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v1.0 · 2026-10-01

Ad & SDK Policy for Publishers

هذه الوثيقة معروضة بالإنجليزية، والنسخة الإنجليزية هي المعتمدة.

Ad & SDK Policy for Publishers

Plain-language summary (not legally binding). All ads come through the Benerits SDK, and your game never shows its own ads. Interstitials may appear only at natural breaks, never on first load, never before the player has played, and never more often than the portal allows. Rewarded ads must always be the player's own choice, with a clearly stated reward. Banners are shown by the portal outside the game frame, never by the game itself. You must not trick players into clicks, loop or stack ads, hide them, or fake SDK events. Cloud save is for game progress only: no personal data and no secrets. Breaking these rules leads to warnings, then loss of ads or removal of the game, and in serious cases termination and clawback. Only the numbered clauses below are binding. This box is not.

1. Purpose, Scope and Status

1.1 This Ad & SDK Policy (the "Policy") sets out the rules with which every Game distributed on the Portal must comply in relation to the integration of the SDK, advertising, Cloud Save and SDK events.

1.2 This Policy is one of the Policies under the Publisher (Developer) Distribution Agreement (the "Agreement") and forms part of it. Capitalised terms not defined in this Policy have the meanings given in the Agreement. A breach of this Policy is a breach of the Agreement.

1.3 The SDK Documentation contains technical details, method names, limits and sample code implementing this Policy. In case of conflict, this Policy prevails over the SDK Documentation. Where the SDK Documentation specifies a stricter limit than this Policy, the stricter limit applies.

1.4 Ad Networks impose their own programme policies on Benerits, including the AppLovin and Google publisher policies. Benerits may notify Publishers of additional requirements derived from those policies, which then form part of this Policy.

2. Definitions

2.1 In this Policy:

  • "Ad Break" means any request by a Game, through the SDK, to show an Interstitial Ad or a Rewarded Ad.
  • "First Gameplay" means the first time in a session that the Player actually interacts with the gameplay itself (not with a title screen, menu, settings, tutorial prompt or loading screen), as signalled by the first correct gameplayStart event after loadingDone.
  • "Frequency Cap" means the limits set by Benerits on the number and timing of Ad Breaks (for example, a minimum interval between Interstitial Ads and a maximum number per session), as published in the Studio or the SDK Documentation and enforced by the SDK.
  • "Natural Break" means a point at which gameplay pauses naturally and the Player expects a transition, such as the completion or failure of a level, a game over, the return from gameplay to a menu or the transition between clearly separated chapters or rounds.
  • "SDK Events" means the events and calls through which the Game informs the SDK of its state, including init, loadingProgress, loadingDone, gameplayStart, gameplayStop, happyMoment, submitScore, the Ad Break methods and the Cloud Save methods, and the handlers for the pause, resume, mute and unmute events, or their successors as named in the SDK Documentation.

3. General Principles

3.1 Player first. Advertising must never degrade the Player's experience in a way that is unexpected, deceptive or disruptive. When in doubt, the Publisher should choose the option that shows fewer ads.

3.2 SDK exclusivity. All advertising in a Game shall be requested exclusively through the SDK. A Game shall not contain or load any other ad code, ad network SDK, house-ad system, cross-promotion system, affiliate link, tracker, pixel, analytics or telemetry (Clause 6.2 of the Agreement).

3.3 Honesty. SDK Events shall reflect the actual state of the Game at all times. The Game shall not attempt to influence ad delivery, measurement or revenue by any means other than genuine Player engagement.

3.4 Graceful degradation. Ads are not guaranteed. The Game shall work correctly and completely if an Ad Break is suppressed by the Frequency Cap, if no ad is available (no fill), if the Player uses an ad blocker, if the Player has not given consent, or if Benerits has disabled advertising for the Player, the Game or a territory.

4. SDK Integration Requirements

4.1 Initialisation. The Game shall load the SDK from the URL specified in the SDK Documentation, shall not bundle, copy or modify the SDK, and shall call init before any other SDK method.

4.2 Loading. The Game shall report loading progress through loadingProgress where possible, and shall call loadingDone once, at the point at which the Game is fully loaded and ready for the Player to interact with it. The Game shall not call loadingDone early to shorten loading metrics, or late to delay other activity.

4.3 Gameplay events. The Game shall call gameplayStart whenever active gameplay begins or resumes, and gameplayStop whenever active gameplay stops or pauses, including when the Player opens a menu or pause screen, reaches a level-end or game-over screen, or when an Ad Break is about to start.

4.4 Pause and mute. The Game shall immediately pause gameplay and all audio on receipt of the pause event and during every Ad Break, and shall resume only on receipt of the resume event or the Ad Break completion callback. The Game shall respect mute and unmute events.

4.5 Ad callbacks. The Game shall handle all Ad Break callbacks and promises (for example, started, finished, skipped, failed or unavailable) and shall continue the game flow in every case. The Game shall not freeze, show an error or penalise the Player because an ad has not been shown.

4.6 Supported versions. The Game shall use a version of the SDK that Benerits supports, and shall migrate to new versions within the periods set out in Clause 6.9 of the Agreement.

5. Ad Placement Rules

Interstitial Ads

5.1 Natural Breaks only. Interstitial Ads may be requested only at a Natural Break. They shall never be requested during active gameplay, in the middle of a level, while the Player is performing an action, or in response to a gameplay input. For example, an Interstitial Ad may follow the Player pressing "Next" or "Retry" on a level-complete or game-over screen, but may not follow a tap on a gameplay control.

5.2 Never on first load; not before First Gameplay. An Interstitial Ad shall not be requested: (a) when the Game first loads or during loading; (b) before loadingDone; (c) before First Gameplay in the session; or (d) on the title screen or main menu before the Player has played.

5.3 Frequency Cap. The Game shall not request Interstitial Ads more often than the Frequency Cap allows. The SDK may suppress requests that exceed the Frequency Cap, and the Game shall treat suppressed requests as described in Clause 4.5. The Game shall not attempt to detect, circumvent or reset the Frequency Cap, including by reloading the Game, re-initialising the SDK or opening new sessions.

5.4 Separation from Rewarded Ads. The Game shall not request an Interstitial Ad immediately before or after a Rewarded Ad, or as a consequence of the Player's refusal to watch a Rewarded Ad.

5.5 Preparation. Before each Interstitial Ad, the Game shall call gameplayStop, pause gameplay and audio, and shall not display any content (such as a countdown suggesting that an ad will follow) that is designed to prevent the Player from leaving.

Rewarded Ads

5.6 Strictly opt-in. A Rewarded Ad may be shown only after the Player has actively and voluntarily chosen to watch it by pressing a clearly labelled button or control. The Game shall not start a Rewarded Ad automatically, by timer, as a default choice or without explicit Player action.

5.7 Clear reward. Before the Player chooses, the Game shall clearly state what reward the Player will receive (for example, "Watch an ad to get 1 extra life") and that the reward requires watching an ad. The reward shall be granted in full, promptly after the SDK confirms completion. It shall not be granted if the SDK reports that the ad was not completed.

5.8 Availability. The Game shall show the Rewarded Ad option only if the SDK reports that a Rewarded Ad may be requested, or shall handle the unavailable case gracefully and without penalising the Player.

5.9 Optional. The Game shall be playable and completable without watching Rewarded Ads. Rewarded Ads shall not be the only means of continuing or progressing through the core of the Game, and the Game shall not artificially increase difficulty in order to push the Player to watch Rewarded Ads.

5.10 Proportionate rewards. Rewards shall be virtual items or in-game benefits with no real-world monetary value. They shall not be convertible into money, goods or services, and shall not be exchangeable outside the Game.

Banner Ads

5.11 Portal only. Banner Ads are displayed only by the Portal, outside the Game frame. A Game shall not display, render, request or reserve space for Banner Ads or any other display advertising within the Game frame.

5.12 No interference. The Game shall not overlay, obscure, resize or otherwise interfere with the Portal's Banner Ads, and shall not encourage Players to interact with them.

General

5.13 Ad-free contexts. Benerits may disable advertising, or limit it to contextual (non-personalised) advertising, for particular Players (for example, Players under 16, Players who have not given consent or Players in certain territories), Games, pages or periods. The Game shall not attempt to detect or circumvent these measures.

5.14 Ad content. The Publisher shall not attempt to select or influence the advertisers or ads shown, except through the category-blocking requests described in Clause 8.2 of the Agreement.

6. Prohibited Practices

6.1 The following practices are prohibited. Each of them may constitute Invalid Traffic within the meaning of Clause 12 of the Agreement:

(a) Incentivised clicks or views: offering Players rewards, benefits or advantages for clicking ads or viewing ads outside the Rewarded Ads mechanism, or encouraging Players to click, view or support ads (for example, "Click the ads to support us").

(b) Accidental-click layouts: placing buttons, game controls, menus or interactive elements where an ad is about to appear or close to where it will appear; mimicking ad content or ad close buttons; triggering Ad Breaks on taps intended for gameplay; or any other design likely to cause accidental clicks.

(c) Automatic ad loops and timers: requesting Ad Breaks automatically in loops, on timers, at fixed intervals regardless of Natural Breaks, on page visibility or focus changes, or repeatedly in quick succession.

(d) Ad stacking: requesting or displaying more than one ad at the same time, or layering ads on top of each other or on top of Game content.

(e) Hidden ads: hiding, covering, making transparent, minimising, scaling to insignificant size or positioning ads off-screen, or displaying ads behind other content.

(f) Requesting ads while not visible: requesting or displaying ads while the Game is not visible to the Player, such as in a background tab, while the page is hidden or minimised, while the Game is paused by the Portal, or before the Game has been displayed.

(g) Manipulation of SDK Events: calling SDK Events at times or in ways that do not correspond to the actual state of the Game; calling SDK methods in a loop or programmatically without Player activity; spoofing, replaying, intercepting or modifying communication between the Game and the SDK or the Portal; or tampering with SDK code.

(h) Bots and automation: using, or allowing, bots, scripts, automated browsers, emulators, device farms, click farms or any other automated or non-human means to generate plays, impressions or clicks, including for testing on the live Portal.

(i) Self-clicks and self-plays: the Publisher, its personnel or persons related to it playing its Games or clicking ads in order to generate revenue, other than normal testing without interacting with ads.

(j) Purchased or incentivised traffic: purchasing traffic to the Game, or driving traffic through incentives (such as paid-to-play or reward schemes), without Benerits' prior written approval.

(k) Deceptive ad presentation: presenting ads as game content, rewards or system messages; using misleading labels; or falsely suggesting that an ad is required to continue.

(l) Circumvention: attempting to circumvent, disable or interfere with the SDK, the Frequency Cap, the Portal's consent tools, ad-quality controls or ad-blocking detection, or attempting to detect review environments in order to behave differently.

(m) Misrepresentation to Ad Networks: providing false information about the Game, its content or its audience, or taking any action that would cause Benerits to breach Ad Network policies.

7. Cloud Save Rules

7.1 Approval. The Cloud Save methods may be used only by Games approved for Cloud Save in accordance with Clause 7 of the Agreement.

7.2 Size limits. Unless the Studio shows a different limit for the Game, the save data stored for a Player for a Game shall not exceed 1 MB in total, spread over no more than 10 save slots or keys. The SDK may reject writes that exceed these limits.

7.3 Write frequency. The Game shall save at meaningful moments (such as level completion, checkpoints or settings changes) and shall not write more than once every 10 seconds on average, or in loops, on every frame or on timers unrelated to Player progress.

7.4 Permitted content. Save data shall contain only game state necessary to restore the Player's progress and preferences within the Game, such as levels, scores, unlocked content, inventory, game settings and in-game statistics.

7.5 No personal data. Save data shall not contain any Personal Data, including names, email addresses, telephone numbers, dates of birth, locations, photographs, voice recordings, device identifiers, advertising identifiers, IP addresses or free text entered by the Player, with the sole exception of a short in-game display name that the Game does not require to be a real name and that is limited to 24 characters.

7.6 No secrets. Save data shall not contain passwords, access tokens, API keys, session identifiers, cryptographic keys, credentials or any other secret, and shall not contain executable code, scripts or external URLs.

7.7 Integrity and format. Save data shall be in a structured, versioned format (for example, JSON with a schema version) so that later Versions of the Game can migrate it (Clause 7.5 of the Agreement). The Game shall validate save data on reading and handle corrupted or missing data without crashing.

7.8 Unavailability. The Game shall work correctly if Cloud Save is unavailable, for example for Players who are not logged in, and may fall back to local storage in accordance with Clause 6.10 of the Agreement.

7.9 No use for other purposes. Cloud Save shall not be used to transmit messages between Players, to store content for distribution to other Players, or to identify or track Players.

8. SDK Event Integrity

8.1 Accuracy. Each SDK Event shall be called accurately and only when the corresponding state actually occurs:

(a) loadingDone: only once per load, when the Game is fully loaded and interactive;

(b) gameplayStart: only when active gameplay starts or resumes, not at menus, loading, cutscenes the Player cannot interact with, or during Ad Breaks;

(c) gameplayStop: whenever active gameplay stops or pauses, including before every Ad Break;

(d) happyMoment: only at genuine moments of Player success (for example, a new record or the completion of a difficult level), and not systematically or artificially;

(e) submitScore: only with scores actually achieved by the Player in accordance with the Game's rules, without inflation or manipulation.

8.2 Purpose. The Publisher acknowledges that SDK Events are used for ad timing, for the measurement of engagement, for the determination of Basic Launch and Full Launch, for leaderboards and for the detection of Invalid Traffic. Inaccurate SDK Events distort all of these and may be treated as manipulation under Clause 6.1(g), even if they are not intentional, where the Publisher does not correct them after being notified.

8.3 Testing. The Publisher shall test SDK Events and Ad Breaks using the test mode and developer tools described in the SDK Documentation, which display test ads. The Publisher shall not test on the live Portal by generating real ad impressions.

9. Review and Monitoring

9.1 Benerits checks compliance with this Policy during the review of each Version (Clause 5 of the Agreement) and continuously after release, including through automated monitoring of SDK Events, ad-request patterns, click-through rates, Invalid Traffic signals and Player reports.

9.2 The Publisher shall cooperate with any investigation and shall provide requested explanations within 10 Business Days.

10. Enforcement

10.1 Enforcement ladder. Depending on the severity, frequency and impact of a violation and the Publisher's conduct, Benerits may apply one or more of the following measures, usually but not necessarily in the order shown:

Level Measure Typical situations
1 – Notice Automated or manual notice in the Studio, with a description of the problem and, where appropriate, a fix deadline (normally 14 days). Minor or first-time technical violations, such as inaccurate gameplayStart/gameplayStop or unhandled ad callbacks.
2 – Formal warning A written warning, with a shorter fix deadline (normally 7 days) and closer monitoring. Violations not corrected after a Level 1 notice; recurring violations; violations affecting Players' experience, such as interstitials outside Natural Breaks.
3 – Restriction Advertising in the Game is limited or disabled, visibility is reduced, the Game is returned to Basic Launch, or new Versions of the Game are temporarily blocked. Revenue attributable to the violating impressions is excluded. Uncorrected Level 2 violations; violations of Clauses 5 or 7 with a significant impact; violations reported by an Ad Network.
4 – Removal The Game is suspended or removed (Clause 16.1 of the Agreement), and revenue attributable to the violation is withheld or clawed back (Clause 12 of the Agreement). Serious or repeated violations; violations of Clause 6 of this Policy; breaches of Cloud Save rules involving personal data or secrets.
5 – Termination Suspension or termination of the Publisher account and the Agreement (Clause 22 of the Agreement), clawback of revenue, forfeiture under Clause 23.2 of the Agreement, and, where appropriate, reporting to Ad Networks or the competent authorities. Intentional fraud, bots, self-clicks, SDK manipulation, Malicious Code or repeated serious violations.

10.2 Skipping levels. Benerits may skip levels or apply measures immediately where a violation is serious, intentional, fraudulent or harmful to Players, where an Ad Network requires it, or where it threatens the security or integrity of the Portal.

10.3 Reasons. Benerits will state the reasons for each measure at Level 2 or higher, unless it is prohibited from doing so by law or doing so would compromise its detection methods or an ongoing investigation.

10.4 Appeal. The Publisher may appeal against a measure through the Studio within 14 days, stating its reasons and the corrective actions taken. A person who was not involved in the original decision will review the appeal, and Benerits will respond within 15 Business Days. Appeals do not suspend measures unless Benerits decides otherwise. This is without prejudice to Clause 31 of the Agreement.

10.5 Rehabilitation. Where a violation has been corrected and no further violation occurs for 90 days, Benerits will normally disregard it when determining measures for later violations, except for violations at Level 4 or 5.

11. Changes to this Policy

11.1 Benerits may amend this Policy in accordance with Clause 30 of the Agreement. Changes that are required by Ad Networks, by Applicable Law or for the protection of Players or the security of the Portal may take effect on shorter notice under Clause 30.4 of the Agreement. Where a change requires changes to released Games, Benerits will allow a reasonable implementation period of not less than 30 days, unless a shorter period is required for those reasons.

12. Language

12.1 In case of conflict between the English and Turkish versions of this Policy, the English version prevails for Publishers and Creators, and the Turkish version prevails for consumers residing in Türkiye.

Contact: questions about this Policy may be sent through the Studio or to [CONTACT EMAIL: [email protected]].