MOBILE GAME MARKETING AGENCY

Mobile Game Marketing Agency for Game Studios

From indie game marketing on a first title to a full mobile launch programme, run against the CPI, ROAS and retention numbers your own dashboards already report.

Installs are easy to buy and hard to pay back. A mobile game lives or dies on whether the cost of an install stays under what a player returns over the following weeks, and that number moves with every creative, every store listing and every retention patch. We run the store side and the paid side as one loop: three app services and seven fixed-price scopes covering store optimisation, paid user acquisition, store conversion and retention, with the cohort maths visible in the report instead of buried in a network dashboard.
13 Services
12 Countries
11 Languages
WHY GAME MARKETING IS DIFFERENT

Four Things That Make Mobile Game Marketing Its Own Discipline

Video game marketing uses the same channels as app marketing. The economics, the discovery mechanics and the shape of a release all work differently.

Free-to-play economics set the ceiling on CPI

In a free-to-play title a small share of players carries the revenue for everyone else, so the payback curve is long, uneven and specific to your game. Mobile game marketing has to start from that curve: what an install is allowed to cost follows from monetisation design.

Store ranking and the listing drive discovery

A large part of game installs still comes from browsing and searching inside the App Store and Google Play. Keywords, category placement, icon, screenshots and the first seconds of the preview video decide whether paid traffic converts at all. Buying more installs into a weak listing just raises the price of every install.

Creative burnout is the real spend driver

Game creatives fatigue faster than almost any other vertical. A concept that carried the campaign last month stops converting, frequency climbs, and CPI drifts up while nothing about the targeting has changed. Video game marketing at scale is a production problem: enough new concepts, tested on schedule, retired before they drag the account.

A launch is a curve with three phases

Soft launch in a few markets to read retention and early monetisation, then a global release, then live operations that keep returning to the same audience with events and updates. Each phase needs a different channel mix and a different definition of success, and the plan has to be written that way from the start.

GAME MARKETING SERVICES

What Mobile Game Marketing Covers

Four capabilities, each owned by a service page with fixed-price scopes behind it, so you can see what you are buying before you buy it.

Store Optimisation for Games

Keyword research against how players actually search a store, metadata that earns the ranking, and creative assets chosen by test results. The discipline and its pricing live on the app store optimisation service, and this page links down to it.

  • + Store keyword research per platform
  • + Metadata, icon and screenshot testing
  • + Localised store listings per target market

Paid User Acquisition

Apple Search Ads, Google App Campaigns and paid social run to a target cost per install and a payback window. Campaign structure, bidding and creative rotation are handled as one job because in games they are one job.

  • + Apple Search Ads and Google App Campaigns
  • + Paid social campaigns for app installs
  • + Bids set against the payback window

Store Conversion and Retention

The two levers that decide whether acquisition pays back: how many store visitors install, and how many of them are still playing a week and a month later. Onboarding, lifecycle messaging and store page conversion are handled together.

  • + Store page conversion testing
  • + Onboarding and early-session drop-off analysis
  • + Lifecycle messaging for returning players

Creator and Community Marketing

Mobile game influencer marketing, creator collaborations and community work that feed the same funnel as paid. Creator content doubles as performance creative, which is where most of its measurable value comes from.

  • + Creator briefs and collaboration management
  • + Community and social presence around a release
  • + Creator footage reused as paid creative
PLATFORMS AND SCOPE

What we sell today, and what we do not

Scope honesty is cheaper than a disappointed client. Here is exactly where this page has priced work behind it and where it does not.

iOS and Android, priced as scopes

The mobile half is fully staffed and fully priced. Three app services sit above seven fixed-price scopes, so a studio can start with one piece of work and expand into the rest without renegotiating a retainer.

  • Store optimisation and store listing localisation
  • Apple Search Ads, Google App Campaigns, paid social
  • Store page conversion and retention work

App marketing domain

PC and console store pages are not on the menu yet

Our store optimisation service is built for iOS and Android. We do not currently sell store-page work for PC or console storefronts, and we say so here so that nobody discovers it three weeks into an engagement. If your title is PC-first, the parts below still apply, but the store layer does not.

  • No PC or console store-page scope today
  • Mobile-first studios get the complete stack
  • Cross-platform titles get the mobile half only

What carries across any platform

Creative production, community and creator work, press and analytics do not care which storefront you ship to. If you are PC-first or cross-platform, this is the part of the programme that still works exactly as described.

  • Performance creative and trailer production
  • Press, creator and community programmes
  • Analytics, attribution and cohort reporting

Video content production

✦ We work with games monetised by premium sales, free-to-play in-app purchases, subscriptions and advertising. That is the whole list of monetisation models we take on, and it is deliberate: it keeps the work inside what the ad platforms we buy on will approve. ✦
WHY OUR APPROACH WORKS

What a Video Game Marketing Company Has to Get Right

Three things that separate a working growth loop from an invoice for media buying.

Unit Economics First

Payback measured by cohort

Every campaign is briefed against a payback window agreed before launch. The numbers that decide whether we scale or stop are cost per install measured against what those cohorts return, by market and by creative.

  • Target CPI derived from your own payback curve
  • ROAS read by install cohort
  • Scale and stop rules written down in advance

Creative as a Production Line

Volume, tested, retired on schedule

Game creatives decay, so the programme schedules their replacement in advance. A defined number of new concepts per cycle, a test structure that reads results before the budget is spent, and retirement rules so fatigued concepts stop dragging the account.

  • Planned concept volume per cycle
  • Structured creative tests with a fixed design
  • Creator footage reused as performance creative

A Named Specialist on the Account

Accountability with a face

Mobile store optimisation and paid acquisition for games are led by Muhammad Hijazi Siddiqui, our senior ASO and mobile growth specialist, whose track record on mobile games and apps includes 100%+ tROAS and millions of installs driven through store optimisation and paid acquisition.

  • Named lead on store optimisation and paid acquisition
  • Creative testing and performance work in one pair of hands
  • Direct access to the specialist who runs the account
HOW WE COMPARE

Game Marketing Agency vs. Alternatives

Three ways to run mobile growth. Only one keeps the store side and the paid side inside the same loop.

Factor
UA Network or Media Buyer
Buying installs through a network or a freelance buyer
In-House Team
Building growth capability inside the studio
ONLINUUM
Game marketing agency running store and paid as one loop
Store and paid in one loop - Depends on hire One team, one loop
Creative throughput Network templates Capped by headcount Planned volume per cycle
Pricing model Percentage of spend Salaries + overhead Fixed-price scopes
Attribution you can audit Network-reported only Custom build required Cohort reporting you keep
Time to launch Fast, then generic Months to hire Days with productized scopes
Multi-market release One market at a time Hire per market native execution per market
WHAT GAME MARKETING DELIVERS

Results from Mobile Game Marketing Done Right

What changes when the store side and the paid side stop being two separate projects.

Lower Cost per Install

A store listing that converts makes every paid click cheaper. Store work and media buying are optimised against the same cost-per-install target.

Retention You Can Read by Cohort

Day one, day seven and day thirty retention tracked per source and per creative, so a cheap install that never comes back is treated as the problem it is.

Higher Store Conversion

Icon, screenshots, preview video and description tested as a conversion surface. The same traffic, more installs, no extra media spend.

ROAS Visible by Cohort and Market

Return on ad spend read where decisions are made: per market, per channel, per creative concept, against the payback window agreed at the start.

Faster Creative Cycles

New concepts produced and tested on a schedule, so fatigue is replaced before it shows up as rising cost per install in the account.

Releases Beyond One Market

Store listings, creative and community work adapted per market by native specialists, so each new launch gets its own listing, creative and community plan.

OUR PROCESS

How We Build Game Marketing Programmes

From a look at your store listing and cohort data to a loop that runs every week.

Audit

Read the store listing, the cohort data and the creative library you already have, and find where the money is leaking.

  • Store listing and keyword position review
  • Retention and payback analysis on existing cohorts
  • Creative library audit: what is fatigued, what is missing

Plan

Set the target cost per install from your payback curve, then build the channel and creative plan that can hit it.

  • Target CPI and payback window agreed in writing
  • Channel mix per market and per launch phase
  • Creative concept plan with test structure

Execute

Deliver through fixed-price scopes so the work has a defined output and a defined price from day one.

  • Store optimisation and store page conversion scopes
  • Apple Search Ads, Google App Campaigns, paid social
  • Creative production on the agreed cycle

Scale

Push the channels that pay back, open new markets, and keep the loop running through live operations.

  • Budget shifted toward cohorts that pay back
  • New market entry with localised store assets
  • Live operations and event-driven reactivation
NEXT STEP

Start with a game marketing audit

We read your store listing, your cohort data and your creative library, then come back with a prioritised plan and fixed-price scopes for the parts worth doing first.

STILL HAVE QUESTIONS?

Questions about mobile game marketing

What it costs, how it is planned, and where the boundaries of our scope sit.

How much does mobile game marketing cost?

The audit that opens an engagement starts at a few thousand dollars and covers the store listing, cohort data and creative library. After that the work is priced as fixed-price scopes rather than a blended retainer, so you can start with one piece and add the rest later. Media spend is separate and stays yours. On the mobile game marketing budget question, the honest answer is that your payback curve sets the ceiling: we agree a target cost per install and a payback window first and size the budget from there.

What does a mobile game marketing strategy actually look like?

It starts with monetisation. We read what a player is worth over the payback window you care about, derive the cost per install that maths allows, and only then choose the mix. From there a mobile game marketing plan has three phases: fix the store listing so traffic converts, buy installs in the channels that reach your audience at that price, and keep retention and creative moving so the price does not drift back up. The best mobile game marketing campaigns we have seen ran on ordinary ideas attached to a cost ceiling that was worked out in advance.

Do you run user acquisition for mobile games?

Yes. Mobile game user acquisition is scoped, described and priced on the app user acquisition service page, and this page links down to it. In practice that means Apple Search Ads, Google App Campaigns and paid social, structured around a target cost per install and a payback window agreed before launch. The packages sit on the App User Acquisition service page, and the individual pieces of work are the Apple Search Ads and Google App Campaigns scopes, all of them linked from the cards below and from the related services at the foot of this page.

Do you do ASO for mobile games?

Yes, and it is usually the first thing we do. Store optimisation for a game is different from a utility app: category competition is brutal, the icon and preview video carry most of the conversion, and keyword sets shift with every featured slot and seasonal event. The discipline lives on the App Store Optimisation service page, the fixed-price work is the ASO Optimisation scope, and store listing localisation is a separate scope for when you open a new market. All three are linked from this page.

What does the marketing mix look like across channels?

For most mobile titles the mobile game marketing mix is roughly: store optimisation as the foundation, Apple Search Ads and Google App Campaigns as the dependable volume, paid social for creative-led scale, and creator or community work feeding both awareness and the creative library. The exact split is a consequence of your genre and your payback window. A mid-core title with a long payback curve can afford channels a casual puzzle game cannot, and the mix is revisited every cycle against cohort performance.

How do you structure a marketing campaign for a mobile game?

Each mobile game marketing campaign gets a single job: a soft-launch campaign exists to read retention and early monetisation cheaply, a global launch campaign exists to buy volume at a known price, and a live-operations campaign exists to bring existing players back around an event. Mixing those jobs into one campaign is the most common mistake we see, because the success criteria contradict each other and nobody can tell afterwards which part worked.

Do you have a mobile game marketing case study we can read?

Not a published one. Our public case studies are from other verticals, and we will not dress one of them up as a game case. What we can point to is the named specialist on this account: Muhammad Hijazi Siddiqui has run store optimisation and paid acquisition for mobile games and apps with results including 100%+ tROAS and millions of installs. On a first call he will walk through that work directly, and we will scope the audit against your own numbers.

What should we keep in-house and what do you take on?

Studios ask this as marketing your mobile game yourself versus hiring out, but it is rarely all or nothing. Keep everything close to the product: community voice, event calendar, in-game economy decisions. Hand over the parts that need daily attention and specialist tooling: store optimisation, campaign management, creative testing and cohort reporting, with the store-page and lifecycle half of that covered by the App Conversion and Retention service. A common split is that you produce the game footage and we turn it into tested performance creative.

Do you do SEO for a game website or a studio site?

Yes, as a supporting channel. Search demand around a specific title is mostly brand demand that appears after the marketing has done its work, so a game website earns its keep as a conversion and press surface: a fast site, clean technical foundations, press kit, and pages that rank for your own title name before someone else does. If you want that half of the work, it runs through the SEO service and the keyword research, technical SEO and on-page scopes behind it.

Which kinds of games do you take on?

Games as products: premium titles sold once, free-to-play games monetised through in-app purchases, subscription titles, and ad-monetised games. That list is the whole of our scope and we keep it that way on purpose. It is the boundary that keeps a studio account in good standing with the ad platforms we buy on, and it keeps the store optimisation and acquisition work we do transferable from one client to the next.

Do you work with PC and console titles?

Partly, and we would rather be precise about it. Our store optimisation service is built for the App Store and Google Play, so we do not sell store-page work for PC or console storefronts today. Everything that is platform-independent still applies: performance creative and trailers, press and creator programmes, community work, analytics and attribution. If your title is cross-platform, we take the mobile half plus the platform-independent parts, and the proposal states that split before anything is signed.

Can you run a launch in several markets at once?

Yes, and it is the usual shape of a global release. Each market gets its own store listing treatment, its own creative variants and its own bid strategy, because install cost, competitive pressure and player expectations are not transferable between markets. Each market's assets are produced by native specialists in that language, and the reporting layer above them uses the same definitions everywhere so the markets can actually be compared.