It’s been a while, so here are the main developments relating to Yieldwatch, the ad revenue monitor I've been building for solo and small mobile game studios.
Originally, I only built Yieldwatch around AppLovin MAX. Then, a studio founder replied to some outreach and mentioned they run AdMob with Unity Bidding for mediation, and that support for it would make Yieldwatch actually useful for their setup. So I built it.
AdMob support now does the same thing AppLovin support does: automatic monitoring of revenue, eCPM, and fill rate, plus a breakdown by ad source so you can tell whether a change came from Unity Bidding or AdMob's own network.
Around the same time, I added App Store Connect too, so studios can track App Store sales revenue and units the same automated way, alongside whichever ad network they use.
Still the same core idea underneath all three: is a dip your problem, or the market's? Every anomaly comes with an evidence trail (what else moved, what to check next).
If you're on AppLovin MAX, AdMob, or have App Store sales worth watching, you can sign up at Yieldwatch.app, or if you want to demo it before, try the no sign-up demo at Yieldwatch.app/try.