Gossip Harbor Ads: Four Years In, Still Shipping New Ads

Gossip Harbor turned four without slowing: 2,895 new creatives in 30 days, an AdMob and AppLovin split, and 502 Japan-exclusive ad plans in September.

Maya Chen

Content Editor, Mobile Game UA

Published

Updated


Creative Breakdown

Gossip Harbor Ads: Four Years In, Still Shipping New Ads

Gossip Harbor turned four in September 2026 and spent the whole month feeding its ad engine. Across 30 days the account put 6,542 creatives and 7,860 ad plans into delivery, added new material on all 30 of them, and skewed its buying almost entirely toward AdMob and AppLovin while the Meta family handled a small, oddly specific job.

6,542creatives in delivery, Sep 1 - 30, 2026 (CreativeScope, main store record)
7,860ad plans in the same window; one plan is one channel-market-language configuration
4.84Bestimated lifecycle exposures attached to the window's creatives
30 / 30days in the month with new material; 2,895 new creatives, daily average 96
502Japan-exclusive plans, the largest single-market block in the window

Key takeaways

  • Scale like this is a production line, not a campaign. 2,895 new creatives arrived in 30 days, an average of 96 per day, and no day in the month had zero new supply. The oldest creative in the window's top exposure ranking was first seen in July 2024 and was still running during the window.
  • Two networks, one account. AdMob covers 3,487 plans (44.36%) and AppLovin 3,008 (38.27%). Between them they take 82.6% of the month's plans; the four Meta surfaces each cover the same 466 plans (5.93%).
  • Exclusivity is concentrated in Japan and Australia. Japan holds 502 exclusive plans out of 2,393 covering it (21.0%), Australia 263 of 2,189 (12.0%). France leads raw coverage at 2,926 plans but keeps 152 exclusives (5.2%).
  • The Meta surfaces carry the narrative formats. The two localized long-form videos in the spotlight set, one Korean and one English, both run on the Meta family. Programmatic inventory gets the short merge loops.
  • One recurring promise travels across languages. Localized copy repeats a "no timer, no pressure, no ads" line in Korean and English, and the September numbers let you see which surfaces that promise is being bought on.

Data scope

Gossip Harbor: Merge & Story is a merge-and-story title from Microfun Limited with a release date of September 9, 2022, so it turned four during the window this piece covers. Creative, ad plan, market and exposure figures come from CreativeScope and cover September 1 to 30, 2026 unless stated otherwise. They describe two store records: the main record used throughout, and a secondary record reported separately in the notes and never added to the first.

An ad plan is one buying configuration: a channel, a set of target markets and a language. It is a delivery structure, not a money figure, and none of the counts below measures what the campaign bought or what came back. The practice these numbers describe is user acquisition, often shortened to UA by practitioners, meaning the paid install-driving side of growing a mobile game.

A month that never had a zero day

The defining fact of the window is the consistency of supply. Over 30 days the account added 2,895 new creatives and 3,321 new ad plans, and new material appeared on every single day of the month. The daily average is about 96 new creatives; the quietest day, September 2, still added 41. Peaks cluster in two bands: September 23 with 190 new creatives and 209 new plans, September 24 with 171 and 184, and, earlier in the month, September 7 with 163 and 165 and September 4 with 147 and 180.

That steady flow is visible in the active base. Daily active ad plans stay inside a narrow band all month, between 4,299 on September 8 and 4,574 on September 24, a spread of about 6%. Four-year-old titles usually show this shape for a reason: the creative pipeline is a content calendar, and the story episodes that ship every week need matching ad supply. Reinvestment is part of the same machine, with 525 creatives returning to delivery after a pause during the month.

Thirty days, no gaps: the plan base never leaves the 4,300-4,600 band
Active ad plans per day, September 1 - 30, 2026 (CreativeScope daily snapshot)
4,2004,3004,4004,5004,6004,700Sep 1Sep 5Sep 10Sep 15Sep 20Sep 25Sep 304,6084,2994,5654,5744,412
active ad plans that day
New supply arrives on all 30 days (2,895 new creatives, daily average 96), which keeps the active base stable. The highest days are September 23-24 at 4,565-4,574 plans; the month's low, September 8 at 4,299, still sits within 6% of the peak. The axis starts at 4,200 so the daily band stays readable.
Check the supply rhythm yourself. CreativeScope returns new-creative and new-plan counts by day, so a zero-day audit like this one takes a query. Try the MCP server

Two engines: AdMob and AppLovin

The channel structure is unusually lopsided for a title this size. AdMob covers 3,487 plans (44.36%) and AppLovin 3,008 (38.27%), so two networks account for 82.6% of the month's buying. Unity Ads adds 401 plans (5.10%), Vungle 344 (4.38%) and YouTube 145 (1.84%).

The Meta family sits far below its usual share for a casual title: Facebook, Instagram, Audience Network and Threads each cover the same 466 plans (5.93%), with Messenger at 360 (4.58%). Read together with the creative formats below, that small Meta footprint looks like a deliberate assignment rather than neglect. The short merge loops run where inventory is cheap and automated; the longer localized story videos, the ones that carry character drama and promise copy, run on the Meta surfaces where a viewer will sit through a minute of narrative.

Two engines carry the account: AdMob and AppLovin
Ad plans per network, September 1 - 30, 2026 (CreativeScope, overlapping coverage)
09501,9002,8503,800AdMob3,487AppLovin3,008Facebook466Instagram466Audience Network466Threads466Unity Ads401Messenger360Vungle344YouTube145
ad plans covering the network
AdMob covers 3,487 plans (44.36%) and AppLovin 3,008 (38.27%); together 82.6% of the account's 7,860 plans. The four Meta surfaces each cover the same 466 plans (5.93%). Overlapping coverage, so shares do not sum to 100%.
Pull the channel split for any title. CreativeScope returns per-network plan coverage with the same overlapping-coverage logic shown here. Open CreativeScope

Markets: shared coverage with two exclusive blades

Coverage is broad and mostly shared. France leads with 2,926 plans (37.23%), then Switzerland 2,899 (36.88%), Singapore 2,763 (35.15%), Canada 2,399 (30.52%), Japan 2,393 (30.45%), Germany 2,284 (29.06%), Spain 2,269 (28.87%), Australia 2,189 (27.85%), the United States 1,827 (23.24%) and Thailand 1,809 (23.02%). Most of those are multi-market plans reused across groups of countries.

Where the account pays for separation, it does so in two places. Japan keeps 502 exclusive plans of the 2,393 covering it, the largest single-market block in the window by a wide margin, and Australia holds 263 of 2,189. Every other market in the top ten keeps an exclusive layer under 7% of its own coverage: Spain 31 of 2,269, the United States 72 of 1,827, Thailand 42 of 1,809. Two exclusive blades inside an otherwise shared structure is a clear pattern, and the two markets holding them are also the ones with localized long-form video in the spotlight set below.

Ten widest markets: shared coverage everywhere, exclusive blades in Japan and Australia
Ad plans targeting each market (teal) with exclusive one-market plans (orange), September 1 - 30, 2026
07751,5502,3253,100France3,078Switzerland3,018Singapore2,863Canada2,523Japan2,895Germany2,368Spain2,300Australia2,452United States1,899Thailand1,851
exclusive to one marketall plans covering the market
Japan holds the largest exclusive block, 502 plans (21.0% of its coverage), with Australia second at 263 (12.0%). France leads raw coverage at 2,926 but keeps 152 exclusives (5.2%).

Four creatives: loops, stories and one promise

The four spotlight creatives below are drawn from the window's top files by estimated exposure, chosen so that no two share a storyboard. Platform, dates and estimated exposure are CreativeScope metadata; the scene descriptions are observations of the downloaded files themselves. Two of the four are six-second merge loops, and two are long localized narrative videos.

The six-second merge loop. AdMob and YouTube, first seen July 24, 2025 and still active on October 26, 2026; estimated lifecycle exposure 49,376,894, the largest single file in the window; a 6-second vertical cut. Hook (0:00-0:02): the board opens mid-loop, a restaurant scene above a grid of food and drink items. Body (0:02-0:04): a hand drags two matching items together and the merge resolves, coins and a hiss effect following the touch. End sequence (0:04-0:06): the Gossip Harbor end card with a Play Now button. Takeaway: one file, two years of runtime, and no framing beyond the mechanic itself. This is the durable asset class of a merge account.
The Korean fail-and-fix story. Facebook, Instagram, Audience Network, Messenger and Threads, delivered September 23 to October 20; estimated lifecycle exposure 11,659,684; a 53-second vertical file. Hook (0:00-0:20): a vlog-style intro card, then a cartoon host in bed delivering a self-deprecating monologue about being stuck, with red text overlays spelling out the failures. Body (0:20-0:45): the scene moves to a snowy street in the game's 3D toon style, a mother and child in need, and the copy line that anchors the whole spot, roughly "no timer, no time pressure, no annoying ads." End sequence (0:45-0:53): a finger taps to repair a sofa, a fireplace comes back to life, and the narrator invites the viewer to download and settle in. Takeaway: the Korean cut sells escape from a bad situation and leads with the no-ads promise; the mechanic appears only as the payoff.
The countdown cut. AdMob and YouTube, delivered August 13 to October 23; estimated lifecycle exposure 14,542,642; a 6-second vertical file carrying the Japanese store title. Hook (0:00-0:02): a countdown timer reads 00:06 over the merge board, framing the next six seconds as a challenge. Body (0:02-0:04): the chain completes under the ticking timer and coins and gems burst across the board. End sequence (0:04-0:06): the localized end card with store badges and Play Now. Takeaway: the same loop as the first spotlight, wrapped in a time-pressure frame, for a market where the account also holds its largest exclusive block.
The anniversary promise letter. Facebook, Instagram, Audience Network, Messenger and Threads, delivered September 3 to October 29; estimated lifecycle exposure 7,433,888; a 58-second vertical file. Hook (0:00-0:20): text cards in place of footage, an anniversary message thanking players and making three promises, that the game stays completely free, that it has no ads, and that development continues. Body (0:20-0:45): the footage takes over with 3D toon scenes of a mother and daughter, then a worried character beside a cold radiator. End sequence (0:45-0:58): the room is restored and glowing, with a starter gift offer and a play call to action. Takeaway: an ad that sells the absence of advertising, running on paid social, which is the tension worth watching in this account.

What four years of buying can and cannot tell you

The reading in one sentence: this account has industrialised creative supply and split the work by network, with AdMob and AppLovin carrying the merge loops at scale and a small Meta footprint reserved for localized narrative formats that make a promise about the experience. For a UA team, the transferable move is to check whether your own channel split matches your format split, because here they line up almost exactly.

Alternative explanations deserve their own paragraph. The two-network concentration may reflect how the account's mediation and buying are set up rather than a considered preference, and nothing here shows whether the Meta surfaces were tested more heavily at another time. The Japan and Australia exclusive blocks may reflect store-account structure, local publishing arrangements or language needs rather than a deliberate market bet.

The boundaries hold regardless. An exclusive plan shows targeting intent, never results; a market appearing in a target list does not imply a dedicated budget; estimated exposure is not a platform-measured impression count; and nothing in plan counts, market coverage or exposure estimates supports conclusions about cost per install, return on ad investment, or how any of these creatives actually performed.

Window. All creative, ad plan, market and exposure counts come from CreativeScope and cover September 1 to 30, 2026, for the main Gossip Harbor store record. Window counts are observations of that period, except exposure figures, which are cumulative per creative since each creative's first-seen date.

Two store records. A secondary record under the same title has a different release date (July 7, 2022) and much smaller activity, 784 creatives and 1,020 plans in the same month. Its figures are reported separately and are never added to the main record's numbers anywhere in this article.

Multi-attribution. One ad plan targeting several networks or markets counts once under each, so coverage shares do not sum to 100%. An exclusive plan lists one market only; coverage of a market means that market appears in the plan's target list.

Exposure and outcomes. Exposure figures are CreativeScope's estimated signals, not platform-reported impressions. The article contains no budget, cost, conversion or outcome data.

Media and cover. Creative descriptions come from the advertiser's own files. The cover image is cropped from one of the advertiser's own advertising creatives; it carries the game logo only, with no download prompt or call-to-action overlay.

Frequently asked

What counts as an ad plan in this article?
One buying configuration: a channel, a set of target markets and a language. In September 2026, the main Gossip Harbor record ran 7,860 of them. Plans measure delivery structure, not money.
Does 6,542 creatives in a month mean a huge budget?
The data cannot say. Creative and plan counts describe activity, and nothing in them translates into budgets, cost per install or revenue. High supply volume is compatible with both large and small budgets.
Why is the Meta share so low for a casual game?
That is what the tracked plans show: each Meta surface covers 466 of 7,860 plans (5.93%), while AdMob covers 44.36% and AppLovin 38.27%. The account's localized long-form videos do run on Meta, which suggests the surfaces are assigned to a specific format rather than dropped.
What does an exclusive plan actually prove?
Targeting intent. A Japan-exclusive plan lists Japan only, so the account paid for market separation there; it says nothing about how those plans performed.
Why report two store records separately?
Because they are separate advertiser records with different release dates and different scale. Adding them would inflate every number in the article, so the secondary record appears once, in these notes, and is excluded from all counts.
Where does the data come from?
From CreativeScope, covering September 1 to 30, 2026, for Gossip Harbor: Merge & Story. Scene descriptions come from the advertiser's own creative files, and no external numbers are mixed with CreativeScope figures.
Explore CreativeScope MCPPull daily supply, channel coverage and exclusive-market blocks for any long-running title, and see whether your own channel split matches the formats you actually ship.

Written by Maya Chen for CreativeScope. Creative descriptions come from the advertiser's own video creatives. Creative and ad plan counts are delivery-activity measures, not budgets or performance, and this article makes no claims about conversion, retention or commercial outcome. Cover image cropped from advertiser material. All trademarks belong to their owners.

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Maya Chen

Content Editor, Mobile Game UA

Maya edits CreativeScope blog content on mobile game advertising, creative testing, and campaign analysis. Her work focuses on turning campaign data into clear takeaways for UA teams and creative strategists.