Separate workspaces
Each client has its own workspace, campaigns, audience list and leaderboard. Nothing crosses over, so a client can be handed the login without seeing anyone else.
Branded games you run for fifteen clients without fifteen logins, fifteen spreadsheets, or a single mention of us in front of any of them. Priced per client, so the markup is arithmetic.
No credit card, no sales call, no onboarding queue.
Whitelabel marketing games let an agency publish branded playable campaigns under each client's own brand, with no platform branding shown to players. On adgamify each client is a separate workspace with its own audience, leaderboard and subscription, billed from $24.99 per client per month, so the agency marks it up directly.
Client names in the example above are illustrative. Lead counts are placeholders showing the report format, not results we're claiming.
Most platforms let you change a logo. That isn't the same thing as running an agency on them. Four differences that show up in month three:
Each client has its own workspace, campaigns, audience list and leaderboard. Nothing crosses over, so a client can be handed the login without seeing anyone else.
Each client is billed as its own line at $24.99, $59.99 or $99.99 a month. You bill it through at whatever you charge. No pooled seat count to unpick at renewal.
Players see the client's colours, logo and domain. There's no “powered by” strip, no interstitial, no badge in the corner of the game.
Username, email and opt-in on every play, exported to CSV whenever you want it. Hand it over at the end of the retainer or push it into their ESP.
Pick a game, drop in the brand, publish as an embed, a hosted link or a QR code. There's no onboarding call between you and a live campaign.
Score-based loops, not one-shot spins. Across our own games Glide averages 7.4 plays per player, Snake 6.1 and Tap Rush 5.2.
Every plan includes all six games, whitelabel, lead capture, leaderboards, prize codes and CSV export. Plans differ on how many campaigns run at once, nothing else.
| Plan | Active campaigns | Per client / month | Typical fit |
|---|---|---|---|
| Starter | 1 | $24.99 | One evergreen game on a client's site |
| Growth | 3 | $59.99 | A seasonal campaign running alongside an always-on game |
| Scale | 20 | $99.99 | Multi-market or multi-brand clients, event calendars |
Per client, per month. Your cost is the number above; what you invoice the client is yours to set, and it's the reason published pricing matters more to an agency than to an in-house team.
| Custom developer build | Enterprise campaign platform | adgamify | |
|---|---|---|---|
| Time to live | 6–10 weeks | Onboarding queue, then build | About five minutes |
| Cost | $30k+ once, per game | Quote-based, annual contract | $24.99–$99.99 per client, monthly |
| Per-client separation | Whatever you build | Usually one negotiated account | Built in — workspace and billing |
| Who maintains it | You, forever | The vendor | The vendor |
The custom-build figures are the range a one-off playable build typically quotes at, which is the comparison most agencies are actually running. Enterprise pricing is quote-based, so there's no public number to put in that cell.
At $24.99 a client, the platform cost is usually the smallest line in the retainer. The real cost is the hour someone spends setting up the campaign and writing the prize logic. If you're charging under $200 a month for a client, this probably isn't worth the overhead either way.
Export the audience to CSV before you cancel. It's a one-click export, and there's no retention window that holds the list hostage. The games themselves don't come with you — they live here.
Rebuilding the creative and re-pointing the embed. That's it. What takes longer is agreeing the prize thresholds and the opt-in wording with the client's legal contact, which is the same on any platform.
Clients with no audience. A game converts traffic you already have; it doesn't create it. If a client gets a few hundred visits a month and no email list, a game will produce a handful of leads and a disappointed review meeting. Fix the traffic first.
One per client. Name it, set the brand colours, logo and domain.
Six to choose from. Match the mechanic to the audience, not to the season.
Email plus opt-in after the first play, and a prize code at a score threshold if there's a prize.
Embed, hosted link or QR code. Then point the client's email list and socials at it.
If you haven't picked a mechanic yet, the six branded mini-games covers what each one suits. If you're still comparing vendors, we put the field side by side in Playable vs Adact vs Qualifio vs Brame. And the longer write-up on the agency model is whitelabel gamification for agencies.
Players never see adgamify. The game carries the client's colours, logo and domain, with no “powered by” strip and no badge. That's the point of the product rather than an add-on tier.
Internally you'll still see our dashboard — the whitelabel applies to what players and clients see, not to your own admin.
Yes. Each client workspace carries its own subscription at $24.99, $59.99 or $99.99 a month, so it appears as its own line rather than a pooled seat count.
Most agencies bill it through inside a retainer rather than as a pass-through cost, since the setup time is the larger part of the value.
No cap on workspaces. The plan you choose applies per client, so a client running one evergreen game sits on Starter while a client with a seasonal calendar sits on Scale.
You can move a client between plans as their campaign load changes.
The client's audience belongs to the client, and you can export it to CSV at any time to hand over or push into their email platform. We don't market to it and we don't resell it.
Opt-in state is captured with each record, so the consent trail travels with the export.
Template to live is about five minutes. Getting the client to sign off on the prize and the opt-in copy is the part that takes a week, and no platform fixes that.
Budget an hour for the first one while you learn the editor, then it's minutes.
Any client without an audience to send it to. Games amplify existing traffic and lists — they don't generate them. A client with no email list and thin site traffic will get thin results.
It's also weak for a one-off week-long giveaway, where a plain entry form does the same job with less setup.
Build it, brand it, publish it. If the client says no, you've lost twenty minutes and nothing else.
No credit card. Starter is $24.99 per client, per month when you publish for a client.