or app, how to open it, why the link is signed on your server, how postbacks credit users, how to set your rate, and which store rules apply. 7 min read How to Add an Offerwall to a Unity Game Add an offerwall to a Unity game with the Moonetix Unity plugin on Android and iOS, or with the signed offerwall link on any platform, and credit players only on your server from postbacks. 10 min read Best Offerwall SDK for Unity Games: SDK or Web Wall? How to choose an offerwall for a Unity game: native SDK or web-based wall, your WebView options, how rewarded currency should be credited on your server, and what to compare across providers. 7 min read Unity Currency System: Build Coins, a Wallet and Saves A C# tutorial for a Unity coin and gem system: ScriptableObject currencies, a wallet with events, validated earning and spending, safe saving, server sync, and offerwall rewards that arrive by postback. 14 min read Hybrid Monetization for Games: Ads Plus In-App Purchases How to combine in-app ads, in-app purchases and subscriptions in one game: player segments, ad formats per segment, an economy that does not cannibalize itself, and the metrics to judge it. 12 min read Can You Put an Offerwall in an iOS App? Apple's Rules What Apple's App Review Guidelines say about rewarded offers in iOS apps: guideline 3.2.2, in-app purchase and currency, ATT, privacy labels, kids, and how to lower review risk. 12 min read

Games questions

What games owners ask before they add Moonetix.

Still have a question? Contact us

What is an offerwall in a game?

An optional screen where players earn your in-game currency by completing offers, such as reaching a level in another game or finishing a survey. You earn from each confirmed completion, not from views.

Do I need an SDK to add an offerwall to a Unity game?

No. Your backend can sign an offerwall link and the game opens it with Application.OpenURL. On Android and iOS, the Unity plugin shows the same wall as a native screen.

Is an offerwall allowed on Google Play and the App Store?

Yes, within each store’s rules: keep it optional, never reward ratings or reviews, and keep it out of apps for children. Read the current policies before each release, and see offerwall rules for iOS apps.

How many gems should an offer give?

Start from your store. If 500 gems cost $4.99, earning the same amount through offers should take real effort, so buying stays the quick option. Set your units per $1 and user split, then check rewards with the virtual currency calculator.

Will an offerwall hurt my in-app purchases?

It can if gems are too easy to earn. Watch purchases after launch, and if IAP revenue drops while offerwall revenue rises by less, lower your rate. Hybrid monetization covers which players should see which format.

Can I put an offerwall in an HTML5 web game?

Yes, on a site you control, with player accounts and server-side crediting. Portals such as CrazyGames, Poki and GameDistribution forbid it in the builds you send them. See how to monetize an HTML5 web game.

Can a Steam or Roblox game use an offerwall?

No. Valve doesn’t support advertising models in Steam games, and Roblox doesn’t allow third-party offerwalls inside experiences. See ads in Steam games and how Roblox developers make money.

How much can a game earn with an offerwall?

There is no fixed figure: it depends on placement, your players’ countries and the rewards you set. Estimate a range with the offerwall earnings calculator.

Turn your traffic into earnings.

Create a free publisher account and earn from every offer your users complete on your website, app, game, or community.

Worldwide targeting