Scale installs, retention, and in-game revenue
We run gaming growth across UA, creators, ASO and store pages, and live ops messaging, with tight measurement and fast creative iteration.
UA that protects ROAS
Creative volume for testing
A launch plan that fits your platform
Game marketing is not one playbook. A Steam release needs wishlist momentum and a page that converts, while mobile needs UA, store conversion, and retention fast enough to justify spend. We start by mapping your launch shape and the one outcome that matters most right now, such as wishlists, pre-reg, installs, or purchases. In practice, we run a teardown of your store presence, creative, and funnel, then build a launch calendar that links beats to assets. For example, for a PC title we may align trailer cuts, demo messaging, and press kit timing around an event like Next Fest, then use paid amplification only where it lifts wishlist rate. For mobile, we plan a soft launch approach with geo testing, feature flags, and creative learning loops. Outcomes include clearer priorities, fewer last minute scrambles, and a funnel you can measure.
Why this matters now
Games are competing for attention in a saturated market where paid costs rise and organic reach is less predictable. Studios cannot rely on one viral moment or one featuring placement. At the same time, players have high expectations for authenticity, and platform algorithms reward experiences that retain users, not campaigns that spike installs. That puts pressure on marketing to connect the entire journey, from the first impression to the first session and the first purchase. A gaming marketing agency brings the mix of UA rigour, creative throughput, and platform knowledge needed to scale without burning budget on low quality users. Timing matters because launch windows are short and mistakes are expensive to undo.
UA built on real unit economics
User acquisition should scale only when the numbers make sense. We run UA across platforms like Meta, TikTok, Snap, Google, Apple Search Ads, and networks such as Unity Ads and AppLovin, then judge success through retention and value, not install volume. In practice, we set up campaign structure by country tier, creative theme, and audience intent, then track D7 and D30 retention, payer conversion, and ROAS targets you agree up front. In our audit of many gaming accounts, the biggest leak is poor creative fit, not bidding. We fix that by running rapid creative testing and killing underperformers quickly. For example, a short gameplay hook can outperform a cinematic cut for mid-core, while hyper-casual may need faster pattern recognition and clearer reward cues. Outcomes include steadier scaling and fewer surprise dips when spend increases.
Creative production that matches live testing speed
Games win on creative, and most teams cannot produce enough variants to learn quickly. We run a creative system that produces and tests at pace, with unlimited ad creative production included. In practice, we build a creative map across hooks, formats, and audiences, then ship variations as a steady stream rather than a monthly drop. We also use safe automation where it helps, such as versioning, tagging, and rapid copy variants, without losing craft. Here's what happened in one case, a single mechanic explained in three different hooks revealed a clear winner, and we scaled that angle across networks. We test gameplay captures, UGC style edits, creator clips, and static concepts, then feed learnings back into both marketing and store assets. Outcomes include faster learning, better CPM efficiency, and improved conversion because the right players self select in.
Where this fits
This service fits alongside your game team, not outside it. We work with your UA manager, producer, community lead, and analytics team to connect marketing plans to build milestones and live ops cadence. For PC and console, we focus on Steam and platform store presence, wishlist and demo conversion, creator outreach, and event planning. For mobile, we focus on UA networks, ASO, soft launch learning, and retention messaging tied to in-game systems. We integrate with your existing tools for analytics and attribution, and we keep ownership of accounts with you. The goal is a joined up growth function without the overhead and coordination cost of hiring multiple specialists.
Creators, PR, and community that feel native
Gaming audiences spot forced marketing instantly. Creator work and community building only works when it fits the culture of the genre and the platform. We run creator seeding and sponsorships across Twitch, YouTube, and TikTok, and we support PR with press kits, preview builds, and clear talking points. In practice, we match creators to your game loop and audience, then structure campaigns with trackable links and messaging that creators can genuinely deliver. For example, an indie roguelike might benefit from a smaller set of high fit streamers who play the demo deeply, while a mobile title may need wider reach with short form gameplay hooks. We also build Discord and Reddit community rhythms, including moderation rules and content cadence. In a teardown of typical creator programmes, the biggest weakness is lack of follow through after the first burst. Outcomes include steadier organic momentum and better conversion from earned attention.
What success looks like
Success looks like predictable acquisition that holds up when you scale spend. Leading indicators include stronger store page conversion, clearer creative winners, healthier retention cohorts, and improving ROAS over time. For Steam, early signals often come from page click through, wishlist rate, and demo engagement, then post launch performance depends on reviews, engagement, and continued visibility. For mobile, we look at cohort retention, payer conversion, and purchase behaviour, and we compare performance by creative and channel so decisions stay grounded. In practice, we report both marketing outcomes and product outcomes, because a great UA number is meaningless if D30 behaviour collapses. When those signals are stable, budget allocation becomes a simple decision rather than an argument.
What types of games do you support
We support mobile, PC, and console titles across indie and publisher teams. The approach changes by platform and genre. In practice, Steam focused work often centres on page conversion, wishlists, demo messaging, and creator coverage, while mobile work is heavier on UA networks, ASO, and retention cohorts. We also support live ops heavy games where ongoing events and battle pass style cycles shape retention. If you have a niche audience, we will focus on creator fit and community channels rather than trying to buy broad reach.
Can you help with Steam launches and Next Fest preparation
Yes. Steam marketing is largely about getting the page and demo experience right, then making it easy for the right creators and press to cover. In practice, we review your capsule art, trailer ordering, tags, copy, and community presence, then build a plan for wishlists and demo conversion. For example, we might test different trailer openings to see which one drives higher click intent, and we may adjust the page narrative so the core loop is clear quickly. We also coordinate timing for announcements, creator outreach, and paid amplification where it genuinely helps.
Which UA channels do you typically run for mobile games
Channel choice depends on the audience and the monetisation model, but common options include Meta, TikTok, Snap, Google, Apple Search Ads, and gaming networks such as Unity Ads and AppLovin. In practice, we test a focused set first, then scale based on cohort quality, not just CPI. In one case, a network that looked expensive on installs produced higher value players and better retention, so it became a core scaling channel. We also manage creative format differences, because the same concept does not perform equally across every platform.
How do you decide whether to scale spend
We scale when the unit economics hold and the signal is stable. In practice, we look at cohort retention, payer conversion, and ROAS trends by channel and creative theme, and we confirm that tracking is reliable before pushing budget. We also run controlled checks where practical, such as geo splits or holdout audiences, to reduce the risk of scaling on misleading attribution. When we ran an audit on similar accounts, the biggest budget mistakes came from scaling a creative winner that attracted the wrong players. We avoid that by tying creative decisions to downstream behaviour.
Do you manage creators, influencers, and community
Yes. We support creator campaigns across Twitch, YouTube, and TikTok, plus community work on Discord and Reddit. In practice, we pick creators based on audience fit and the type of content they make, then provide guidance that keeps messaging accurate without forcing scripts. We also build a follow through plan so the first burst becomes ongoing momentum. For example, we might pair creator videos with paid amplification, a store page update, and a community event so the attention lands somewhere useful. Measurement uses tracked links and cohort views so you can see quality, not just views.
Can you improve ASO and store conversion rates
Yes. We treat ASO and store pages as conversion assets that deserve continuous testing. In practice, that includes keyword mapping, icon and screenshot testing, trailer and preview video iteration, and localisation considerations. For Steam, we look at tags, capsule art, trailer sequencing, and page structure to improve click through and wishlist rate. Here's what happened in one case, a revised screenshot set that showed progression and rewards earlier improved store engagement because players understood the loop faster. We align store work with UA creative so the story stays consistent.
How do you handle retention marketing and live ops messaging
We build lifecycle messaging around the game loop and your content calendar. In practice, we segment users by behaviour and value, then trigger re-engagement flows that deep link to relevant content such as events, challenges, or limited time offers. We test cadence and content to avoid fatigue. For example, we might test different timings for push notifications after a user drops, and compare their return rates and purchase behaviour. We also coordinate with your team so messaging matches what is actually live in the game, which protects trust and reduces churn.
What does working with Growthcurve look like during a launch
During launch, we run a tighter cadence with clear owners and fast approvals. In practice, that includes daily performance monitoring, rapid creative shipping, store page updates, and coordinated comms with community and creators. You get a real-time campaign performance dashboard, so you can see spend and results without waiting for a report. We integrate as your internal staff, which keeps decisions fast when things change. If a trailer cut underperforms or a market reacts differently than expected, we adjust creative and targeting quickly rather than waiting for a weekly meeting.
Do you take a percentage of ad spend or lock studios into contracts
No commission fees on your ad spend, and we work on a monthly rolling basis with no long-term contracts. That suits studios because needs change across soft launch, global launch, and live ops phases. You keep ownership of ad accounts and data. We can also scale the team up or down on demand, for example increasing creative and UA support during launch peaks, then switching focus to retention and store conversion once the initial wave settles. This approach avoids the fragility of stitching together freelancers for each phase.
Store pages that convert curious traffic
Many studios buy traffic to a store page that is not ready to convert. We treat store pages as conversion assets and test them like landing pages. In practice, we improve Steam page SEO, capsule art, trailer ordering, screenshots, tags, and copy, and we run App Store and Google Play ASO with keyword mapping and creative testing. For example, we might test a first trailer cut that shows the core loop in the first seconds, then compare wishlist rate and click through from featuring placements. On mobile, we test icon, screenshots, and preview video, while keeping localisation and cultural fit in view for different markets. We also ensure tracking is set up so you can connect channel and creative to store outcomes. Outcomes include higher page conversion, better paid efficiency, and stronger launch readiness.
Retention and monetisation beyond the install
UA only works when the game keeps players. We support retention and monetisation with lifecycle messaging that ties into your live ops plan. In practice, we build segmentation for new users, returning users, and high value cohorts, then run push, email, and in-app messaging that is timed to the game loop. For example, we may test a re-engagement flow that deep links players into a seasonal event or a battle pass screen, rather than dropping them at the home menu. We also coordinate with your content schedule so marketing is not promising what the game cannot deliver yet. In our audit, a common issue is over messaging that causes fatigue and churn. We fix that by testing cadence and content, and by using win back triggers based on behaviour rather than calendar dates. Outcomes include better retention, more returning players, and healthier monetisation.
Measurement and ops that keep spend accountable
Gaming teams need live visibility and fast decisions. We set up reporting that connects creative, spend, and downstream outcomes like retention and ROAS, then use it to drive weekly improvements. In practice, we build a real-time campaign performance dashboard and maintain a testing backlog across UA, store conversion, and lifecycle. We also run incrementality minded checks, such as geo splits or holdout audiences where practical, so scaling decisions are not based on false positives. Here's what happened in one case, a channel that looked strong on last click drove weak retention, and we reallocated budget into the network producing higher value cohorts. We integrate as your internal staff and run a consistent cadence for creative reviews, performance reviews, and launch support. You can scale resources up or down on demand, which helps during launch peaks. Outcomes include cleaner decisions and fewer costly swings.
Why Growthcurve
Growthcurve is built for teams that want fast iteration without losing measurement discipline. We can often move faster than in-house teams or traditional agencies, because you get a complete growth team rather than a single channel specialist. Creative is treated as a performance lever, with unlimited ad creative production included, and you get visibility through a real-time dashboard. We keep incentives aligned with no commission fees on your ad spend, so recommendations stay focused on unit economics. Our team integrates as your internal staff, and we work on a monthly rolling basis with no long-term contracts, which suits launch cycles and live ops peaks. You also gain access to top tier US and UK talent without the fragility of rotating freelancers.