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Interactive funnels for games

An interactive funnel sits between your ad and your landing page. Instead of a page players scroll past, they pick a hero, make a few choices and arrive ready to play. Nomads Digital designs, builds, localises and tests them in-house — and you can play one right here.

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

Across our six published case studies. Nomads campaign data, January 2025 – September 2026, rounded down.

01

What is an interactive funnel?

An interactive funnel is a short, playable sequence that a player goes through after clicking an ad and before reaching the game's landing page. A typical Nomads funnel has five steps: choose a leader or hero, choose a faction or playstyle, choose a mode, reveal a reward, and see a final summary of the choices — then the player continues to the landing page to register.

Each step takes a few seconds and one tap. The player is already making decisions inside the game's world, in the game's own art and tone, before the game has even loaded. A prelander is the lighter version of the same idea for fast-moving traffic: one screen, game art, one promise and one button.

02

Why use an interactive funnel instead of sending players straight to a landing page?

A landing page asks a stranger to commit at once. A funnel lets the player start playing first. By the time someone has picked a commander and a faction, they have a reason to see what happens next — and the players who reach your landing page are the ones who chose to keep going.

A funnel also keeps one story from the ad to the game. The angle that earned the click — the hero, the threat, the promise — carries through every step, so the landing page feels like the next scene. And because every choice is recorded, a funnel shows which heroes, factions and rewards attract the players who later register and pay. That knowledge feeds straight back into the ad creatives.

03

What does Nomads Digital build for a funnel?

Everything, in one team. We write the story and the choices, produce the character art and looping character videos, build the funnel, localise it and wire up tracking for every step. For licensed games we work with the publisher's own character art, so the funnel looks exactly like the property it advertises.

  • Story, structure and copy for a five-step funnel or a one-screen prelander
  • Character art and looping character video, produced in our own AI pipeline
  • 20+ languages as standard, with each visitor shown their own language automatically
  • Tracking on every step — from the first choice to the paying player
  • Several variants live side by side, so the better story wins on data

04

How are funnels used in real campaigns?

Funnels run inside our user acquisition campaigns, usually in several variants at once. For Star Trek Fleet Command, four funnel variants open with a distress call and let fans choose their commander — Kirk, Burnham, Picard or Data. For State of Survival, four story funnels drop players into day one of the outbreak. For Rise of Kingdoms, two funnels turn the first minute of the game into a choice of ancestor, and for Sea of Conquest players pick their captain before they ever see the landing page.

Live demos

Play one, right here.

These are real funnels, exactly as a player sees them. Pick a hero, make your choices and see how it hands over at the end.

Proof

Campaigns behind the numbers.

Four campaigns where interactive funnels carry the traffic — with the players they brought in.

All case studies
  • 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
  • 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

Questions

Asked before every brief.

What is the difference between an interactive funnel and a landing page?
A landing page presents the game and asks for a registration. An interactive funnel comes before it: a short playable sequence in which the player picks a hero and makes a few choices. The funnel warms the player up and hands them to the landing page with a reason to continue.
What is the difference between a funnel and a prelander?
A funnel has several steps and choices — typically five. A prelander is a single screen with game art, one promise and one button. Funnels suit traffic that has time for a story; prelanders suit fast-moving traffic where speed matters most. Some campaigns run both.
Can I try an interactive funnel?
Yes. The Foundation and Rise of Kingdoms funnels can be played directly on this page, exactly as a player would see them.
Which languages are funnels available in?
Every funnel ships in 20+ languages as standard, and each visitor automatically sees their own language. More languages are added when a market calls for them.
Can a funnel use our game's own characters and art?
Yes. For licensed games we build the funnel around the publisher's own character art, so it looks exactly like the property. For other titles we produce character art and looping character videos in our own pipeline, matched to the game's style.

Let's talk

Tell us about the game and the markets you care about. We'll come back with what we would run first.

  • A reply within one business day
  • A first read on your launch — not a 40-page deck
  • Straight answers from the people who run the campaigns