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Case studies

A look inside campaigns we run for some of the biggest games out there — what we built, where it ran, and the players it brought in.

Players acquired
37K+
Impressions served
4.8B+
Creatives tested
1,600+
Countries
18

Across the six campaigns below. Nomads campaign data, January 2025 – September 2026, rounded down.

  • Sea of Conquest

    10K+

    Players acquired

    Sea of Conquest

    Pirate strategy

    Choose your captain — then set sail.

    What we built
    Two interactive funnels where players pick their captain before they ever see the landing page, plus two localised prelanders for colder traffic.
    How it ran
    Always-on since January 2025, scaled market by market across Europe and Asia, with hundreds of creatives tested along the way.
    Impressions
    1.6B+
    Creatives tested
    480+
    Countries
    13+
    Months live
    21
  • Stormshot

    10K+

    Players acquired

    Stormshot

    Adventure

    One screen, one tap, straight into the adventure.

    What we built
    A lightweight prelander built for speed: game art, one promise, one button — so the click goes straight on to the game.
    How it ran
    Live for 21 months, running from the DACH region to the US and Korea.
    Impressions
    1B+
    Creatives tested
    160+
    Countries
    5+
    Months live
    21
  • RAID: Shadow Legends

    4.8K+

    Players acquired

    RAID: Shadow Legends

    Fantasy RPG

    Story-first campaigns for a crowded genre.

    What we built
    Story-driven funnel pages and a steady stream of new creative angles, tested side by side to find what makes RPG fans click.
    How it ran
    20 months live in some of the most competitive markets for RPGs — Germany, the US, Japan, Korea and Taiwan.
    Impressions
    1.1B+
    Creatives tested
    350+
    Countries
    5
    Months live
    20
  • Star Trek Fleet Command

    4.3K+

    Players acquired

    Star Trek Fleet Command

    Sci-fi strategy

    A distress call. Four commanders. One choice.

    What we built
    Four interactive funnel variants that open with a mission and let fans choose their commander — Kirk, Burnham, Picard or Data.
    How it ran
    Always-on for 21 months across more than a dozen countries, from the US and UK to Japan and Turkey.
    Impressions
    520M+
    Creatives tested
    240+
    Countries
    12+
    Months live
    21
  • Rise of Kingdoms

    4.2K+

    Players acquired

    Rise of Kingdoms

    Strategy

    Pick an ancestor, found a civilisation.

    What we built
    Two interactive funnels that turn the first minute of the game into a choice: which ancestor leads your people.
    How it ran
    18 months live across ten-plus European markets and the US.
    Impressions
    220M+
    Creatives tested
    210+
    Countries
    10+
    Months live
    18
  • State of Survival

    3.7K+

    Players acquired

    State of Survival

    Survival strategy

    Zombies at the gate — who do you put in charge?

    What we built
    Four story funnels that drop players into day one of the outbreak, plus a prelander for fast-moving traffic.
    How it ran
    14 months live across Europe, the US and Taiwan.
    Impressions
    240M+
    Creatives tested
    230+
    Countries
    8+
    Months live
    14

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Tell us about the title and the markets that matter. We'll come back within one business day with what we would run first.