User acquisition: reaching the right players
User acquisition is the work of getting a game in front of the people most likely to enjoy it, at a cost the game can carry. It is easy to spend money and hard to spend it well, because the interesting question is never how many installs you bought but whether the right players arrived. This is how we structure campaigns so that learning comes before scaling.
Know who you are buying
Before any campaign, we write down who the game is for in terms plain enough to recognise in an audience. A casual puzzle player and a competitive strategy player respond to completely different things, and a campaign that speaks to everyone speaks to no one. The clearer the audience, the more honest the creative can be, and the better the traffic performs.

We also check that the game agrees with the audience we are buying. Sending engaged players to a game that does not welcome them produces expensive churn and teaches the campaign nothing except that the mismatch was real.
Creative before spend
More campaigns succeed or fail on their creative than on their budget. A short video that shows the game working, in a form a stranger grasps without context, will outperform a larger spend on a vague one. We treat creative as the primary lever and budget as the thing that scales a lever that already works.
So we build several distinct creatives and let them compete. Each one makes a different promise, and the audience tells us which promise it believes. This is slower than launching one polished ad, and it is the only way to learn what actually moves a player to install.
Campaign structure
A good structure separates the question of whether a campaign can work from the question of whether it should run at scale. The table below is the sequence we follow, from the cheapest test to the most committed spend.
| Stage | What we want to know | How much we commit |
|---|---|---|
| Creative test | Which message lands | Small, short, several variants |
| Audience test | Who responds best | Enough to see a pattern |
| Scale | Whether it holds up | Only if the signs agree |
| Retire | When it stops working | Stop early, keep the lesson |
Channels and their trade-offs
The channels available to a mobile game each carry a different balance of control, speed and cost. Paid networks let a studio choose an audience precisely and pay for the privilege; creators and organic reach cost patience instead of money and often convert better because the recommendation feels like one. We generally start with the options that teach the most for the least spend.
- Paid networks for precise tests and fast feedback.
- Creators for a trusted voice and a warmer audience.
- Organic and community work for the cheapest long-term reach.
- Store features and editorial for reach that money cannot buy.
Choosing between them is less about which is best and more about which fits the game's stage. A prototype and a live game with a proven loop deserve different plans.
Keeping spend honest
The discipline that separates a healthy campaign from an expensive experiment is honesty about when to stop. We set the point at which a test has answered its question, and we end it there rather than letting it drift upward on the hope that the numbers will improve. Hope is not a strategy, and it is an expensive one to hold onto.
We also keep the value of a player in view, not just the cost of an install. A cheap install from a player who leaves immediately is more expensive than a costly install from a player who stays. Judging campaigns that way changes which ones look worth running, often dramatically.
What we measure and why
The most important measure in acquisition is not the install count but the quality of the players who arrive. We compare how different sources behave after the install, and we let the strongest source earn the larger budget. This turns acquisition from a single number into a set of decisions about where the game's audience actually lives.
Alongside that, we watch the creative closely, because the promise an ad makes becomes the expectation a player holds. When an ad promises something the game does not deliver, the campaign has bought a dissatisfied player at full price. Aligning the promise with the game is the cheapest quality control there is.
Growth that fits the studio
Not every game needs a scaling campaign, and not every studio can absorb one. Acquisition works best when it matches the studio's ability to support the players it brings, from server capacity to community replies to the pace of updates. Growing faster than the game can hold is just a more expensive way of losing players, and we would rather grow at the speed the game can carry.
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