ASO agency review · September 2026

AppAgent review: built for games, priced for studios. Avoid if you are anything else.

AppAgent is a Prague-based agency that works exclusively with mobile games, with Supercell and Netflix Games on the client list and an App Marketing Agency of the Year award on the shelf. That focus is exactly why most of the people reading this page should not hire them, and why the ones who should still need to read the fee breakdown first.

Thinking about hiring AppAgent? Avoid, unless you are a game studio. Even then, read this.

Gabriel Machuret · September 2026

AppAgent does one thing, and it says so on the front page: mobile games. Founded in Prague in 2016, the agency has supported more than 150 games across strategy, creative and growth, and its client list reads like the top of the grossing chart. If you run a fitness app, a fintech product or a language-learning tool, I can save you the sales call. They are not built for you, they will tell you as much, and you would be paying games-studio rates for a team whose instincts were trained on player psychology rather than on your category.

If you are a game studio, keep reading, because the picture is more interesting. AppAgent’s real strength is creative production. Trailers, preview videos, localized screenshot sets, the visual layer of a store listing. In games, that visual layer is most of ASO, because conversion on a game page is won or lost in the first three seconds of the video. So the agency is honest about where its value is. The problem is how that value is priced.

A creative-led agency carries a creative-led cost base. Art directors, motion designers, video editors, localization managers, and the producers who coordinate all of them. That is a studio, and a studio has to be kept busy. Your retainer funds the bench between projects as well as the work on your listing. When the store page needs one new video and two screenshot tests this quarter, you are still paying for the capacity to produce ten.

There is a second issue, subtler. Metadata work in games, the keyword field, the title, the localized subtitles across thirty storefronts, is unglamorous and cheap to do well. At a creative agency it gets bundled in and done by the strategist between video reviews. You can end up with a beautiful trailer sitting on top of a keyword set nobody has seriously interrogated since launch. The video is what gets shown in the case study. The keyword field is what quietly decides whether anyone sees the video.

Compare that with hiring one consultant. I am not a video studio, and I will not pretend to be. What I do is the part that does not need one: the keyword architecture across storefronts, the screenshot hypotheses, the test plan, and the honest read on whether your current creative is the problem or your visibility is. Fixed scope, fixed fee. If the answer is that you need a new trailer, I will tell you, and you can commission one from a studio that charges per video instead of per month.

To be fair to AppAgent: for a studio with a live-ops title, an ongoing creative pipeline and the budget to keep a production team busy, they are an excellent choice and their games-only focus is a genuine edge. For a studio with one or two titles that need the store page fixed, and for every non-game app that found this page, the retainer buys capacity you will not use. Send me their proposal and I will show you which lines are creative you need and which are studio overhead.

02Where a creative-agency retainer actually goes

Typical agency economics · illustrative, not their books
$84,000a year at a typical $7,000/month retainer$62,160of it never touches your app store listing
26%

Creative studio bench

Art directors, motion designers, editors. Kept on payroll between your projects, funded by every retainer.

18%

Producers & account management

Coordinating the studio, running the review rounds, writing the recap.

12%

New business & awards

Games conferences, award entries, and the team pitching the next studio.

18%

Prague office & margin

Overhead, tools, and the owners’ return.

26%

Work on your store page

The metadata and creative actually shipped to your listing. Roughly a quarter.

03What the showreel says vs what ships to your listing

Hover a row to unredact

Award-winning creative

The trailers are genuinely good. They are also the expensive, visible part of the work, and the case study is built around them. The keyword field that decides whether anyone sees the trailer does not make the showreel.

Translation: Showreels hide metadata

Games specialists

A real edge for games. A real disqualifier for everything else. If your app is not a game, the instincts, benchmarks and creative playbooks were trained on the wrong audience.

Translation: Focus cuts both ways

Full production pipeline

Capacity to produce a lot of creative, every month. If your listing needs one video and two tests this quarter, you are paying for the pipeline, not the output.

Translation: You fund the bench

04AppAgent vs one consultant

Same goal: more installs from search
AppAgentGabriel, direct
Who they serveMobile game studios onlyAny category, one app at a time
Core strengthCreative production and trailersKeyword architecture, testing, judgment
Who does the workStudio team via a producerGabriel, on every deliverable
ContractMonthly retainerFixed scope, fixed fee
12-month cost≈ $84,000 at a typical $7k/mo$9,500, one engagement
CreativeProduced in-house, ongoingBriefed and tested; produced by whoever you choose, per piece
When it endsRenewal, or the pipeline stopsYour team runs ASO without me

05Red flags in a games-agency proposal

If you see three, send it to me
  1. You are not a game and they are pitching you anyway
  2. Video production bundled into the retainer rather than priced per piece
  3. Metadata and keyword work listed as a single line with no dated deliverables
  4. Localization into thirty storefronts before the primary listing has been tested
  5. A creative refresh proposed before the current creative has a measured conversion rate
  6. A minimum term set by production capacity rather than by your store’s needs

06Fair play — what AppAgent genuinely does well

Credit where it is due

07Should you avoid AppAgent?

Honest answer: depends who you are

Avoid if

Your app is not a gameYou have one or two titles and need the store page fixed, not a production pipelineYour keyword and metadata work has never been properly done and that is the priorityYour annual ASO budget is under $50k

Hire them if

You are a game studio with live-ops titles and a continuous need for new creativeYou want trailers, localized creative and store strategy from one specialist teamYou have the budget to keep a production studio busy

07 — Before you sign

Send me
AppAgent’s
proposal.

I will tell you which lines are creative you actually need, which are studio capacity, and what the metadata and testing work costs as a fixed fee. If you are a studio that needs the pipeline, I will say so.

One reply from Gabriel. Same scope, fixed fee, or an honest ‘sign with them’.

08 — Objections

We are a game. Isn’t a games specialist obviously right?+

For creative production, probably. For keyword architecture and testing discipline, a specialist in your category is not automatically a specialist in your store page. Ask who owns the metadata and how often it has changed on their reference accounts.

Can one consultant produce trailers?+

No. I brief them, test them and tell you whether they are the problem. Production is a per-piece purchase from a studio, and it should be priced that way, not folded into a monthly fee.

Our app is not a game. Would they take us?+

Their positioning says games only. If they make an exception, ask why, and ask which benchmarks they will use for your category.

Is this review biased?+

Yes. I compete for ASO work. That is why the criticism is about creative-agency economics and category fit, not competence, and why I have said clearly which studios should hire them.

AppAgent quoted you? Not a game? Read this first.Send their proposal