Breaking
Audiomob raises $14M Series A at a $110M valuation Reaches 300M+ monthly players across 160 countries Ed Sheeran and Nas run campaigns via in-game audio 1,200+ integrated apps, 15B+ monthly bid requests Azerion "Moments" partnership goes live in 18 languages Backed by Google, Lightspeed and Makers Fund Audiomob raises $14M Series A at a $110M valuation Reaches 300M+ monthly players across 160 countries Ed Sheeran and Nas run campaigns via in-game audio 1,200+ integrated apps, 15B+ monthly bid requests Azerion "Moments" partnership goes live in 18 languages Backed by Google, Lightspeed and Makers Fund
Company Profile · Adtech · Mobile Gaming

Audiomob

The London company that turned the mute button into a business model - non-intrusive audio ads that play while you keep playing.

Founded 2020 London, UK ~42 employees $110M valuation 160 countries
Audiomob company logo
Audiomob's mark. Founded by ex-Google and ex-Facebook engineers who met over mobile games at an office Christmas party.
The Story

A better way to advertise in games

Every mobile gamer knows the moment. You are three moves from clearing a level when the screen goes dark and a full-page ad demands a tap. Christian Facey and Wilfrid Obeng knew it too. They had watched the advertising machine from the inside - Facey as a strategist at Google and a science partner at Facebook, Obeng as an engineer - and they were convinced the interruption was a design choice, not a law of nature.

In 2020 the two left Big Tech and built Audiomob around a single principle: there is a better way to advertise in games. Instead of hijacking the screen, Audiomob plays a short audio advertisement over gameplay. The player never stops playing. The developer still gets paid. The advertiser still gets heard - and, thanks to Audiomob's patented audibility technology, only pays when the ad is actually audible.

It is a small shift in format with an outsized effect on incentives. By refusing to interrupt, Audiomob keeps players in the game longer, which protects the retention numbers developers obsess over, which keeps ad inventory flowing back into the system. The company likes to say it "started the audio ad revolution." What it really did was notice that respect for the player and revenue for everyone else were not in conflict.

By the numbers

Scale of the mob

300M+Monthly active players
160Countries reached
1,200+Integrated apps
15B+Monthly bid requests
Who it serves

Two sides of one marketplace

Supply side

Game developers & publishers

Studios integrate the SDK - Unity or native iOS and Android - in a few lines of code and open a new revenue stream without degrading the player experience. More than 1,200 apps have plugged in, from indie titles to large publishers.

Demand side

Advertisers, agencies & artists

Brands including Intel, Jeep and KitKat, and musicians such as Ed Sheeran and Nas, buy in-game audio inventory to reach an audience that is otherwise hard to touch: engaged, attentive, and 300 million strong each month.

The problem Audiomob solves cuts three ways at once. Players are tired of interruptive ads. Developers need to monetise without driving players away. Advertisers want measurable attention in gaming, a channel with enormous reach and stubbornly few good ad formats. Audio, delivered without breaking the game, answers all three - which is why the audio industry itself keeps knocking. In late 2025 Bauer Media Audio and TuneIn both plugged into Audiomob's reach across Europe.

"We're on the precipice of innovating a whole industry with audio, and now we're able to build out our tech and team to ensure we're disrupting the industry in the right way."
Christian Facey — Co-Founder & CEO, Audiomob
Products & services

What you can build with it

2020

Audio Ads SDK

Lightweight plugins for Unity and native platforms that serve non-intrusive audio ads over live gameplay.

2020

Rewarded & Skippable

Opt-in formats where players earn in-game rewards for listening - engagement stays on the player's terms.

2021

Audibility & Passback

Patented volume detection verifies an ad was actually heard before an advertiser is charged, plus passback to fill inventory.

2026

Moments

Event-triggered placement drops ads at natural breaks in play, with custom-moment targeting across 18 languages.

2025

AI-Generated Ads

AI text-to-speech and dynamic creative optimization build personalised, localised audio spots at scale.

2021

Reporting Dashboards

Real-time, shareable dashboards with listen-through and click-through metrics, third-party verification and open measurement.

Business model

How the money moves

Audiomob runs a two-sided adtech marketplace. Advertisers pay to run audio campaigns, bought directly or programmatically. Developers earn a share of that spend for the inventory their games supply. Audiomob takes a margin on the ad spend flowing across the platform, priced on impressions and completed listens - and backed by audibility verification so buyers pay for attention that actually happened.

Developer revenue share
Audiomob margin
Tech, measurement & ops

Illustrative split of how advertiser spend is allocated - not disclosed financials.

Where it fits

Different by design

The in-game advertising category is crowded - Odeeo, AdInMo, Frameplay and Anzu all chase intrinsic or audio formats, while giants like AppLovin, Unity Ads and ironSource dominate the interruptive playbook. Audiomob's wedge is narrower and sharper: audio-first, non-intrusive, and measurable. Its patented audibility technology - which literally checks whether the phone's volume is up before charging an advertiser - is the kind of trust infrastructure that is hard to copy and easy to sell.

That measurement discipline is why Audiomob sits comfortably between two worlds. To game developers it is a monetisation partner. To the broader programmatic audio industry - the world of streaming, podcasts and digital radio - it is the bridge into gaming, a 300-million-listener channel that traditional audio buyers could never reach. Partnerships with Bauer Media Audio, TuneIn and Azerion show the audio establishment treating a game ad startup as core plumbing.

The founders

Two engineers, one frustration

CF

Christian Facey

Co-Founder & CEO

Former Google strategist and Facebook science partner. Brings the commercial and measurement lens - how advertising works and how it is proven. Leads the company and its "#JoinTheMob" mission.

WO

Wilfrid Obeng

Co-Founder & CTO

Google and Facebook alumnus who owns the technical direction - the SDK, the audibility patents and the cloud infrastructure that serves 15 billion bid requests a month.

Funding

Backed to build the plumbing

Audiomob has raised roughly $16 million to date. The headline round came in November 2021: a $14 million Series A led by Makers Fund and Lightspeed Venture Partners, with Google and the Sequoia Scout Program also participating, valuing the company at about $110 million. The founders put the money into engineering hires across London and Abu Dhabi rather than splashy growth marketing.

~$2M
Early / Seed
2020
$14M
Series A
2021
$110M
Valuation
at Series A
Timeline

From flat to full network

2020

Audiomob founded

Facey and Obeng leave Big Tech to build non-intrusive audio ads for mobile games.

2020

Early backing

Secures early funding, including from Google's Black Founders Fund and the Sequoia Scout Program.

2021

$14M Series A

Led by Makers Fund and Lightspeed at a ~$110M valuation; total funding near $16M.

2024

Bloomberg UK Top 25

Recognised among Britain's standout companies as reach and adoption grow.

2025

AI & audio partnerships

Expands AI-generated ads; partners with TuneIn and Bauer Media Audio across Europe. Named to Startups 100 Top 20.

2026

Moments with Azerion

Launches event-triggered "Moments" audio ads across Azerion's global network in 18 languages.

Watch & listen

Interviews & demos

Links open YouTube search results for the latest available videos.

FAQ

Common questions

What does Audiomob do?

It serves non-intrusive audio advertisements inside mobile games through an SDK, letting developers earn ad revenue without interrupting gameplay and giving advertisers access to mobile gaming audiences.

Who founded Audiomob and when?

It was founded in 2020 by Christian Facey (CEO) and Wilfrid Obeng (CTO), both alumni of Google and Facebook.

How much funding has Audiomob raised?

Around $16 million total, including a $14 million Series A in November 2021 led by Makers Fund and Lightspeed at a roughly $110 million valuation.

How does Audiomob make money?

It runs a two-sided marketplace: advertisers pay to run audio ads, developers earn a share of that revenue, and Audiomob takes a margin on ad spend, backed by patented audibility verification.

How many people does Audiomob reach?

Roughly 300 million monthly active players across 160 countries, through 1,200+ integrated apps and 15+ billion monthly bid requests.

Topics

Filed under

in-game audio advertisingadtechmobile gaming non-intrusive adsprogrammatic audiorewarded audio sdkunity plugingame monetization ai-generated adsdynamic creative optimizationbrand advertising audio discoveryplayer engagement
Sources