Attribution is a commodity now. What you do with the data isn’t. Here’s how to pick a mobile measurement partner that actually fits how games make money.

If you run user acquisition at a gaming studio, you already know the frustrating part of choosing a mobile measurement partner: every MMP claims to do the same things. Attribution across every network, fraud protection, an SDK, a dashboard, and lately, an “AI agent” bolted somewhere near the top of the homepage. On a feature checklist they blur together.

The differences that matter aren’t on the checklist. They’re in who owns the company, whether the tool understands how a game actually monetises, and what happens after you sign. This guide walks through how to evaluate an MMP as a gaming studio in 2026, why the market shifted in the last two years, and where the main options, Adjust, Tenjin, AppsFlyer, and justtrack, genuinely differ.

justtrack is one of the tools compared here. We’ve tried to keep the comparison honest, including where competitors are stronger. If a section reads like a sales pitch, treat it with suspicion, and check it yourself.

What a mobile measurement partner actually does

A mobile measurement partner (MMP) is an independent platform that attributes app installs and in-app events to the marketing campaigns that drove them, across every ad network, so you can measure real return on ad spend without trusting each network’s self-reported numbers.

That neutral-referee role is the whole point. Ad networks are incentivised to claim credit for installs they didn’t drive. An MMP sits in the middle, ingests the click and install data, applies attribution logic, and gives you one version of the truth. For a gaming studio spending across Meta, Google, Unity, ironSource, AppLovin, and a handful of others, that single view is the difference between scaling a profitable channel and pouring budget into a mirage.

The catch, and the reason 2026 looks different from 2021: the neutral referee only works if it’s actually neutral.

Why the MMP market changed in 2026

The two biggest MMPs are compromised at the same time, for the first time. That’s the short version. It’s why studios that hadn’t thought about their attribution setup in years are suddenly re-evaluating.

Adjust is now an AppLovin company

AppLovin, one of the largest mobile ad networks in gaming, owns Adjust. That’s a structural conflict of interest, not a perception problem: your measurement partner is owned by a company that competes with you on the buy side and profits from ad spend it also measures. Adjust has been repositioning as a broad “Marketing Cloud” and drifting away from its gaming roots, which tells you where its attention is going.

Being honest about the other side: AppLovin’s inventory access and pricing leverage make Adjust genuinely hard to leave. If a big share of your spend runs through AppLovin’s network, switching feels costly, and that friction is real. The conflict-of-interest argument is true, but it’s not a magic wand.

AppsFlyer is broad, not gaming-first

AppsFlyer is the largest and most established MMP, and it has kept moving, with a “Modern Marketing Cloud” built around AI and incrementality. Its strength is breadth: the widest integration catalogue, across many industries. The trade-off is focus. Measuring everything for everyone means its depth in gaming-specific economics, hybrid IAA and IAP LTV as one number, soft-launch cohort logic, isn’t where a horizontal platform concentrates. For a studio, breadth across industries matters less than depth in how games monetise.

Tenjin is gaming-native, with room to grow into

Tenjin is the indie- and gaming-friendly option: transparent pricing from around $200/month, more than 30,000 apps, a broad integration catalogue, and DataVault included. It has also moved forward on AI, including MCP support. Where studios outgrow it is depth. As a studio scales, it wants richer in-app analytics, ad LTV and IAP LTV in a single view, and a partner who works its game with it rather than a self-serve dashboard. Studios leave Tenjin not because it’s bad, but because they need more than it was built to give.

How to choose an MMP as a gaming studio

Skip the generic feature grid. These are the questions that actually separate the options for a studio.

1. Is it independent?

Ask who owns the company and whether they also sell ad inventory. If your MMP profits from the channels it measures, you can’t fully trust the numbers on the channels that matter most. Independence isn’t a nice-to-have; it’s the founding premise of the category.

2. Does it understand ad revenue, not just purchases?

Most gaming studios today are hybrid: revenue comes from in-app purchases (IAP) and in-app advertising (IAA). If your MMP measures IAP LTV cleanly but treats ad revenue as an afterthought, your LTV picture is wrong, and you’ll under-invest in cohorts that monetise through ads. The right tool attributes IAA revenue and IAP revenue as a single LTV view per cohort.

3. Does it price the way your game monetises?

A hyper-casual game with millions of low-ARPU users and a mid-core RPG with high-value spenders shouldn’t be charged on the same curve. Flat per-event pricing punishes scale; opaque enterprise contracts punish everyone. Look for pricing that scales with monthly active users and adjusts for how much revenue those users actually generate.

4. What happens after you sign?

Attribution is table stakes. The value is in what you do with the data, and whether anyone helps you do it. A studio that gets a login and a docs page is on its own. A studio that gets a partner who knows its game, its monetisation mix, and its last soft launch makes better decisions faster. Ask what onboarding and ongoing support actually look like for a studio your size.

Adjust vs Tenjin vs AppsFlyer vs justtrack, at a glance

A directional comparison for a gaming studio in the $50K–$1M/month UA range. Verify current specifics with each vendor before deciding.

Independent?Gaming depthIAA + IAP LTVWeb to AppPricingBest for
AdjustNo (AppLovin)Was strong, driftingYesYesCustom, opaqueEnterprise on AppLovin inventory
AppsFlyerYesBroad, not gaming-firstYesIn betaCustom, add-onsLarge cross-industry advertisers
TenjinYesNative, but thinBasicNoTransparent, from ~$200/moIndie & early-stage studios
justtrackYesBuilt for gamingYes, one viewYesMAU-based, publicIndependent studios scaling UA

Where justtrack fits (and where it doesn’t)

justtrack is an independent MMP built specifically for gaming studios: attribution, in-app analytics, and IAA revenue measurement in one SDK and one data layer. It’s the right choice for an independent studio spending $50K–$1M a month that wants gaming-native depth without an enterprise contract, and that cares about measuring on true LTV rather than installs.

Three things it does that a horizontal tool struggles to match. It reasons in gaming unit economics, ad LTV and IAP LTV as one picture, CPA by genre, soft-launch cohort logic, so the data speaks the language your UA team already thinks in. It’s small enough to treat each studio as people who know your game rather than a ticket number. And its pricing is public and based on how you actually monetise, not a number you have to book a call to hear.

The pricing, in the open

MAU-based, every feature included at every tier, no feature gating. A free tier up to 10,000 MAU, then Starter from €800/month, Growth from €2,500, Scale from €8,000, and up. A Monetisation Adjustment Factor discounts lower-ARPU games (roughly 35% off for hybrid/casual, 60% off for hyper-casual/IAA-heavy) so your effective cost stays around 0.5–1.5% of revenue whether you’re mid-core or hyper-casual.

Where it isn’t the answer yet

If you need proven, out-of-the-box media mix modeling or incrementality as a shipped capability today, that’s still being validated, not a finished product, and you should say so on a call rather than take it on faith. If you’re a large studio group locked into a multi-year enterprise contract, this isn’t a same-week switch. And if all you want is a cheap dashboard with no interest in acting on the data, a lighter tool will serve you fine.

One data point worth sharing: at least one studio (Sunday.gg) has replaced both its MMP and its game analytics platform with justtrack, running its entire data science function on justtrack data. That’s the direction, an operating layer for gaming growth, not just a measurement tool.

Thinking about switching? Start with a Growth Audit

Changing MMPs feels risky because the switching cost is real: SDK work, historical data, retraining the team. The way to de-risk it is to look before you leap. Before any contract, a Growth Audit reviews your current UA setup, channel mix, attribution config, and data quality, and gives you a straight read on what actually changes if you switch. No obligation, and useful even if you decide to stay put.

The SDK itself is lightweight; most studios are instrumented in about a week, and a trial on a single game removes the risk of a blind commitment. If you’re leaving Tenjin for more depth, or leaving Adjust over the AppLovin conflict, the honest first step is the same: audit, trial one game, then decide on evidence.

The takeaway

The MMP you pick in 2026 comes down to three questions the feature grid won’t answer: is it independent, does it understand how your game makes money, and will anyone help you act on the data. Answer those honestly and the shortlist gets short fast.

If you want a straight read on your current setup, Book a 15-minute call. We’ll tell you what justtrack changes for a studio at your scale, and where it doesn’t, before you commit to anything.


Frequently asked questions

What is the best MMP for a mobile gaming studio in 2026?

There’s no single answer, it depends on your scale and monetisation. For independent studios spending $50K–$1M/month that want gaming-native depth and independence, justtrack is a strong fit. Early-stage indies on tight budgets often start with Tenjin. Large cross-industry advertisers lean toward AppsFlyer. Studios already deep in AppLovin’s inventory sometimes stay on Adjust despite the conflict of interest.

Is justtrack a good alternative to Adjust?

Yes, especially for gaming studios uncomfortable with Adjust being owned by AppLovin, an ad network. justtrack is independent, owns no ad inventory, and adds a gaming-specific intelligence layer on top of attribution. The main friction in leaving Adjust is usually AppLovin inventory dependence, not the product switch itself.

How is justtrack different from Tenjin?

Both are built for gaming, but justtrack adds deeper in-app analytics, IAA and IAP LTV in a single view, a full Reporting API and Data Vault, and MAU-based pricing that scales with how your games monetise. Studios typically move from Tenjin to justtrack when they outgrow Tenjin’s feature set.

Why does MMP independence matter?

If your measurement partner is owned by an ad network, it profits from the same channels it’s measuring, which is a structural conflict of interest. An independent MMP owns no ad inventory, so its only incentive is measuring your spend accurately.

Can an MMP measure ad revenue (IAA) and in-app purchases together?

Yes, and for hybrid-monetised games it’s essential. justtrack attributes in-app ad revenue and in-app purchase revenue as one LTV picture per cohort, so you can judge campaigns on true player value rather than installs or IAP alone.

How much does justtrack cost?

Pricing is based on monthly active users with every feature included at every tier. There’s a free tier up to 10K MAU, Starter from €800/month, and higher tiers from there, with a Monetisation Adjustment Factor that discounts lower-revenue-per-user games so effective cost stays around 0.5–1.5% of revenue.

Built for studios that want to win. Not just measure.

Start your free trial today, or talk to us first. Either way, we’ll give you a straight answer about what justtrack looks like for a studio at your scale.

No credit card required