Reg-CF live on Wefunder, now investing alongside the players. wefunder.com/influence.mobile →

About Influence Mobile

Top 4 globally. Inc. 5000, four years running. $40M paid back to players.

A track record built one cohort at a time, with receipts attached. Independent leaderboards rank us in the top tier of mobile UA. The largest publishers in mobile gaming come back every year. The numbers below are lifetime, real, and audited.

$250M+
Lifetime revenue

Generated for advertisers through the platform since 2012.

$40M+
Rewards delivered

Real cash and gift cards paid out to players to date.

Top 4
Global ranking

AppsFlyer Performance Index and Singular ROI Index, repeatedly from 2022 to 2025. See full rankings →

Inc. 5000 ×4
Fastest-growing

2021, 2022, 2023, 2024, four consecutive years.

Three chapters. One thesis.

The same idea, run on different inputs.

The company name has changed once. The premise hasn't: connect affinity with technology to influence what people buy next.

2012

The company

Founded as Affinity Influencing Systems. Twelve celebrity and creator brands run end-to-end on our own engine across distinct cultural verticals. Marvel and Stan Lee, NASCAR and Jeff Gordon, lifestyle, hip-hop, fitness, and more. We learned the playbook the hard way.

2019

The consumer app

Launched Rewarded Play, taking everything we'd learned about affinity, retention, and high-value audiences and applying it to a single consumer app in mobile gaming. Top 4 globally for player quality. $250M in lifetime revenue. The proof that the engine works.

2026

The platform

Opening the engine. iOS launches this summer. White-label partners go live alongside. The same multi-tenant platform that powers Rewarded Play now powers branded rewards apps for media companies, membership brands, and creators.

Why our network is different

Same audience in. Years of retention out. That's where the 7× density comes from.

We bring in the same kind of audience as anyone else. The difference is retention. Players who spend stay with us for years because our rewards system is built to keep them. The ones who don't spend cycle through faster. Over time that retention differential produces our 35% spender density, and inside that 35%, the top 7% of spenders go on to drive 75% of revenue.

Industry baseline
~5%
of mobile gamers spend in games
Influence Mobile
~35%
of players in our network are spenders

About "spender": A player who has made at least one in-app purchase, ever, in a game we placed them into. Our 35% spender rate is driven by retention, not selection: we acquire the same audience mix any UA channel does; spenders stay for years while non-spenders cycle through. Inside that 35%, the top 7% of spenders drive 75% of in-app spending.

Rewarded Play

The flagship app that built the engine.

Rewarded Play is the consumer-facing product where the platform proved itself. 30 million installs, $40 million in rewards delivered, a 4.2-star rating, and the data that trained every piece of our engine. The same backend that runs Rewarded Play powers the white-label apps we're launching for brands and creators next.

Today it's Android-only. iOS rolls out this summer, roughly doubling the audience.

30M+
Installs
$40M+
Rewards paid
4.2★
Player rating
See Rewarded Play

Fourteen years, five milestones

A history of doing the same thing through every cycle.

2012

Founded as Affinity Influencing Systems

Twelve celebrity and creator brands run end-to-end on our own engine across distinct cultural verticals, including Marvel/Stan Lee, NASCAR/Jeff Gordon, Disney/Ashley Tisdale, lifestyle/Shay Mitchell, fitness/Jillian Michaels, hip hop/NAS, and others. We learned the playbook the hard way.

2014

Moved to mobile apps

Started shifting the platform from desktop web to native mobile apps. The audiences we'd been activating through celebrity rewards were already on mobile; the apps met them there.

2015

Launched Louder Rewards. Scaled with Facebook.

Stood up Louder Rewards as our first mobile rewards product at scale, and grew it through a partnership with Facebook's mobile ad platform. The relationship taught us how mobile UA economics actually work.

2016

Engage went direct. Game developers came on.

Stood up Engage as our direct user-acquisition layer and began partnering with major game developers for the first time. The foundation for the gaming-focused pivot to come.

2019

Launched Rewarded Play

Took the affinity engine and pointed it at mobile gaming. The flagship consumer app went live on Android and grew into a $60M peak top-line, $10M peak EBITDA business ranked Top 4 globally for player quality. Proof that the engine works on a single audience at scale.

2021–2024

Inc. 5000, four years running

Profitable through every category and platform cycle in mobile. Made the Inc. 5000 list of America's fastest-growing private companies four consecutive years. Multiple Best Places to Work awards.

2026

iOS launch and platform expansion

After a decade of building and proving the products underneath, the platform expands to iOS, doubling the U.S. mobile-gaming audience and unlocking the white-label model that needs iPhone coverage. The expansion is only viable now because the engine works. The Reg CF launches alongside, opening ownership of the next chapter to the players, brands, and creators we've been building toward since 2012.

Next

Three to five white-label launches

Active partner conversations underway with affinity brands, major media partners, and creator ecosystems. iOS unlocks the launches. Each new partner deepens the data, sharpens the engine, and makes the next one easier to land.

Recognized

Independent validation. Public record.

AppsFlyerPerformance Index, Top 4
SingularROI Index, Top 4
Inc. 5000×4, 2021–2024
BBB A+Accredited business
Best Places to WorkMultiple years

Leadership

The four people who run it.

A small, senior team. The same people who built Rewarded Play are the same people building the white-label platform.

Daniel Todd
Founder & CEO
Daniel Todd

14-year founder. Inc. 5000 honoree five times across two companies. $250M in lifetime revenue generated on $7M raised. 25 years in digital marketing, with a thesis that has stayed the same across three chapters of the business: affinity and technology are how you influence what people buy next. Best Places to Work honoree.

Randy Waxman
President & CRO
Randy Waxman

Randy led BlindFerret Media before merging into Influence Mobile, bringing unmatched depth in the mobile gaming ecosystem. As President and Chief Revenue Officer he drives sales and marketing, and brings product wisdom earned across a career at the center of mobile gaming's most consequential platforms and partnerships.

Megan Brockavich
Chief Operating Officer
Megan Brockavich

Rose from copywriter to COO of Influence Mobile, mastering every function on the way up. Now runs day-to-day operations across the business, driving the execution behind four consecutive Inc. 5000 appearances and multiple Best Places to Work awards.

Bill Dias
Chief Technology Officer
Bill Dias

Leads platform architecture and engineering. The multi-tenant stack that powers Rewarded Play today and the white-label engine going live next. Has held the technical and operational stack through multiple platform and category cycles, and shapes the AI-augmented workflows that let a small, senior team run a multi-partner platform.

Get involved

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