CallBreak mobile card game by Teslatech with over 100 million downloads

How a 100M-download card game added 5.2% ARPDAU without touching IAP or ad load

For most mobile game studios, monetization typically comes down to two familiar levers: advertising and in-app purchases. But what happens when neither can be pushed further without impacting player experience?

According to a recent case study involving Teslatech’s CallBreak, a third monetization layer built around brand-funded rewards generated measurable revenue uplift without increasing ad load or changing the game’s IAP strategy.


CallBreak publisher Teslatech layered a brand-funded commerce infrastructure onto its application and lifted ARPDAU 52.5% inside the exposed cohort ; validated against a clean control. Here is how the model works, and what the numbers say.

If you run a casual mobile game, you know the monetization drill all too well. You have two classic levers to pull: annoying people with more ads, or squeezing the tiny fraction of users who actually buy in-app purchases (IAP). 

Teslatech’s hit multiplayer game, CallBreak, was no exception to the rule. With over 100 million Google Play downloads, 550,000+ reviews, a 4.3-star rating, and a massive community of 1.5 million daily active players (DAU) across South Asia and its diaspora, the math was predictable: around 5% of players opened their wallets for IAPs, while the remaining 95% simply kept the multiplayer lobbies alive and generated ad impressions. 

However, a fresh case study from PlaySuper, which is a brand-funded commerce platform, reveals what happens when you introduce a third lever: real-world brand rewards baked right into the game lobby, paid for by corporate marketing budgets rather than traditional ad networks. By rolling this out to less than 10% of players, Teslatech unlocked a +5.2% ARPDAU uplift across their entire 1.5M+ DAU base, verified against a strict control group.

The results at a glance

MetricResult
ARPDAU uplift across full 1.5M+ DAU base+5.2%
ARPDAU uplift on the 100K exposed cohort+52.5%
CTR on PlaySuper tiles10–15%
Monthly brand GMV (current rollout)$53K
Monthly recurring studio share$5K+
Projected at full rollout (conservative)~+13% ARPDAU, ~$17K/mo studio share, ~$180K/mo brand GMV

No IAP changed. No ad load added. No new screens. The figures above are observed; everything beyond them is a conservative projection.

The challenge: a saturated ad stack and an unreachable majority

CallBreak’s display and rewarded placements were saturating player attention without converting at scale; click-through degrading over time, eCPMs were hovering at the lower end of the casual card game spectrum.  Worse yet, 60% of the daily audience went offline before monetization could reach them at all, lost to save-data prompts and ad fatigue before a single impression served. Pushing harder on IAP or ad load risked alienating the free, social player base whose presence was the product itself.

Teslatech needed a revenue channel drawing on a separate pool of capital; one that didn’t compete with its existing surfaces. 

The integration: two native tiles, no new attention demanded

PlaySuper delivers real-world coupons, gift cards, and physical goods as in-game reward units. Brands fund the inventory as a customer-acquisition channel; the publisher earns a share of every redemption. For CallBreak, the integration was deliberately narrow: two native tiles inside existing lobbies, sitting alongside the game-mode cards players already see. 

  • The “Hot Deals” Tile (Play Online Lobby): A dynamic space featuring real-time, contextual offers that shift automatically during major sales campaigns.
  • The Static Tile (Offline Bots Lobby): Designed specifically to convert offline players into online ones. This single incentive successfully pulled 10% of offline players online, naturally boosting traditional ad-impression volume as a side benefit. 

Players spend the in-game currency they already grind for as a discount on real-world rewards, then return to the game with fresh purpose ; a loop that reinforces retention rather than taxing it. PlaySuper acts as merchant of record with a single PCI-compliant payment gateway inside the SDK; the studio keeps full creative, frequency, and placement control.

The rollout was disciplined: a 100,000-player exposed cohort drawn from the 1.5M DAU base, with an equivalent control cohort held out. Teslatech’s engineers wired the SDK ; under 200KB, sub-50ms initialization, 99.95% production uptime ; into the title in a matter of hours, with no rebuild of core systems.

What the numbers show

On the exposed cohort, PlaySuper tiles drew a 10–15% click-through rate on the same lobby surface where display ads managed ~1% and rewarded ads ~4%. That click-through compounded into roughly $53K in monthly brand GMV and a recurring $5,000+ monthly studio share ; a +52.5% incremental ARPDAU uplift inside the cohort, validated against the control. 

Spread across CallBreak’s full 1.5M+ DAU base, that contribution registers as the headline +5.2% ARPDAU uplift Teslatech sees on its P&L each month. Notably, the case study refuses to scale the cohort uplift linearly: full-rollout projections are deliberately conservative at ~+13% ARPDAU, ~$17K per month in studio share, and ~$180K per month in brand GMV ; which would still make it the largest single brand-funded contribution to Teslatech’s P&L. 

“What surprised us most was seeing $5,000+ a month flow back when we’d only rolled PlaySuper out to under 10% of our daily audience. PlaySuper effectively gave us a new growth budget that wasn’t on our P&L before, with significant headroom remaining as we scale exposure to the rest of our audience.”

Sujan Shakya, CEO, Teslatech

Why it worked

The case study points to six structural design choices that made the integration successful:

  • Purchase Intelligence Over Impressions: Targeting players based on real-world buying intent rather than just blasting them with eyeballs-on-screen ads.
  • 100% Native Placement: Seamlessly blending into the UI without demanding new screens or disrupting user flow.
  • Untapped Capital: Pulling directly from brand-marketing budgets rather than fighting over programmatic ad-network spend.
  • Physical-World Reward Density: Giving players high-value physical rewards that clear at far higher rates than arbitrary virtual currency.
  • Linear Scaling: Predictable economics that grow smoothly alongside player exposure.
  • The Redemption Loop: Driving higher returning-DAU and steadier session frequencies among the exposed cohort because players have a real-world reason to return

The key takeaway for casual game developers and publishers is: the 95% of players who never buy IAPs are far from a dead asset. Brand-marketing budgets can monetize your non-paying audience beautifully—without cannibalizing your existing ad setup or turning your game into an ad-filled nightmare. 

Read the full case study

The complete 12-page case study ; including the full user-flow mechanics, money-flow breakdown, SDK SLA targets, and cohort methodology; is available here: PlaySuper × Teslatech: The CallBreak Case

PlaySuper works across mobile, console, and PC titles, and against any in-game currency a studio runs. Studios can estimate the upside for their own title at www.playsuper.ai or reach the team at [email protected].