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Game publishers launch products and need players who stay. We build launch audiences from scratch, run cross-product user acquisition, and partner with guilds and gaming creators to reach real players — not airdrop tourists. Measured on installs, active players and retention across your portfolio.
Key Takeaways
- ✓Key features: Go-to-market for new titles, Launch audiences from scratch, Cross-product acquisition
A publisher’s real advantage is portfolio leverage, and most publishers never collect it. The cheapest audience for the next title is the audience acquired for the last one — but only if community, creator relationships and communication are structured to carry across titles instead of being rebuilt from zero at every launch. We set acquisition up so each launch feeds the portfolio rather than exhausting itself. Within a launch, the sequencing follows the same pre-launch logic that works for token events.
Community hub, guild relationships and gaming-creator seeding run months before playability, so the game opens to an audience that is already waiting; attention bought in launch week costs several times what the same attention costs beforehand. Recruitment runs through guilds and gaming creators rather than crypto-incentive channels, because incentive-led campaigns reliably deliver wallets that arrive for the reward and disappear when it ends — excellent launch metrics and an empty game a fortnight later. Everything reports on installs, active players and retention by source, and spend follows retained players rather than the cheaper headline install.
Portfolio leverage. A publisher's cheapest audience for the next title is the audience acquired for the last one, but that only works if community, creator relationships and communication are structured to carry across titles rather than rebuilt per launch. We set acquisition up so each launch feeds the portfolio, which is what makes publisher-level programs more efficient than running the same campaign several times.
Community hub, guild relationships and gaming-creator seeding, months before playability. The aim is an audience waiting on launch day rather than a launch announced to nobody. Pre-launch attention costs a fraction of launch-week attention, and the audience it builds is the one that carries retention through the first weeks.
Because they reach players. Crypto-audience campaigns reliably deliver wallets that arrive for the incentive and leave when it ends, which inflates launch metrics and destroys retention. Guilds and gaming creators reach people who came for the game, and installs from that route behave completely differently in the retention data.
Installs, active players and retention across the portfolio, weekly and by source. Wallet counts and reach are diagnostics only. Because retention is the number that decides whether an acquisition channel was worth running, spend allocation follows retained players rather than the cheaper headline install cost.
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