FILE · NDA · GAMING · SERIES A · 2025Name withheld
50Morganic views in 5 months, $0 paidgaming user acquisition, entirely organic, one Series A engagementOne documented engagement

A Series A gaming company. Five months. Nothing spent on user acquisition.

For a Series A consumer gaming company, Underboss Media ran founder-led video and organic distribution across YouTube Shorts, TikTok and Instagram Reels for five months with no paid user acquisition: 50M organic views, 17.9K YouTube subscribers, branded search up to 10x during the run and held near 2x after. The engine ran on the studio's own accounts.

No paid UA, and no retainer that keeps the machine at the end. A distribution engine the studio owns outright, running on the studio's own channels, not a rented account sitting somewhere else entirely.

If your cost per install has not moved in the right direction in a quarter, send us the link and we will tell you why.

Two minutes. No call. No numbers.
FILE · NDA · GAMING SERIES AGaming, Series A, 5 months
50MOrganic views
$0Paid
10xBranded search, up to
5Months
50MMonth 1Month 5

Growth operator from kickoff, owning founder-led video, organic distribution across YouTube Shorts, TikTok, and Instagram Reels, and the weekly board metric. Five months in, zero dollars of paid user acquisition, and branded search moving on its own. Geographic split held at roughly 50% USA, 30% Europe, and 20% other markets across the run, without a single paid campaign behind any of it. Subscriber growth followed the same shape: 17.9K new YouTube subscribers, 5.7K on Instagram, and 3.2K on TikTok, all inside the same five month window, all traceable back to specific published pieces rather than a media plan.

One receipt, opened. The client name stays in the file room, which is exactly why you should judge us on your own product instead.

FILE · NDA · GAME STUDIO · WAITLISTGame Studio · Pre-Launch Waitlist
2,000Waitlist, before
80,000Waitlist, after
$0Paid spend
40xWaitlist growth
2,000BeforeAfter, $0 paid

A second studio's waitlist grew from 2,000 to 80,000 people at $0 paid spend, using the same organic mechanism as the flagship receipt above. Content that earns attention on its own, published on the studio's own accounts, with no ad account anywhere in the funnel. The jump happened while the game itself was still in development, which is exactly when a studio most needs demand it did not have to buy.

Read it back as your own numbers.

  1. 01Install demand you generate, instead of demand you buy one head at a time.
  2. 02Branded search that keeps pulling players in after the campaign is over.
  3. 03An engine on the studio's own accounts, not a retainer with an exit cost attached to it.
“A UA budget buys installs for as long as it runs. An organic engine keeps pulling players in long after the campaign ends.”
Don Mateo Blazeka
Don Mateo BlazekaOperator, Underboss Media

“950M+ organic views sit across the operator record, and I ran the account behind the 50M receipt on this page myself for the full five months. I write your teardown myself, and I will tell you straight what is realistic for your title.”

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From publishing in month one to owned by month twelve.

  1. Month 1

    Live and publishing

    The engine ships across your studio's channels, on your accounts, from the first upload.

    Output: Live publishing cadence, organic and ads

  2. Months 2 to 9

    Compound and train

    Volume climbs, formats get killed and replaced on the install numbers, and the person you chose inside the studio learns the playbook by running live parts of it under supervision.

    Output: Install lift compounding, playbook forming

  3. Months 10 to 12

    They run it, you own it

    Your team takes the wheel while we watch from the side. The build is finished when the install curve holds through a change of operator, not when the invoice stops.

    Output: Engine handed off, still producing

A retainer vs an owned engine, for gaming studios

Updated September 2026
  1. The accounts and learnings

    A retainerTheirs, held hostage until you pay

    Your studio, with usYours from day one

  2. If you go

    A retainerYou start over at zero

    Your studio, with usYou keep everything, and it works

  3. Why you stay

    A retainerLeaving costs you all of it

    Your studio, with usBecause it keeps growing

  4. The knowledge

    A retainerLeaves with the account manager

    Your studio, with usDocumented in your own playbook

Before you ask.

We name one KPI we control in your first month. If it is not climbing by month six, the next month is free. For a game that KPI is usually branded search and owned channel audience, the demand that is still there after a campaign ends rather than during it.

Yes. Organic builds waitlists before there is a build to download. One studio went from 2,000 to 80,000 at $0 paid, using the exact mechanism described on this page.

It is one documented engagement, not a promise. The teardown tells you what is realistic for your title before you commit to a year of running it.

The engine is organic. If you run paid, it amplifies the organic winners, on your own ad account, using creative the organic side already proved worked.

Nothing. Send the game and your channels, and in three days you get an honest read on what is bringing players in now and what we would build first. Yours to keep whether we work together or not.

If your title is not the right fit for an organic engine, you hear that plainly in the teardown, not six months into a retainer that is hard to unwind.

Three days from link to teardown.Work begins within 5 business days of signing. Personal response within 48 hours.

Organic Growth or we work for free.

We name one KPI we control for your company in your first month. If it is not climbing by month six, the next month is free.

It runs until it climbsHowever long that takes. There is no fixed window after which the invoices start again.

You read it off your own numbersYour analytics and the platforms' own reporting. Nothing of ours in the middle.

Send us the game. We send back the teardown.

A link to the store page and your channels. In three days you get where your players are actually coming from, and what we would build first. Free, and yours whether we work together or not.

Two minutes. No call. No numbers.