games
UK Ad Watchdog Bans Misleading Ads for Four Mobile Games
The UK Advertising Standards Authority (ASA) has banned mobile-game advertisements from King.com, Scopely, Omnilojo and Vistrex for misleading consumers about gameplay. In four related rulings published on November 4, 2026, the regulator ordered the offending ads not to appear again and told the companies to ensure their future promotions did not misrepresent gameplay.
Each decision concerned a different mobile title and formed part of wider ASA work on misleading gameplay in mobile-game advertising, identified for investigation following intelligence gathered by the regulator. The King and Scopely complaints were upheld in part, with one of two challenged ads found misleading in each case. Both issues investigated against Omnilojo were upheld, as was the gameplay complaint against Vistrex.
When Creative Footage Became Gameplay
King’s first Farm Heroes Saga ad combined the game’s match-three mechanic with falling nails, a hatch, a cow and a descending saw. Matching icons caused the nails to fall and the saw to advance, with the sequence ending in failure before the nails reached the bottom or the saw reached the cow. King acknowledged that those additional elements were not in the game, describing them as fictional additions intended to convey pace and urgency rather than a separate mode.
The ASA found that the additions created the objective and jeopardy of the advertised challenge, making them part of the depicted playing experience rather than incidental decoration. Alternating disclaimers that the material was not in-game footage or actual gameplay contradicted the likely consumer impression instead of clarifying it.
King’s second ad was cleared because its opening farming animation had no cursor, game board, level objective or other indicator of playable content, and was followed by representative match-three gameplay. That distinction also shaped Scopely’s Pixel Flow! case.
Pixel Flow! has a single loop in which players launch Piggy characters onto a conveyor belt in the correct order and with the right timing to clear pixel art. The first ad opened with an interactive-looking pipe-path puzzle that also appeared in its thumbnail. The ASA found that the puzzle’s prominence and a hand icon turning the pipes would lead consumers to view it as another part of the game, although only the later pixel-art puzzle reflected the actual loop.
The second Pixel Flow! ad was not misleading. Its brief scene of pig toys on shelves spitting coloured blocks lacked a hand cursor, heads-up display or other gameplay features and was presented as cinematic material, while the following pixel-art sequence represented actual play. Scopely had described both openings as stylised character introductions occupying no more than a third of each ad.
Story Scenes And A Bonus Stage Fell Short
Omnilojo’s three paid Google ads for Dark War Survival presented highly produced scenes of survival bases, zombie combat, looting, driving and domestic life. The company said the material existed in the game as non-interactive storyline and character content used for world-building, and acknowledged that the ads could have better distinguished those sequences from core interactive play.
The ASA found that Dark War Survival primarily involved building a base and managing resources, and that players did not carry out the advertised activities in the manner shown. Its interactive visuals also differed materially from the ads’ highly produced graphics. Presenting the story material as representative play therefore exaggerated both the range and nature of the gameplay and the visual quality consumers could expect.
A separate finding concerned on-screen text presenting the game as “2026 Game Creative” and “2026 Survival Game”, accompanied by laurel graphics. Omnilojo said the wording referred to being featured and recommended on Google Play and the Apple App Store, rather than to formal third-party awards.
The ASA found that the wording and laurels created the clear impression of awards won, which the company had not substantiated. That made the award claim misleading in addition to the gameplay findings.
Vistrex’s advertising for Idle Zombie Miner: Gold Tycoon used a Facebook video and Google Play image carousel centred on driving an excavator, gathering and selling resources, upgrading the vehicle and opening a large map. Vistrex pointed to a genuine bonus stage, Goliath the Destroyer, which launched automatically and could not be skipped, to argue that the ads reflected real mechanics.
The core game instead required players to click to assign zombies to break rocks, merge zombies and upgrade mining stations. The bonus stage involved collecting crystals in an excavator, but lasted 60 seconds and was available on completion of only four of 194 mines. The ASA found that it lacked the advertised vehicle upgrades and large open-world map, differed significantly in movement and speed, and was not part of the core gameplay experience.
Across the four cases, the decisive issue was the overall playing experience consumers were likely to expect. Real footage elsewhere in an ad, or the existence of a genuine feature, did not make a misleading overall depiction acceptable. The cleared King and Scopely executions separated cinematic introductions from representative gameplay; the banned ads integrated non-game challenges, presented non-interactive scenes as play, or made a brief bonus stage stand in for the main game.











