KYLN and the OEM aggregator model for mobile game distribution
KYLN bundles Huawei, Samsung and Xiaomi OEM distribution with user acquisition on one platform. How the aggregator model compares to direct OEM deals for mid-size studios.
Direct answer — What is KYLN, and when should a studio use an OEM aggregator instead of doing direct OEM deals? KYLN is an OEM distribution aggregator formed in 2024 by mobile OEM ad company AVOW and the former founders of GameBake. It lets a studio push one game out across multiple manufacturer app stores — Huawei AppGallery, Samsung Galaxy Store, Xiaomi GetApps and others — through a single platform, bundled with AVOW’s user acquisition. KYLN states this reach spans over 800 million potential users across alternative stores. An aggregator makes sense when a mid-size studio wants breadth fast without building a dozen partner relationships; a direct OEM deal is worth the extra effort when one channel or region is strategically central and you want to own the terms and the relationship.
If you’ve read our case for OEM partnerships as a channel for indies and our OEM preload deal playbook, you’ve seen the argument for going direct. This piece looks at the other route: aggregation. KYLN is the most visible example, so it’s a useful lens for a decision every mid-size studio eventually faces — sign once and reach many, or negotiate each manufacturer yourself.
What KYLN actually is
KYLN is a multi-channel distribution platform aimed at game and app developers who want to reach the Android install base that sits outside Google Play. Instead of signing separately with each manufacturer, a studio uploads its game to KYLN and the platform handles fan-out across a set of OEM channels and alternative app stores. Its own materials name Huawei, Samsung and Xiaomi as headline destinations, alongside a broader set that AVOW’s KYLN distribution page describes as “10+ mobile OEMs and app stores.”
The design choice worth noting is that KYLN positions itself as integration-free. That’s a deliberate contrast with how this category worked before. GameBake — the company several of KYLN’s people came from — offered distribution through a single open-source SDK: you integrated once, and that one SDK carried you across stores. KYLN’s public pitch goes a step further and markets the removal of SDK work altogether, framing “building, maintaining, and adapting each SDK” as exactly the friction it wants to eliminate. In practice, what a studio is buying is a single operational surface — one upload, one dashboard, one counterparty — rather than the specific plumbing underneath. The same aggregator logic has since surfaced on the web-native side: Playgama Bridge’s web-native aggregator model bundles a wide set of HTML5 portals — including YouTube Playables, Discord and MSN — behind one SDK, trading portal-by-portal relationships for a published revenue ladder and the same plumbing exclusivity over ads, payments and analytics that aggregators like KYLN ask for on OEM stores.
The second half of the offer is user acquisition. KYLN is paired with AVOW, whose business is mobile OEM advertising, and together they market publishing and user acquisition as services from a single source. So the pitch isn’t only “get onto more stores” — it’s “get onto more stores and buy installs on those same OEM inventories through one relationship.” For a growth lead, that bundling is the genuinely differentiated part, because distribution and UA on OEM channels are normally two separate procurement problems.
A note on the numbers. The “800 million potential users” figure — and larger ones you’ll see, such as AVOW’s claimed reach of “over 1.85 billion users” and “86% of the global Android market” — come from KYLN and AVOW’s own marketing, not from an independent audit. Treat them as addressable-reach claims (how many devices the channels can touch), not as an audience you’ll actually convert. Reach is the ceiling; your retention and monetisation on those cohorts are what decide the outcome.
Who’s behind it
KYLN was announced on 16 May 2024 as a new company formed by AVOW together with the former GameBake team. That lineage matters, because it tells you what the product is trying to be.
- AVOW is a mobile app-growth company specialising in OEM advertising — running user-acquisition campaigns on manufacturer inventory (Huawei, Xiaomi, Samsung and similar). Founded in March 2018, its co-founders are Robert Wildner (CEO), Orietta Mendez (COO) and Ashwin Shekhar (CRO). AVOW brings the demand side: the ability to buy installs on the same channels KYLN distributes to.
- GameBake was a mobile-game distribution platform founded in 2019 by Michael Hudson, Rocky Grant and George Abdallah, built around a single SDK for publishing beyond Google Play and the App Store. Michael Hudson is CEO of KYLN, and the distribution know-how is the GameBake side of the house.
Put simply: one parent knew how to distribute games across OEM stores, the other knew how to acquire users on OEM inventory, and KYLN is the attempt to sell both together. When you evaluate the platform, you’re really evaluating whether that combined publishing-plus-UA proposition fits your growth model — not just whether the store list is long enough.
The aggregator model vs. direct OEM deals
An aggregator changes the shape of the work, not just the vendor list. Here’s the honest comparison a mid-size studio should hold in its head. If you’d rather have a partner run this stack for you regardless of which path you pick, that’s the core of our distribution practice — but the trade-offs below apply whether you use KYLN, us, or go direct.
| Dimension | Aggregator (e.g. KYLN) | Direct OEM deals |
|---|---|---|
| Time-to-market | Fast — one onboarding reaches several stores | Slow — separate BD cycle per manufacturer |
| Integration effort | Low — one platform/surface, minimal or no SDK work | High — SDK, billing and certification per channel |
| Economics | You give up margin to the aggregator layer, in exchange for breadth and no fixed overhead | You keep more of the revenue share, but carry the ops cost |
| Relationship & control | Indirect — the aggregator owns the OEM relationship | Direct — you own terms, featuring conversations and data |
| Best for | Breadth, testing many channels, thin ops teams | Depth in one or two strategically central channels |
Two points deserve expanding.
On economics. OEM revenue share varies by store and isn’t uniform — Samsung Galaxy Store has taken 20% of net sales proceeds since 15 May 2025 (15% on auto-renewing subscriptions), down from the 70/30 split it ran before, while Huawei has run incentive windows that left game developers 85% of revenue outside mainland China. Our Galaxy Store vs GetApps vs AppGallery comparison is the place to get current, store-specific numbers rather than a single blended figure. An aggregator sits on top of whatever the underlying OEM rate is and takes its own cut or margin for the service it provides. KYLN doesn’t publish a standard public rate card, so model it as “the OEM’s share plus an aggregation layer” and get the specific numbers in writing before you commit. The aggregator premium is not automatically bad — you’re paying it to avoid building and maintaining a dozen relationships — but you should know what it is.
On control. The thing you quietly give up with any aggregator is the direct line to the OEM’s BD and featuring teams. Direct featuring, a preload slot, a co-marketing moment tied to a device launch — those come from a relationship you own, and they’re where the outsized outcomes on this channel live. An aggregator gets you listed and buyable across many stores; it rarely gets you featured and championed inside one. That’s the real reason to still consider going direct where it counts.
When KYLN makes sense — and when a direct deal is worth the effort
A decision framework, not a verdict. Aggregation and direct deals are not mutually exclusive; most mature studios end up doing both.
Lean toward an aggregator like KYLN when:
- Your ops bandwidth is the binding constraint — a small team that can’t staff one operator per channel.
- You want breadth to test: get onto six or eight OEM stores quickly, see where your retention and payer rates are strong, and let the data tell you where to invest.
- The bundled UA is genuinely useful to you — you were going to buy OEM installs anyway, and doing distribution and acquisition through one counterparty reduces overhead.
- No single OEM channel is yet strategically central to you, so owning any one relationship isn’t worth a full BD cycle.
Lean toward a direct OEM deal when:
- One manufacturer or region is central to your game’s economics (e.g. Galaxy Store in Brazil, AppGallery in MENA), and you want to own the featuring conversation and the terms.
- You’re chasing a preload or hard placement, which is a relationship-driven, negotiated outcome — the preload deal playbook walks through how mid-size studios actually close these.
- Your margin is tight enough that the aggregation layer meaningfully changes your unit economics, and you have the team to absorb the per-channel ops.
- You want the OEM’s first-party audience data and a direct performance dialogue, not a reseller’s dashboard.
The pragmatic sequence for most mid-size studios: use an aggregator to find signal, then go direct where the signal is strongest. Start broad and cheap to learn which channels and regions your game converts on; once one channel proves itself, a direct relationship there is worth the extra BD effort because that’s where featuring, preloads and better terms compound. That mirrors the wider logic in our multi-channel distribution framework: sequence channels by evidence, don’t spray effort evenly. For studios whose signal points toward Southeast Asia, our Southeast Asia distribution playbook maps the per-country OEM priorities and payment stack.
FAQ
Is KYLN the same as an OEM app store?
No. Huawei AppGallery, Samsung Galaxy Store and Xiaomi GetApps are the storefronts. KYLN is an aggregator that sits above them — a single platform that distributes your game to several of those OEM stores at once, so you sign and operate one relationship instead of many.
Who founded KYLN?
KYLN was announced on 16 May 2024 by AVOW (a mobile OEM advertising company co-founded in 2018 by Robert Wildner, Orietta Mendez and Ashwin Shekhar) together with the former founders of GameBake — Michael Hudson, Rocky Grant and George Abdallah. Michael Hudson is CEO of KYLN.
Does KYLN really reach 800 million users?
“Over 800 million potential users” is KYLN’s own reach claim for the alternative stores it covers, not an independently audited figure. Read it as addressable devices the channels can touch, not installs you’ll win. What you actually convert depends on your game’s fit, retention and monetisation on those cohorts.
Is an aggregator cheaper than doing OEM deals directly?
Usually not on headline rate — an aggregator adds its own layer on top of the OEM’s revenue share. What it saves is time and operational overhead: one integration, one dashboard, one counterparty instead of a separate BD and SDK effort per manufacturer. Whether that trade is worth it depends on how many channels you’re targeting and how thin your ops team is.
Should a mid-size studio use KYLN or negotiate directly?
Often both, in sequence. Use an aggregator to get onto many OEM stores fast and learn where your game performs; then negotiate directly on the one or two channels that prove strategically central, where owning the relationship unlocks featuring, preloads and better terms.
Deciding between aggregation and direct OEM deals is exactly the kind of call our distribution work is built to help with — including running the aggregator layer for you where it fits and taking channels direct where it pays. If you want a candid read on which route fits your title and your team, talk to us.
Sources
- AVOW joins forces with former GameBake team, forming KYLN
- Level up your game distribution: Overcome visibility hurdles with KYLN
- KYLN - Reach more users with less effort
- AVOW and KYLN: a vision realized, from app distribution to user acquisition
- OEM App Distribution
- Company - AVOW
- London-based gaming startup GameBake launches to shakeup global games distribution
- New Revenue Share Model for Galaxy Store
- Huawei's AppGallery will pay developers up to 100% of revenue for the first two years