The launch went through the fandom, not at it.
A consumer startup was launching into a category where a small number of people inside an online fandom decide what gets tried. None of them were on a media plan, because you cannot buy them — you have to be introduced by someone the community already trusts. Over two months, 100,000 people signed up, opened an account and played — at fifty US cents each in creator payments.
The people who decide weren't for sale.
The client and the fandom stay unnamed. The numbers are exact.
Tried because someone inside said so
In this category a product doesn't spread because it's advertised. It spreads because the right people inside the community try it and talk about it — and none of those people appear on a media plan.
Advertising at a community
Brands buy reach into spaces built on trust, and the community treats it the way communities treat ads: it scrolls past. The spend is measurable and the access never arrives.
Selection first. Then the right introductions.
Read the community first
The right voices, introduced the right way
Arrive as a conversation, not an interruption
Selection changed the economics.
100,000 activated accounts in two months
Each one signed up, opened an account and played — at fifty US cents each in creator payments. That figure is cost per activated account on creator spend; it excludes fees and tooling.
Evidence, not a benchmark
One product, one category, one fandom. It shows that choosing the right people changes the economics of a launch. It is not a number we promise, and nobody honest would.
- The client and the fandom are kept private. No names, no genre, no country. The figures are exact.
- The cost figure is defined. Fifty US cents per activated account, on creator and influencer payments only — it excludes fees and tooling, and one instance is not a benchmark.