Join The Pilot
sales@deusads.com
+31 (685) 66‑0046
VR headset, controllers, console and phone

Monetize The World You Already Built

Any surface in your game can become a paid brand placement — AI-restyled to match your art direction. No interstitials, no pause, no code in your gameplay loop.

Ultralight A static mesh and a texture from our servers — no video player, no webview, nothing drawn over your scene.
Zero‑code Drag our mesh into the scene, fit it to the surface, done. Nothing lands in your gameplay loop and nothing needs a programmer.
Lion’s share Most of the net ad revenue goes to the studio. No licence, no subscription, no minimum traffic and no exclusivity.
Where It Runs

Built For Headsets, Ready For Phones

VR is where we put our weight first. A headset has no corner of the screen to hide an interstitial in and no way to skip one, so an ad either belongs in the world or it ruins it. The same technology runs on mobile, and the same SDK covers that build when your studio ships one.

Platforms

Meta Quest SteamVR PlayStation VR ByteDance PICO iOS & Android

Game Engines

Unity Unreal Engine In Progress Godot In Progress
How It Works

From Placement To Payout

Here is the whole process from where you sit. You open up the space once; everything after that happens on our side and lands in your dashboard.

1You

Open up the space

Drop our mesh wherever the integration guideline recommends for your kind of scene, and bend it to fit the surface. Drag, size, done. It takes an afternoon and no gameplay code.

2Advertisers

Brands book the space

We bring advertisers to your placements and book campaigns against them. You've already said which categories and brands are allowed, so only the ones that fit your world get in.

3DeusADS

We make it belong

Our AI restyles the creative into your game's own visual language — voxel, low-poly, hand-painted, photoreal — and hands over a finished asset. It arrives in your manager for approval: nothing you haven't signed off appears in your game.

4You

You get paid

Every impression is measured for what the player actually saw, shows up in your dashboard the same day, and pays out as your share of what the advertiser spent.

Ad Formats

Three Ways A Brand Can Enter Your World

Which formats belong in your project, and where they sit, is your call to make. Making sure each one holds up is ours.

A branded drink can rendered as an in-game pick-up

Branded products

Wrap our mesh around a prop your scene already has and let it wear a brand — packaging arrives as a texture, AI-restyled in your art direction. The object stays yours; only its surface changes.

A game character wearing branded apparel

Wearables*

Brand identity carried by outfits, props and mascots, redrawn in the game's own visual language rather than pasted on as a logo.

* This format is still in development.

An in-game billboard along a street

Banners & environment

Put our mesh where the eye already travels — flat or curved — and the creative lands on it as a texture already styled to match your art direction. Nothing new to model.

The SDK

Built To Stay Out Of Your Way

An indie team shouldn't have to restructure a project to add a revenue stream. Everything below is a design constraint we hold ourselves to, not a feature list.

Drag-and-drop

A placement is our mesh, dropped into your scene. Move it, resize it, bend it around a curved wall — all in the scene view, none of it in code.

Never costs you a frame

Headsets give you no slack on frame time, so the SDK takes none. A placement is a static mesh with a texture on it, not a runtime ad view drawn over your scene, and impression tracking stays off the main thread — your frame rate holds, and so does the player's sense of being there.

Styled on our side, not yours

The AI styling runs on our servers, ahead of time. By the time anything reaches a headset it is a finished, optimised texture that loads from our servers onto the mesh in your scene, with no extra runtime permissions.

Never an empty slot

When a placement isn't sold, it runs cross-promo for other titles on the network. Free traffic for your game on their surfaces, and theirs on yours.

Measured, not estimated

Every impression records time on screen, viewing angle and apparent size. A placement the player never actually looked at doesn't count — and doesn't get billed.

Contextual by default

Targeting works from the game and the scene, not from an advertising ID. Nothing about the SDK forces a consent prompt into your onboarding.

Campaign Manager

Nothing Enters Your Game Without Your Approval

Your world is your reputation. The dashboard gives you a veto at every level, down to a single placement in a single scene.

  • Category blocklistSwitch off entire verticals — alcohol, gambling, politics, competitors — per project or across your whole account.
  • Brand-level vetoBlock named advertisers. Useful when you have a publisher deal or a platform exclusivity you can't break.
  • Creative review before launchEvery restyled asset is rendered in your art direction and sent to you. It goes live when you say so.
  • Kill switch per placementPull one surface or the whole project from the dashboard. It takes effect without a client update or a store resubmission.
The DeusADS dashboard showing placements and revenue for a project
Placements, category controls and revenue live in the same dashboard — and the numbers there are the ones our payouts are built from.