Grow with play
Turn gameplay into wishlists.
Introduce the game you're about to ship to the players you already have. They choose to try a streamed demo of it inside the game they're playing, with no download or install, and one button brings them back.
A game's own menu, with one tile added.
Every successful game can help grow the next one.
For publishers and multi-title studios
Say you've got a live game with players in it, one about to launch and an older one that never found its audience. The live game can offer a playable slice of either to the players who are there now. You choose which title is offered, where the tile sits and for how long.
For a studio, this is what a publisher's live titles can do beyond funding and a release date: put the studio's game in front of players who are already enjoying one of the publisher's, and let them meet it by playing it. The studio keeps control of what appears in its own game.
Most useful at the pre-launch, wishlist-building stage. It carries on through a game's life: a sequel, an expansion, an older title that launched into a crowded week.
The live game
The rest of the catalogue
An illustration: the host's menu is drawn.
How a campaign goes live.
- 1
You choose
The demo and the slice of it players get, the artwork on the tile, and where an interested player goes afterwards.
- 2
The host title agrees the placement
A menu tile is the usual start. In-world placements are agreed with the team that runs the host game.
- 3
We check the build
Each demo build is checked to run well on our servers before it goes live, and again when it changes.
- 4
Players choose to play
The tile goes live. Players who pick it play the demo, and you see what they did in the dashboard.
How many started, how long they played, where they dropped off, how many went to the store.
Per campaign. Invited teams sign in.
Twenty-eight seconds. Recorded in a sample environment. The campaign and its figures are sample data, not results.
Counted in the stream
Starts, time played, where players dropped off, and store clicks. Level-by-level drop-off needs instrumentation inside the demo.
From the store
Wishlists and downloads, on the store's own terms. For Steam, link-based counts are aggregate and time-windowed; the source and method are agreed per deployment. We don't report sales.
A first month, then usage. You set the limit and you can stop at any time.
What it costs
First month. A first month at $3,500, then usage-based billing. The first month is there so you can see your own numbers before deciding how far to take it.
Usage. Charged when a player starts playing. A tile nobody clicks adds nothing to it.
Adding a game. No separate setup fee for each new game you introduce.
Pricing. Shared on request, and talked through against your titles and the volume you have in mind.
What you control
Cap. Set a spending limit for the campaign. Players beyond it don't see the tile at all.
Pause. Any time, from the campaign page. New sessions stop; players already in one finish, and the servers wind down as they do.
Running when you paused, so it finishesEarlier sessions
