# Influence Mobile

Find and keep top mobile game players

- Canonical URL: https://wefunder.com/influence.mobile
- Entity ID: wefunder:company:199309
- Last updated: 2026-06-09T18:51:42Z
- Generated at: 2026-06-09T19:26:45Z

## Quick facts
- $250M in lifetime revenue generated on $7M raised — 35x capital efficiency
- Our core audience, women 45+, is the highest-spending group in mobile gaming (per our internal data)
- Our top 5,000 players have spent $34.5M with game partners — $6,908 per person on average
- Our top player spends $9,000/month on games — and earns $2,000 back in rewards
- Scopely — a top global mobile game publisher — just launched a $1M+ campaign powered by Amplify
- Proprietary Amplify engine: 100%+ Day 1 ROAS for us, higher performance for our clients
- iOS white label app launching — first partner pipeline includes a $50M/year opportunity

## Active fundraises
- wefunder:fundraise:165697: 4(a)(6) open (USD)

## Story
$250 Million in Lifetime Revenue. $62 Million Annual Peak. A Valuation That Reflects the Dip, Not the Fix. This Is Your Window.Mobile gaming generates $98 billion in annual consumer revenue — bigger than movies, concerts, and live sports combined. Game developers spend tens of billions more trying to reach the players who actually spend money inside their games. The problem: 95% of players never spend a dollar. Every major ad platform — Meta, Google, AppLovin — is built for everyone, which means they reach almost no spenders.Influence Mobile was built to fix that. For over a decade we've done one thing: find, engage, and keep the 5% who do spend. Our platform has delivered tens of millions of game installs and generated $250 million in lifetime revenue on just $7 million raised. Because our rewards model retains spenders so well, the installs we deliver to developers convert to paying players at 35% — versus a 5% industry average — and the spenders we acquire stay engaged for years.We previously scaled to $62 million in annual revenue and $10 million in EBITDA on Android alone — before our newer performance products existed, and before we touched iOS. A coordinated fraud attack in 2024 forced a deliberate rebuild. We cut spending rather than quality, built a real-time fraud defense system, and came back with better tools than we had at our peak. Influence Mobile is approaching profitability in Q3 2026.Future projections are not guaranteed.The valuation today reflects the disruption — not the fix. You're buying into a proven platform at a recovery-stage price, with iOS launching this summer, four performance products scaling, and a global market that pours tens of billions of dollars a year into trying to do what we already know how to do.The Mobile Gaming Industry Has a Structural Problem. Ten Years Ago, We Built the Solution. Now We're Scaling It.Mobile gaming is one of the largest entertainment categories in the world. It's also one of the most inefficient advertising markets. The platforms that dominate user acquisition were built to reach broad audiences — not to identify the 5% of players who generate nearly all in-app purchase revenue.Influence Mobile wasn't built to be a better version of Meta or AppLovin. We're not a better finder of spenders — we're a better keeper of them. We solve a problem those platforms structurally cannot: recruiting and retaining proven spenders, so game developers don't have to hope the right players show up after install.The result is a concentrated audience of verified in-app purchasers that no competitor can build overnight, buy, or replicate. It was assembled over years through real rewards delivered to real players — generating real behavioral signals, real engagement, and real spend history. Our data and our spender audience are, together, the single most defensible asset in mobile game user acquisition.Top 5 globally — alongside Google, Meta, AppLovin, and Unity. AppsFlyer, Adjust, and Singular — the three measurement standards mobile gaming runs on — independently rank Influence Mobile among the top performance partners in the world. We're the only private company on those lists at our scale.Built from Unfinished BusinessDaniel Todd co-founded his first company in 1999. When that chapter closed in 2007, he carried an idea with him: a platform built around trust, genuine human engagement, and the way people naturally relate to the experiences they love. Nobody had built it yet. He spent years watching the mobile revolution unfold from the CEO seat at another startup, watching the same broken playbook repeat itself.“I had unfinished business. There was a vision I'd been carrying that I never got to build. Starting Influence Mobile was my chance to finally pursue it.” — Daniel Todd, Founder &amp; CEODaniel founded Influence Mobile in 2012 and has led the company through every chapter since — including the Inc. 5000 ranking four consecutive years (2021–2024) and the 2024 rebuild. He is joined by Bill Dias (CTO, building the tech stack since 2015), Megan Brockavich (COO, rose from copywriter over thirteen years), and Randy Waxman (President, seventeen-year CEO and co-founder of Blind Ferret).95 Cents of Every Ad Dollar Reaches Players Who Will Never Spend. Influence Mobile Was Built for the Other 5 Cents.The ProblemMobile gaming advertising spend reached tens of billions of dollars in 2024, and the overwhelming majority of it is wasted. Every major platform — Meta, Google, AppLovin — is engineered to reach everyone, because reaching everyone is how they maximize their inventory revenue. The fact that only 5% of mobile players ever make an in-app purchase isn't their problem. It's the game developer's problem.As more ad networks compete for the same shrinking pool of proven buyers, cost-per-install rises and return on ad spend compresses. Developers are running faster on the same treadmill, spending more to get the same mediocre results. Global mobile game downloads declined in 2024 while ad spend continued to climb, compressing margins across the industry.The SolutionInfluence Mobile acquires players through the same channels as everyone else — but we keep them differently. By rewarding spenders generously, we retain them for years, compounding our audience into a concentrated base of highly engaged, high-value gamers. That's why developers who acquire installs through Influence Mobile see spender rates 700% higher than traditional media on average.The concentration is real and observable: the top 7% of our players drive 75% of all platform spend. Their average activity with us is 3.5 years and still growing — because the cohort hasn't churned. Within that group, our top 5,000 Elite Reward Members have spent $34.5M with our game partners over five years, earning roughly 20% of that back in real-world rewards. They stay loyal because we pay them, in real money, for something they were going to do anyway.Players get rewards they love. Developers get the players they actually want.Proof in the field: Scopely.Scopely — the studio behind Monopoly GO!, one of the top grossing mobile game in the US — runs through Influence Mobile. When Scopely acquired a majority interest in Loom Games in 2026, they brought Pixel Flow's user acquisition to us first.Five Products, Four Launches, One Engine.The next climb starts with a performance engine that didn't exist when Influence Mobile first reached $62 million in revenue:Amplify — Real-time pricing intelligence. Sets the price we charge each developer per install based on that specific player's predicted long-term value, using a 12-month rolling signal across all UA sources. Live now.AInstein — AI personalization built on the deepest live first-party engagement data in the private market. Tiers players Standard / Premium / VIP at install and tunes the experience accordingly. Launching summer 2026.Boost — A 7-day structured offer that lifts client Day-7 ROAS by 50–500% on activated cohorts.Big Time Bonus — Our highest-leverage rewards mechanism. Returns roughly $5 of developer in-app purchases for every $1 we pay out in player rewards.Player Health Score — Real-time fraud and quality scoring built directly out of the 2024 attack. What hit us, we now own.Together, these five products turn our spender audience into a performance engine no competitor can replicate.A Proven Platform at a Recovery Valuation. Four Growth Catalysts. One Untouched Market.The Unit EconomicsOn Android alone, every $1 of media spend returns approximately $1.15 by Day 7 and $1.50 by Day 180. iOS spenders spend three to four times as much as their Android counterparts. 62% of high-spend US mobile gaming is on iOS. As Rewarded Play launches on iOS this summer, those return multiples are expected to improve meaningfully across the platform's full player base.The Entry PointInfluence Mobile previously scaled to $62 million in annual revenue and $10 million in EBITDA — on Android alone, with none of the current performance products in market. The 2024 fraud disruption reset revenue and forced a rebuild. The valuation today reflects the dip — not the fix. Four growth catalysts are launching in the next nine months: iOS launch (summer 2026), Amplify scaling, AInstein deployment, and white-label partnerships with major media companies. Investors today are getting in at the beginning of the second arc, not the end of the first.The White-Label LayerEvery audience-owning brand in America has a rewards app or wants one. Building the engine underneath is what's hard — and we have it. We are now in active conversations with several of the largest media and consumer brands in the country to deploy this same engine under their brand, with our top-five-ranked spender-finding capability on the back end. These partnerships go live as iOS comes online.Why Influence Mobile. Why WeFunder. Why Now.We're raising $5,000,000 via Regulation CF. Every dollar has a specific job.Use of Funds35% Partnership Infrastructure — white-label deployment, partner onboarding, partner success. 25% Player Acquisition — Amplify scaling on Rewarded Play, iOS launch UA.20% iOS &amp; AInstein — iOS engineering completion, AInstein launch, supporting infrastructure.20% Working Capital — operational runway across the full deployment.The revenue trajectory graph covers the following years: 2018 ($3M), 2019 ($7M), 2020 ($21M), 2021 ($42M), 2022 ($53M), and 2023 ($62M). 2024 revenue was $42M and 2025 revenue was $28M.Future projections are not guaranteed.What Makes This Structurally AttractiveProven model: $62M revenue and $10M EBITDA previously achieved on Android alone — the platform's commercial viability isn't hypothetical.Recovery valuation: the current entry price reflects the 2024 disruption, not the rebuilt platform's trajectory.iOS is untouched: 62% of high-spend US mobile gaming is on iOS. Rewarded Play hasn't launched there yet. The revenue expansion from iOS is structural, not speculative.Proprietary spender concentration: the top 7% of our players drive 75% of all platform spend, with average activity of 3.5 years and still growing. That kind of concentrated, sticky, high-value spender base cannot be bought, built in a week, or replicated. It's a decade-built competitive moat.Inc. 5000 four years running (2021–2024): ranked among America's fastest-growing private companies four years in a row — including through the 2024 disruption.90% client retention through adversity: the top-30 client base held through the worst year the platform has had. That's what real business relationships look like.Five performance products in market or at launch: Amplify, AInstein, Boost, Big Time Bonus, and Player Health Score — none of which existed at peak revenue. The next $62M starts with a better toolset than the first one.Wefunder investors are getting in at Phase 1 of a three-phase capital strategy: Reg CF now, Reg A next, strategic exit or IPO at the horizon. The team has already navigated the hard part. We know what the top of this mountain looks like. We're going back up with better equipment.Future projections are not guaranteed.The Rebuild Is Done. The Products Are Launching. iOS Is Next. Influence Mobile has already done what most startups spend their entire existence trying to prove. We reached $62 million in annual revenue, made the Inc. 5000 four years running, built a platform that converts installs to paying players at 35% in a market where 5% is the norm, and maintained 90% client retention through our hardest year. The 2024 fraud attack isn't the story. The rebuild is.You're not being asked to believe in an idea. You're being invited into a company with a quarter-billion dollars in lifetime revenue, an active spender base no competitor can replicate, and four growth catalysts launching inside the next nine months — one of which opens an entire platform we've never touched.The best investment windows in technology are defined by a precise moment: a proven business at a reset price, with a catalyst on the horizon. That's exactly where Influence Mobile sits today.

## FAQ
1. **If the goal is not reached, do "investors" retain their funds?**
   - Hi Margaret, The minimum investment goal is $50,000. If that is not reached investors get 100% of their money back. Separately, federal law gives any investor a 48-hour cancellation window before the campaign closes, regardless of whether we hit the goal — so they can always pull out their commitment up until that point.
2. **What do I use the "bonus points" for as an investor perk?**
   - Hi Justin, You install Rewarded Play (currently available on Android) or coming in July on iOS. Once the campaign funds the timer will start on the time window for the bonus rewards. If you have more questions please let me know.

## Team
- Daniel Todd (CEO)
- Megan Brockavich (COO)
- Randy Waxman (President)
- Bill Dias (CTO)

## Recent posts
- What comes next (2026-06-01T19:43:58Z)
- White Label Partnerships: Expanding the Rewards Engine (2026-05-13T14:00:00Z)
- Continued Growth and Success with Amplify and PixelFlow (2026-04-28T20:40:12Z)
- Pixel Flow Off to a Rocket 🚀 Start (2026-04-23T01:30:04Z)
- WeFunder Update — April 20th 2026 (2026-04-20T22:02:00Z)
- April 2026 Update: We Found the Unlock. Now We're Building It. (2026-04-11T00:14:02Z)

## Q&A
- Q: What do I use the "bonus points" for as an investor perk?
  - A: Hi Justin, You install Rewarded Play (currently available on Android) or coming in July on iOS. Once the campaign funds the timer will start on the time window for the bonus rewards. If you have more questions please let me know.
- Q: If the goal is not reached, do "investors" retain their funds?
  - A: Hi Margaret, The minimum investment goal is $50,000. If that is not reached investors get 100% of their money back. Separately, federal law gives any investor a 48-hour cancellation window before the campaign closes, regardless of whether we hit the goal — so they can always pull out their commitment up until that point.