Most game marketing fails before launch day — not because the game is bad, but because the marketing treats launch as a single event instead of a sequence. You get one launch week, but the work that decides whether it lands starts months earlier and continues long after.
This is the phase-by-phase playbook we use to take a game from announce to a healthy live-ops loop.
The launch is a sequence, not a day
| Phase | Window | Primary goal | Lead channels | KPI that matters |
|---|---|---|---|---|
| Announce | T-90 to T-45 | Awareness + wishlist/pre-reg | Trailer, PR, creators, socials | Wishlists / pre-registrations |
| Hype build | T-45 to T-7 | Community + intent | Creators, Discord, short-form | Community size, engagement |
| Soft launch | T-30 to T-0 (regional) | Validate funnel + economy | Paid UA, creators, ASO | D1/D7 retention, CPI |
| Launch | Launch week | Peak install volume | Paid UA, creators, PR, clips | Installs, CAC, store rank |
| Live ops | T+0 onward | Retention + LTV | CRM, creators, events, updates | Retention, LTV/CAC |
The phases overlap on purpose. Soft launch often runs alongside hype build in other regions; live ops planning starts before launch. What follows is what each phase is actually for.
Announce (T-90 to T-45): build a list, not just a moment
The announce trailer is not the finish line — it’s a lead magnet. The job is to convert attention into a wishlist or pre-registration, an owned signal you can re-target at launch.
- Lead with the trailer, but capture everywhere it’s seen: store wishlist, pre-reg landing page, Discord.
- Seed creators early with embargoed access so the announce lands as culture, not an ad.
- Start the community now. A Discord with 5,000 real members at announce is worth more than 50,000 cold installs at launch.
Hype build (T-45 to T-7): turn awareness into intent
Awareness decays. This phase keeps the audience warm and moves them from “heard of it” to “waiting for it.”
- Run a steady drip of short-form: gameplay, dev diaries, community content. This is where viral clipping earns its budget — native reach at a fraction of a cent per view.
- Give the community something to do: playtests, beta keys, referral rewards for pre-registrations.
- Brief your creator bench so they’re ready to move the day launch assets drop.
Soft launch (T-30 to T-0): validate before you spend
Soft launch in a representative market is where you find out if the economy and funnel actually work — before you pour the budget in.
- Measure D1/D7 retention and CPI against your benchmarks. If retention is broken, no amount of UA fixes it.
- Test creative and audiences on paid UA at small scale. Find the winning combinations you’ll pour budget into at launch.
- Tune the onboarding and first-session experience on real data. This is the cheapest retention you’ll ever buy.
Launch (launch week): concentrate the volume
Everything compounds in a tight window. The goal is peak install volume and store rank, so the algorithm and organic discovery do some of the work for you.
- Fire creators, paid UA and PR in the same window — coordinated, not staggered — to concentrate the spike.
- Watch CAC in real time and shift budget to the channels holding their cost, not the ones with the biggest reach.
- Have the live-coverage muscle ready. Real-time social execution matters — for PUBG Esports with BLAST we ran 9 event days at 100% on-time delivery; launch week is the same discipline.
Live ops (T+0 onward): the phase that pays
Launch buys you users. Live ops decides whether you keep them — and it’s where the LTV that justifies your CAC is actually earned.
- Move spend from acquisition to retention and re-engagement: CRM, events, seasonal content, community rewards.
- Keep the creator relationships alive between updates so every content drop has distribution ready.
- Judge everything on LTV/CAC, not install count. A cheap install that churns on D2 is a cost, not a win.
The one mistake to avoid
Spending the whole budget on launch week. The brands that win treat launch as the middle of the story: they’ve built an owned audience before it and a retention engine after it. The trailer gets the attention; the sequence gets the players.
Planning a launch? We run the full sequence — announce to live ops — across gaming and mobile. See our gaming work or book a strategy call.
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