Merge Puzzle Ads: A Category Leaning on One Title
Merge vs match-3 ad records, Sep 12 to Oct 11: Gossip Harbor buys at giant scale while the category stays small. Plans, format mix and creative patterns.
Emma Lee
Editorial Research Contributor
Published
Updated
One merge title now buys like a match-3 giant. Gossip Harbor runs 7,658 ad plans and carries more estimated lifetime exposure than Royal Match - and in the same 30 days, the four other merge titles we tracked run between 763 and 5,067 plans each. Before treating merge as the genre that comes next, it is worth asking how much of the category's buying actually sits in a single store listing.
Merge does not buy like match-3 yet. What it does instead is narrower and more interesting: one title - Gossip Harbor - has reached the match-3 giants on creative volume and tracked exposure, while the rest of the merge category stays small. The category's growth story is carried by a very short list of products, and the ad formats behind it lean harder on playables and static images than match-3 does. For UA teams, the merge opportunity is not "enter the category." It is "reach Gossip Harbor's scale of creative output, or find the gaps the big two have not filled."
What we found
- The category's buying sits in one title. Gossip Harbor's 7,658 ad plans and 3.68B estimated exposure put it level with Royal Match and ahead of Gardenscapes. The next-largest merge title runs two-thirds of that, the smallest less than a tenth.
- Category-wide, match-3 still outspends merge roughly two to one on plans. 34,700 plans across Royal Match, Candy Crush Saga and Gardenscapes versus 16,317 across the five merge titles we tracked.
- Reinvestment rates do not split by category. They range from 2.2% (Royal Match) to 21.1% (Travel Town) with both categories at both extremes - the pattern is a product decision, not a genre trait.
- Merge leans harder on cheap formats. Video carries 65.4% of merge-group plans versus 77.3% for the match-3 group; the gap is filled by image ads and a playable share worth 12.0% of plans.
- The creative playbooks are converging on four patterns: CG disaster-to-renovation stories, one English body text reused under localized headlines, milestone-and-gift-pack promise ads, and short coin-settle demos.
In plain terms. A creative is the video, image or playable ad itself. An ad plan is one delivery setup for that creative - a network, a market and a language. One creative can sit behind many plans.
Data scope. CreativeScope tracked ad records, September 12 to October 11, 2026, all platforms, global. Merge group: Gossip Harbor: Merge & Story (Microfun Limited), Tasty Travels: Merge Game (Century Games PTE. LTD.), Seaside Escape: Merge & Story (Microfun Limited), Merge Mansion: Puzzles & Story (Metacore Games Oy), Travel Town - Merge Adventure (Magmatic Games LTD). Match-3 group: Royal Match (Dream Games, Ltd.), Candy Crush Saga (King), Gardenscapes (Playrix). One creative = one game-material record counted once; one ad plan = one game-plan record counted once. Exposure figures are global lifetime estimates of impressions served for creatives active in the window - a rough delivery-volume indicator, not period increments, country exposure or view counts. Where a format split appears, a creative with both a video and an image variant is counted in each format, so format totals can exceed the deduplicated creative total.
Not covered. Spend, CPI, ROAS, conversion and causality fall outside what tracked records support. Plan counts are not budget. Marketplace revenue and download figures quoted as background come from a 2025 casual-games market report (in-app-purchase basis only); they are external estimates, not CreativeScope counts, and the two are never mixed.
The shape of the category
Pull up the ad records for any week of casual puzzle and merge titles are hard to miss. What is easier to miss is how unevenly they arrive. In the 30 days to October 11, 2026, the biggest merge title we tracked ran 7,658 ad plans and the smallest ran 763 - a tenfold spread inside one mechanic. Across the same dates, the three match-3 leaders sit in a band between roughly 8,400 and 13,300 plans - about 1.6x between the top and bottom of the group.
That difference in shape is what this piece is about. Rather than score one genre against the other, we ran both groups through the same window and the same counting rules - five merge titles, three match-3 titles, September 12 to October 11, 2026 - and asked four narrower questions: how much buying each title runs, how concentrated the merge group is, which formats carry the plans, and how much of each library is still carried by new plans rather than old ones.
The revenue context explains why the comparison is worth making. A 2025 casual-games market report estimated puzzle in-app revenue above $8 billion for the year - the only major casual subgenre still growing - with match-3 itself just under $5 billion and roughly flat. The same report put merge-2 revenue at roughly a third of match-3's by 2025, up from under a tenth two years earlier. Revenue growth is why merge gets attention; ad records are where that attention can be checked against actual buying.
What comes back is a category whose leading title already operates at giant scale, with everything behind it still small - and a format mix that does not look much like match-3's.
Scale: one title at match-3 height
Read the top four rows together and one merge title sits comfortably among the match-3 giants. Gossip Harbor, a title released in September 2022, runs 7,658 ad plans on 6,615 deduplicated creatives - more plans than Gardenscapes, a 2016 title, and a creative library 58% larger. Its tracked exposure tells the same story harder: 3.68B in estimated lifetime exposure against Royal Match's 2.59B and Gardenscapes' 0.93B, on a creative count two-thirds the size of Royal Match's. Candy Crush, the outlier in both directions, still tops everything at 5.46B.
Then read the whole chart. The five merge titles sum to 16,317 plans; the three match-3 titles sum to 34,700 - match-3 still runs more than twice the delivery setups. The merge group is also lopsided from the inside: Gossip Harbor alone accounts for 47% of its plans, and Gossip Harbor plus Tasty Travels account for 78%.
| Title | Studio of record | Mechanic | Creatives | Ad plans | Reinvested | Est. exposure |
|---|---|---|---|---|---|---|
| Royal Match | Dream Games, Ltd. | Match-3 | 10,012 | 13,339 | 223 (2.2%) | 2.59B |
| Candy Crush Saga | King | Match-3 | 6,330 | 12,909 | 515 (8.1%) | 5.46B |
| Gardenscapes | Playrix | Match-3 | 4,187 | 8,452 | 792 (18.9%) | 0.93B |
| Gossip Harbor: Merge & Story | Microfun Limited | Merge-2 | 6,615 | 7,658 | 429 (6.5%) | 3.68B |
| Tasty Travels: Merge Game | Century Games PTE. LTD. | Merge-2 | 3,725 | 5,067 | 415 (11.1%) | 2.07B |
| Seaside Escape: Merge & Story | Microfun Limited | Merge-2 | 1,371 | 1,597 | 104 (7.6%) | 0.67B |
| Merge Mansion: Puzzles & Story | Metacore Games Oy | Merge-2 | 1,071 | 1,232 | 30 (2.8%) | 0.45B |
| Travel Town - Merge Adventure | Magmatic Games LTD | Merge-2 | 332 | 763 | 70 (21.1%) | 0.19B |
Creatives and ad plans: deduplicated tracked records in the window, counted once. Reinvested: creatives in the window flagged as reused, with their share of the title's creatives. Est. exposure: global lifetime estimate for creatives active in the window; long-running libraries accumulate more of it, so treat the column as a delivery-volume indicator, not an efficiency score.
Formats: video leads, but merge leans on playables and images
Split each group's ad plans by the format of the creative they carry and a second difference appears. The match-3 group is a video-first operation: 77.3% of its 34,700 plans run video creatives. The merge group runs video on 65.4% of its 16,317 plans - and fills the remaining third with 22.6% image ads and 12.0% playable ads.
The playable share is the number worth underlining. One in eight merge-group plans carries a playable ad - an interactive mini-demo instead of a clip. Playables cost more to produce than videos, so a double-digit share reads as a deliberate bet: let the player try the merge loop before installing. The image share is the opposite play - cheap static variants for volume testing. Together they say the merge group's buying is more format-diversified than the match-3 giants', whose scale lets them concentrate on video.
Reinvestment: a product decision, not a genre trait
If merge really ran a different operating model from match-3, the clearest place to see it would be reinvestment - how much of a title's creative library stays in rotation, carried by new plans. The record refuses to cooperate. Royal Match, the match-3 giant, reinvests only 2.2% of its creatives. Gardenscapes, the other match-3 veteran, reinvests 18.9%. Among merge titles, Merge Mansion sits at 2.8% while Travel Town reaches 21.1%.
Both extremes appear in both categories. What the numbers actually track is library strategy: Gardenscapes and Travel Town keep a compact library alive and pushed into new plans, while Royal Match and Merge Mansion churn fresh creatives and let old ones retire. The median merge title does lean lower - the group's younger libraries have had less time to accumulate carried-over creatives - but nothing in this window supports "merge reinvests, match-3 doesn't." Check the title, not the genre.
Four creative patterns the volume runs on
Numbers say where the money goes; the creatives say what it buys. Reviewing the highest-exposure merge creatives in the window, four patterns repeat - and none of them would surprise a UA lead, which is the point. The category has industrialized them.
Gossip Harbor's top current creative opens like a short film: a woman injured in avalanche wreckage, a family huddled by a fire, then the merge board arriving as the tool that repairs the house - and only in the final seconds. The merge mechanic is never the opening. The stakes are.
Merge Mansion runs one English body line - "Restore a forgotten mansion to its former glory - and solve mysteries along the way!" - under Japanese, Korean and Italian headline variants inside the same window. Seaside Escape and Travel Town do the same with their own lines. The promise is written once; the storefront language flexes around it.
The highest-visibility Seaside Escape creative spends most of its 59 seconds on text cards: an anniversary milestone, a $100 gift-pack offer, and three numbered promises - free, no ads, 10,000+ levels. It is a download-incentive ad wearing the game's story as a closing shot, complete with the platform's "not all images appear in the game" disclaimer.
Tasty Travels' highest-exposure video is 5.6 seconds: two seconds of merge build-up, one coin-counter jump, a branded beach end-card. Travel Town stretches the same skeleton to 59 seconds with a counter that climbs from 1,000 to 2,687 before the install button appears. One skeleton, two tempos.
One more observation sits between patterns one and three. The Microfun titles - Gossip Harbor and Seaside Escape - both run creatives that open on near-identical CG footage: a woman with an infant in snowbound ruins, a fireplace, a rebuild. Same studio, two titles, one visual opening. Whatever else merges and match-3 do differently, the top of the merge category now produces its ad volume the way mature genres do: shared narrative assets, templated structures, localized variants.
Creative spotlights
Five creatives, one per merge title, drawn from the highest-exposure video ads in the window. Each was reviewed frame by frame against the footage before writing; the descriptions below cover what is actually on screen.
Hook
The ad opens at 0:01 on a red-haired woman lying injured in the snow among wreckage - no gameplay, no logo beyond the corner mark, pure stakes. By 0:08 a green-haired woman kneels beside a fire holding an infant, a child pressed against her, collapsed structures all around.
Body
From 0:16 the scene moves inside the damaged house. The woman sits on a bed with the baby; glowing bubble icons - a window, a fan, a mattress - float above, and a hand icon reaches for one. The merge interactions happen off-board, as wishes. At 0:32 the same room is warm and lit: the repair worked. Only at 0:41 does a merge board fill the frame - donut, cake and brick tiles, with a red X marking a wrong pick on the slot bar.
End sequence
The footage closes on the board interaction itself; there is no branded end-card inside this cut.
Takeaway for UA teams
Forty seconds of story before one second of mechanics, and it is the title's top-running creative. The merge board is positioned as the rescue tool, not the product.
Hook
At 0:05 the board is already mid-play: a restaurant tabletop, a juice glass glowing at center, a recipe strip down the right edge, and a coin counter at 1,600 in the corner. No setup - the viewer lands inside the loop.
Body
The whole ad is one beat. The glass stacks and brightens through 0:15; at 0:35 the counter jumps to 1,914 and coins spray out of the merged item. That single counter jump is the payoff.
End sequence
At 0:45 the ad cuts to a beach scene - a woman in a red swimsuit with a surfboard, a juice pitcher in the foreground, the Tasty Travels logo centered and a green action button at the bottom.
Takeaway for UA teams
The window's highest-exposure merge video is not a story. It is a six-second proof-of-satisfying-loop with a branded sticker at the end - a format built for feeds where a skip button arrives in five.
Hook
The ad opens on a black frame ringed with glowing treasure chests labeled x10 to x25, a blue FREE ribbon across the corner. By 0:10 a small line of fine print appears: gift packs are for in-game use only and not real money.
Body
From 0:22 the ad turns into text cards. An anniversary banner celebrates reaching one million players. At 0:34 the offer lands: download now and receive an exclusive $100 in-game gift pack - "and we want to take this opportunity to solemnly promise that." At 0:46 the numbered promises appear: remain completely free, never have ads, and keep building high-quality gameplay "like the 10,000+ levels we've already developed."
End sequence
The last seconds cut to story footage: a woman kneels in snow holding a baby among ruins, then a fireplace interior with a glowing window icon, before a blurred close frame with a TRY NOW button and the line "Not all images appear in the game."
Takeaway for UA teams
Most of the runtime is offers and promises, not gameplay - and the disclaimer confirms the closing footage is not representative play. Incentive-led buying is alive at the top of the merge category, riding on top of the same rescue narrative its stablemate uses.
Hook
At 0:01 the ad opens on the mansion itself, pink and snowbound under blue night light. At 0:06 a sled crosses the grounds past a frost-edged window, a cat watching from the sill; at 0:12 the sled's drag trail cuts across the snowfield. Something happened here - the ad never says what.
Body
Gameplay appears only at 0:24, a few seconds of merge interaction in the hall, with the character name plate "Maddie" on screen. It is the briefest section of the film.
End sequence
At 0:28 the logo card closes the film: MERGE MANSION over snow, two characters in winter outfits, a green Play Now! button.
Takeaway for UA teams
The oldest creative body in the set - running since October 2025 - and the most restrained: mystery built from weather and props, gameplay rationed to seconds. This same body text also runs under Japanese, Korean and Italian headlines in the window, making it the clearest example of pattern two.
Hook
The ad opens inside a holiday shop-window board stacked with gifts, a coin counter at 1,000, a dashed line marking the pull path. At 0:10 the counter reads 1,900 as a gift slides along the line; at 0:22 it hits 2,687 and the shelf erupts in coins.
Body
From 0:34 the ad settles into pure board play: a purple field packed with teapots, cups and coins, a hand tapping through merges that flash pink at 0:46. Nearly a minute of gameplay with no narration and no story characters.
End sequence
The beach end-card arrives at 0:57 with the Travel Town logo, a green PLAY NOW button, and the disclaimer that not all images appear in the game.
Takeaway for UA teams
The same coin-settle skeleton as Tasty Travels' six-second cut, stretched to a minute - evidence the pattern flexes to whichever placement it is bought for.
CreativeScope take
The honest summary of the window: merge has not replaced match-3, and the ad records say so plainly - the match-3 giants still run twice the plans. What has happened is narrower. Gossip Harbor has built a creative operation at giant scale, its tracked exposure now ahead of Royal Match's, and Tasty Travels has followed the same playbook to half its size. The rest of the merge category buys far more modestly, and leans harder on playables and images to stretch each dollar of production.
For UA and creative teams, three checks follow from the data. First, when you benchmark merge, benchmark the title, not the genre - reinvestment rates range from 2.2% to 21.1% inside both categories. Second, the format gap is a production-budget signal: the merge group fills a third of its plans with formats that are cheaper or more interactive than video, which is where a smaller team can compete without matching Gossip Harbor's output. Third, the four creative patterns above are templates, not coincidences - they repeat across five different studios, which means they are testable in your own account within a week.
What would change the read: a second merge title sustaining five-figure plan counts would turn "one title at scale" into a category shift. That is worth re-checking next quarter.
Want to run this comparison on your own category - plans per title, format mix, and the reinvestment share behind each library?
CreativeScope tracks creatives, ad plans and exposure across 15 ad networks. Try it via MCP or on the site.
FAQ
Second overall, first by title. In our 30-day window the three match-3 leaders ran 34,700 ad plans against 16,317 for the five biggest merge titles. But one merge title, Gossip Harbor, operates at match-3-giant scale - 7,658 plans and more tracked exposure than Royal Match. The volume is arriving title by title rather than as a category-wide shift.
A creative is the video, image or playable ad itself. An ad plan is one delivery setup for that creative - a network, a market and a language. One creative can sit behind hundreds of plans, which is why plan counts measure buying intensity rather than creative variety.
Two of the five. Gossip Harbor (7,658 plans) and Tasty Travels (5,067) account for 78% of the merge group's tracked plans. Seaside Escape, Merge Mansion and Travel Town each run between roughly 760 and 1,600 plans in the same window.
No. Estimated exposure is a global lifetime estimate of impressions served for creatives active in the window - a delivery-volume indicator. It says nothing about click-through, conversion, CPI or ROAS, and long-running creatives accumulate more of it over time. The gap shows Gossip Harbor is buying at giant scale, not that its ads convert better.
No. Plan counts are tracked delivery setups, not dollars. They can support comparisons of activity and coverage across titles and formats, but spend, CPI, ROAS and causal claims fall outside what the records support.
The merge group runs 12.0% of its plans on playable ads and 22.6% on images, against a video share of 65.4% for the match-3 group's 77.3%. Playables let players try the merge loop before installing; images are the cheapest way to test volume. Together they point to a category diversifying formats rather than concentrating everything in video.
Data notes. All creatives, ad plans, reinvestment counts and exposure figures come from CreativeScope tracked ad records for September 12 to October 11, 2026, all platforms, global; creatives and plans are counted once per title. Exposure is a global lifetime estimate for creatives active in the window, not a period increment or view count, and is only comparable as a rough delivery-volume indicator within this comparison. The format split is attribution-based: a creative with both a video and an image variant is counted in each format, so format totals (13,583 creatives, 16,317 plans) can exceed the deduplicated creative total (13,114) while matching the plan total exactly.
External figures. The market-report figures quoted as background (puzzle in-app revenue above $8 billion in 2025; match-3 just under $5 billion and roughly flat; merge-2 at roughly a third of match-3 by 2025, up from under a tenth in 2023) come from a 2025 casual-games market report on an in-app-purchase basis. They are external estimates, are not CreativeScope counts, and are never mixed with tracked ad records. Studio names are the developer entities recorded for each title's store listing. The featured image is original artwork, generated for this article.
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