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Higgsfield Playable vs Genie Playable: which one fits a mobile game UA team?

Higgsfield Playable builds a game from a prompt and exports it as an ad on its Enterprise plan. Genie Playable builds from your own game, self-serve. Inputs, networks, pricing and who should pick which.

Written by Yonathan Avivi, Head of Marketing, Genie Labs

Technical review by Yotam Wolf, CTO · Published Oct 29, 2026 · 12 min read

Higgsfield vs Genie.a prompt or
your game.

Higgsfield Playable and Genie Playable both let a marketer make a playable ad without a developer, and both export a single HTML file under 5 MB for the major ad networks. They start from opposite ends. Higgsfield starts from a prompt: describe a mechanic, pick a genre, and it generates a new game, which Enterprise customers can then export as an ad. Genie starts from your game: upload your APK or HTML build and the assets you already have, and the playable is a slice of the title the player is about to install. If you market a live mobile game and need a new version every week, Genie Playable is the closer fit. If you want to prototype a mechanic before it exists, make playables for an app that is not a game, or you already run video and image creative on Higgsfield Enterprise, Higgsfield Playable is worth a look.

We make Genie Playable. Higgsfield Playable launched on 26 Oct 2026, three days before this page was written, so everything below comes from Higgsfield's own documentation and the launch coverage, not from a paid head-to-head test. We will update the page as the product settles. Tell us if something is out of date.

Key takeaways
Higgsfield Playable is two products. Playable Games (a browser game from a prompt) is on every plan, including the free one. Playable Ads (that game exported as an ad for nine networks) is Enterprise only, with no published price.
Genie Playable builds from your APK or HTML build and the assets in Genie, iterates from the last version, and is self-serve: a free sign-up covers your first two playables, then from $490 a month, or $249 for startups.
The inputs are the real difference. Higgsfield takes a written mechanic plus up to 40 images, one video clip and up to three HTML or ZIP files of an existing playable. Genie takes your game. Neither needs a developer.
Network coverage is close. Higgsfield lists nine export targets, including Moloco and generic MRAID. Genie exports for eight, including TikTok Ads, with Moloco coming soon.
Higgsfield is a video and image platform that added games. Genie is built for live mobile games and nothing else. That shapes the input, the output and the sales process.
For a live game whose playable has to look like the game, built and revised by marketing each week, Genie Playable is the tighter fit.

What is Higgsfield Playable?

Higgsfield is an AI creative platform founded by Alex Mashrabov, who previously led generative AI at Snap. It is known for video and image generation, Cinema Studio, Ads Studio and Marketing Studio, and it reported a $400M Series B at a $5.4B valuation in August 2026. On 26 Oct 2026 it announced Playable: a prompt, an idea or your own assets in, a mobile game out, and for Enterprise customers, a playable ad out of that game.

Playable comes in two parts.

Playable Games is on all plans. You describe the objective, controls, obstacles and ending, choose 2D or 3D, pick one of eight genres (Shooter, Runner, Adventure, Action, Strategy, Maze, Puzzle, Simulation), add optional reference images, and generate. You can do this on Higgsfield or inside Claude through Higgsfield's MCP integration. The result plays in the browser, is saved under "My playables", and can be refined from the description. An Explore page lets you play and recreate other people's games.

Playable Ads is Enterprise only. It takes the same written mechanic plus a wider set of uploads: up to 40 images (sprites, textures), one video clip of 3 to 60 seconds, up to 20 audio files, and up to three HTML or ZIP files of an existing game or playable. You choose 2D, 3D or 3D Fast, then Manual mode (approve each stage) or Auto mode (no stops). After testing, you pick the ad network, enter a destination URL such as your store page, and download a single HTML file up to 5 MB formatted for that network. The nine targets are Generic MRAID, Moloco, AppLovin, Google App Campaigns, Unity Ads, Meta, Pangle (TikTok), Mintegral and Liftoff.

Two things to know before you plan around it. First, access is not price: Higgsfield says plan availability "does not establish a fixed price per game or ad", generation runs on credits, and the credit cost shows on the Generate button. Enterprise itself is a contact-sales plan with no public rate. Second, the launch-day posts from creators tied Playable to games earning "$10M+ MRR" and said "you can make those in 10 min". Most of those posts carried a paid partnership label, and none of the claims is Higgsfield's. Higgsfield's own documentation makes no performance claims, which is the right call for a product that is three days old.

What is Genie Playable?

Genie Playable builds a playable ad from your own game. There are three starting points: your APK or HTML build plus the assets in Genie, a format that is already working for you, or a brief from scratch with Genie Agent. Marketing changes the hook, the level and the end card without a developer at any step, and each version builds from the last one, so a change to the fail state changes the fail state and nothing else. Export covers Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral, with Moloco coming soon.

Genie is built for live mobile games. It is not a general creative platform and it does not serve apps outside gaming. Pricing is self-serve: a free sign-up covers the first two playables, then plans start at $490 a month, or $249 a month for startups. Larger companies usually start with a custom plan: a one-month guided pilot where the Genie team onboards you and helps build the playables you want.

We publish no speed, volume or lift numbers for Genie Playable until a pilot proves one.

How we compared

·Sources: Higgsfield's Playable announcement and documentation, its pricing and enterprise pages, and launch coverage, read on 29 Oct 2026. Genie Playable facts are our own, confirmed with our product team. Vendor claims are labeled.
·Criteria: where the playable comes from; who can build and revise it; export per network; access and cost; and what each tool is for.
·Limits: no paid head-to-head test. Higgsfield Playable has been public for three days, so there are no independent results, and we did not pay for an Enterprise seat to export an ad. Where Higgsfield does not publish something, we say "not published".

Where does each playable come from?

This is the whole comparison, so it gets its own section.

A playable ad has one job: be a true sample of the game. The player taps because the ad looked like something they want to play, and the install survives day one only if the game they open matches the ad they played. Networks review the creative against the listing. Players review it against the game. A mismatch shows up in both places, first as a rejected ad, then as a cohort that installs and leaves.

Higgsfield Playable generates the game. You describe a mechanic, pick a genre and Higgsfield builds an engine for it. You can steer it with your art, a gameplay clip and an existing HTML playable, and that steering will get the look close. But the mechanic underneath is the one Higgsfield generated from your description, in one of its eight genres. For a match-3 with a specific board, a bingo with a specific daub, or a merge game with a specific chain, "close" is the thing UA teams spend weeks fixing in a studio playable, and the thing the word "reskin" was invented for.

Genie Playable ports the game. The build comes from your APK or HTML, the art is the art in Genie, and the level is a level from the game. The playable looks like the game because it is the game. The trade-off is that Genie assumes a game exists. If you are at the concept stage, Genie Agent can build from a brief, but that is not the path Genie is designed around.

So the fair split is this. Higgsfield is the better sandbox: a mechanic in a browser from a prompt, on a free plan, is a cheap way to see whether an idea moves before you build it. Genie is the better production line: once the game exists, the playable should be made from it, and revised from the last version every week.

Your game in. A network-ready playable out. Genie Playable builds from your APK or HTML build, so the ad is the game players will install, and marketing revises it without a developer.

Try Genie

Higgsfield Playable vs Genie Playable: side by side

Higgsfield PlayableGenie Playable
Starting pointA written mechanic and genre, plus optional images, a video clip, audio and up to three HTML or ZIP files of an existing playableYour APK or HTML build plus the assets in Genie; a format that is already working; or a brief with Genie Agent
Who builds itYour team, no developerYour team, no developer
How you make version twoRefine the description and regenerate; Manual mode approves each stageIterate from the last version: change the hook, level or end card
OutputOne HTML file up to 5 MB, formatted for the chosen network, with your destination URL insideNetwork-specific builds; Meta's 5 MB limit applies to the single HTML and the ZIP
Export targetsNine: Generic MRAID, Moloco, AppLovin, Google App Campaigns, Unity Ads, Meta, Pangle (TikTok), Mintegral, LiftoffEight: Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle, Mintegral; Moloco coming soon
Games without adsPlayable Games on every plan, including freeNot offered; Genie makes ads
Access to ad exportEnterprise plan onlySelf-serve from sign-up
PricingNot published. Credits per generation; Enterprise on requestFree sign-up covers the first two playables; from $490 a month, $249 for startups; custom one-month pilot
Built forCreators and brands on a general video and image platformLive mobile games only
In-ad analyticsNot publishedNo; reads come from your network and MMP
Performance numbersNone publishedNone published
Launched26 Oct 2026Oct 2026

Pros and cons

Higgsfield Playable

·Best for: teams prototyping a mechanic before it exists, apps outside gaming, and companies already on Higgsfield Enterprise for video and image creative.
·Pros: a playable game from a prompt in a browser, on any plan; a wide input set, including a gameplay clip and an existing HTML playable; nine export targets, including Moloco and generic MRAID on day one; one vendor for video, image and playable; works inside Claude through MCP.
·Cons: ad export is Enterprise only, with no public price and no Playable line on the pricing page; the engine is Higgsfield's generated game, not yours, and there is no APK input; three days old, so no independent results and no track record on network review; credits make the cost per playable hard to forecast.
·The honest read: a strong idea from a company with the money to make it good. Judge it in three months, on games you have shipped, not on launch posts.

Genie Playable

·Best for: UA and creative teams at live mobile game studios who need a playable that is their game, revised every week, without a developer.
·Pros: the playable is built from the game; version two builds from version one; marketing owns every step; self-serve pricing you can read on the page; a guided pilot for larger studios.
·Cons: no Moloco export yet and no generic MRAID target listed; no in-ad analytics; no published speed or performance numbers; not for non-game apps or AAA; no sandbox for games that do not exist yet beyond the brief path in Genie Agent.
·The honest read: narrower by design. If your game is live and the calendar is the constraint, that is the point. If it is not, look elsewhere.

What does each one cost?

Higgsfield has not published a price for Playable Ads. The product is on the Enterprise plan only, which is a contact-sales plan, and Higgsfield says plan access does not fix a per-ad price because generation runs on credits. Playable Games is on every plan, including the free tier, and the credit cost appears on the Generate button. Third-party pricing guides list Higgsfield's individual plans from about $15 a month, but those plans do not include ad export, so they are not the relevant number for a UA team. If you need ad export, the number is whatever Enterprise quotes you.

Genie Playable is self-serve. A free sign-up covers the first two playables. After that, plans start at $490 a month, or $249 a month for startups. Larger companies usually take the custom plan: a full one-month pilot with onboarding where the Genie team helps build the playables.

For the wider picture, including studios at $3,000 to $5,000 per creative and template builders from $30 a month, see how much does a playable ad cost in 2026.

Pricing you can read before the call. Free sign-up for your first two playables, then from $490 a month, or $249 for startups. Larger studios start with a one-month guided pilot.

Book a demo

Which one should you pick?

If you are..Look at
Marketing a live mobile game and need the playable to be the game, revised weekly by marketingGenie Playable
Testing whether a mechanic is fun before you build the gameHiggsfield Playable Games, on a free plan
Making playables for an app that is not a gameHiggsfield Playable Ads (Enterprise), or a template builder
Already on Higgsfield Enterprise for video and image creative and want one vendorHiggsfield Playable Ads
Running Moloco or a network that needs generic MRAID todayHiggsfield Playable Ads, until Genie's Moloco export ships
A startup studio with one live title and no Enterprise budgetGenie Playable at $249 a month
Wanting both: prototype in one, produce from the shipped game in the otherHiggsfield Playable Games plus Genie Playable

Where does Genie Playable fit?

Genie Playable is the production side of a live game's UA loop. It builds a playable from your APK or HTML build plus the assets in Genie, from a format that is already working, or from a brief with Genie Agent. Each version builds from the last, so marketers change the hook, level and end card themselves, and the export covers Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral, with Moloco coming soon.

What it is not: a game generator, an analytics platform or a general creative suite. If you want to make a game that does not exist yet and play it in a browser this afternoon, Higgsfield does that and Genie does not. If your playable needs to be your game, Genie does that and Higgsfield, for now, approximates it.

Self-serve starts at $490 a month, or $249 for startups, with a free sign-up that covers your first two playables. Larger companies usually start with the custom plan: a one-month pilot where the Genie team onboards you and helps build the playables you want.

The ad should be the game. A prompt can make a game. Your game can make an ad. Genie Playable builds from your APK or HTML build, iterates from the last version and exports for eight networks, without a developer.

Try Genie

FAQ

Sources

  1. 01Higgsfield, Meet Higgsfield Playable Ads and Games (vendor documentation, 25 Oct 2026)
  2. 02Higgsfield, Playable product page (vendor, read 29 Oct 2026)
  3. 03Higgsfield, Pricing page (vendor, read 29 Oct 2026)
  4. 04Higgsfield, Changelog (vendor)
  5. 05Aliteq, Higgsfield Playable Ads: what the viral launch posts leave out, 27 Oct 2026 (affiliate blog; discloses referral commissions)
  6. 06PlayToEarn, Higgsfield launches Playable, 27 Oct 2026 (news coverage, incl. Series B figures)
  7. 07Creators Toolbox, Higgsfield Playable turns a prompt into a mobile game, 26 Oct 2026 (news coverage)
  8. 08Genie Playable product facts: Genie Labs, confirmed 26 Oct 2026.

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How to make a playable ad from your own game (without rebuilding it)

Three ways to turn your game into a playable ad: engine export, HTML5 rebuild, or building from your APK. Steps, specs, testing and mistakes to avoid.

Written by Yonathan Avivi, Head of Marketing, Genie Labs

Technical review by Yotam Wolf, CTO · Published Sep 26, 2026 · Updated Sep 26, 2026 · 11 min read

A playable ad from your own game is a 30 to 90 second interactive slice of your game: your characters, your art and one clear mechanic, packaged as a small HTML5 file an ad network can run. You can't ship your game build as it is. Networks cap playables at about 5 MB in a single HTML file or ZIP, with strict rules on code and clicks. So you have three options: export a stripped-down scene from your engine, rebuild the moment in an HTML5 framework, or use a tool that builds the playable from your game's build and assets. This guide walks through all three.

Key takeaways
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What does "a playable ad from your own game" actually mean?

It means the player sees your game, not a generic template with your logo on top. Studios that do this well keep three things fixed and treat the rest as open.

Keep fixedOpen to change
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This matches what UA and creative leads tell us. Brand fidelity is non-negotiable. Gameplay is often borrowed from whatever is trending. The catch is policy. The UK ASA now treats even a genuine but non-core mechanic as potentially misleading, and Google Play bans ads that don't represent the app. The closer your playable is to what players actually get, the safer it is, and the better it tends to retain.

Why can't I just ship my game build as a playable?

Ad networks run playables inside their own ad containers, not as apps. Every playable has to fit this box:

SizeAbout 5 MB on every major network (AppLovin, Meta, Google, TikTok, Unity, Mintegral, Moloco, Snapchat). A WebGL export of a real game is usually far bigger. An empty Godot export is already over the limit.
FormatOne self-contained HTML file with every asset inlined (AppLovin, Unity, Moloco), or a ZIP with an index.html (Google, TikTok, Mintegral, Snapchat). Meta accepts both.
No external callsNothing loads from your servers at runtime.
Click-out callmraid.open() on AppLovin and Unity, FbPlayableAd.onCTAClick() on Meta and Moloco, ExitApi.exit() on Google, window.openAppStore() on TikTok, window.install() on Mintegral.
Behavior rulesMuted until the first interaction, no store redirect on the first tap, no auto-redirects, works in portrait and landscape.

The full list lives in our Playable ad specs by network (2026).

What are the three ways to turn my game into a playable?

1. Engine export 2. HTML5 rebuild 3. Build from your APK or HTML and assets
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Most studios mix routes: a hand-built hero playable for a launch, and faster tooling for the weekly variations that keep a campaign alive.

What buyers expect to pay and wait: roughly $3,000 to $8,000 and two to four weeks per new playable from an external studio, and roughly $600 to $2,000 in-house once the setup exists. Nobody has a clean source for these numbers, so treat them as market expectations. One mid-size studio we spoke to put it simply: the market norm is "two weeks onwards", and their target is under a week.

Your game is already the brief.

Upload your APK or HTML build. Genie Playable turns it into a playable ad with your own art, characters and live events, ready for 10 ad networks.

Try it free on your game

How do I make a playable ad from my game, step by step?

01\Pick the moment worth playing

Choose one mechanic a stranger understands in three seconds. Good sources: your core loop at its most satisfying, the live event running now, or a format already converting in your genre. If you can't explain the moment in one sentence, it's too complex. One mechanic beats two.

“Merge plus puzzle looks clever and almost always tests worse.”
Segwise

02\Script the arc

Almost every playable follows the same shape:

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03\Prepare your assets

Export characters, backgrounds, UI and sounds from your game, then cut hard. Compress images, use sprite sheets, trim audio to short loops and subset fonts. Base64 inlining adds about a third to file size, so aim for 2 to 3 MB in total and treat 5 MB as the ceiling.

04\Build it

Whatever route you use, keep the logic in plain HTML and JavaScript, make the layout work in 9:16 and 16:9, and keep sound off until the first tap.

05\Package it for each network

This is where engineer time quietly disappears. "A unit that passes on AppLovin can bounce on Unity," as Segwise puts it. Each network needs the right file format, the right click-out call and any required hooks. Mintegral, for example, expects gameReady() and gameEnd() calls. Build once and generate network variants from one source. Hand-editing copies is how bugs creep in.

06\Test before you upload

{{ t.k }}{{ t.v }}

Then test on a real low-end Android phone. A desktop browser hides most of the problems.

07\Launch and measure

Give each playable enough data before you judge it. A common rule of thumb is about 50 conversions in four days, or 100 in seven. Judge on D7 ROAS and retention, not CPI alone. If you can, add events inside the playable (start, first interaction, win or lose, CTA tap, drop-off point), because network dashboards only show the last step.

08\Plan the next version before this one fatigues

Top-grossing games ship dozens of new playables a month, and most of that volume is variations of a winner. Leading teams put roughly 70% of output into variations and 30% into new concepts. Decide now which single thing you'll change next: the hook, the fail state, the character, the event skin or the end card.

What should I keep from my game, and what can I borrow?

Keep everything that helps a player recognise your game after install: art, characters, UI language, sound. Borrow structure freely, whether that's a proven hook, a pacing pattern or a format working in another genre. Racing and narrative studios often tell us their game "isn't playable". The honest read: a playable doesn't need your full core loop. It needs one true moment from your world.

What are the most common mistakes?

Mistake What happens Fix
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The next version, not a new brief.

When a playable fatigues, Genie Playable lets your UA or creative team change the hook, the character or the event skin on the last version and ship it again. No dev queue.

Book a demo

Where does Genie fit?

Genie Playable takes the third route, and adds two more ways in. You can build from your game: your APK or HTML build together with the assets, narrative, mechanics and live events already in Genie. You can start from a format that's already working and rebuild it with your game inside. Or you can start from scratch and describe the playable to Genie Agent.

Genie Core keeps every version on brand, and Genie Playable exports network-ready variants for Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral from one source, with Moloco coming soon. No developer is needed at any step, and your team makes the final call on every version. Sign-up is free and covers your first two playables. Try it on your game.

Where to go next

First playable? Follow how to make a playable ad step by step, then run it through the playable ad best practices checklist. Once it's live, read how to know if your playable ad is working and how to A/B test playable ads.

FAQ

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Sources

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