A Series A gaming company. Five months. Nothing spent on user acquisition.
We build gaming companies an organic engine that produced 50M views in 5 months at $0 paid, and hand it to your team to keep.
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.
Embedded as the growth operator at 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.
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.
- 01Install demand you generate, instead of demand you buy one head at a time.
- 02Branded search that keeps pulling players in after the campaign is over.
- 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.”
Paid captures demand. The engine creates it.
Demand capture, what a studio usually buys
- Where the budget goes
- Bidding for players who are already looking for a game like yours, in an auction every studio in your genre is also bidding in.
- Cost over time
- Rises every quarter, because the auction gets more crowded as more studios compete for the same install event.
- When you ease off
- It stops. Installs track spend closely, so the curve goes flat within days of the budget pausing.
Demand generation, what the engine does
- Where the effort goes
- Making players search your title who never would have otherwise, through content that earns attention on its own merit.
- Cost over time
- Falls, because the content library keeps earning installs months after it published, compounding instead of resetting.
- When you ease off
- The demand is yours. It sits on the studio's own accounts and keeps pulling players in, whether or not the team is actively publishing that week.
Working out what generates demand for your title is the rare skill, and it is what you pay for. Running the proven formats afterward does not take a specialist, which is why it can move inside your studio once the formats are proven.
From publishing in month one to owned by month twelve.
- 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
- 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
- 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
Four things, and all four keep working.
The Engine
Live and publishing across your studio's channels by month one, on your accounts. Paid runs on the same engine: budget goes behind the pieces organic already proved pull players, on your ad account.
The Playbook
Everything it takes to run the engine, written down. How a subject gets picked, how a piece gets sourced, shot and edited, which formats run, how a hook has to land in the first three seconds, when to kill a format and when to hold it, written down.
A retainer vs an owned engine, for gaming studios
Updated July 2026| Dimension | A retainer | Your studio, with us |
|---|---|---|
| The accounts and learnings | Theirs, held hostage until you pay | Yours from day one |
| If you go | You start over at zero | You keep everything, and it works |
| Why you stay | Leaving costs you all of it | Because it keeps growing |
| The knowledge | Leaves with the account manager | Documented in your own playbook |

“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.”
Verify on LinkedIn →The teardown is free, and it is a real plan for your studio. We scope your engine and you leave with a 90-day operating brief you can run immediately, plus the full year quoted in writing so nothing about the bigger commitment is a surprise once you sign anything.
Show me what you would doBefore you ask.
We name one KPI we control in your first month. If it is not climbing by month six, we work for free until it is. 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.
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, we work for free until it is.
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.