
About the campaign
Gaijin's free-to-play titles, including War Thunder, Enlisted and Crossout, compete in a crowded market where rival games continuously vie for player attention, and the brand needed real player acquisition rather than passive reach. In free-to-play, visibility alone is not enough, since the business model depends on converting interested viewers into active players and keeping existing ones engaged. Audiencly's read was that reaching both dedicated gamers and casual players calls for breadth, many creators of different sizes and styles rather than a handful of hero placements.
Audiencly activated a high-volume creator network across YouTube and Instagram, from hardcore gaming channels to gaming-adjacent audiences, including martincitopantsLIVE, SsethTzeentach and The Act Man, producing 660+ dedicated uploads with each channel presenting the games in its own voice.
Repeated exposure across many trusted channels, rather than a few large placements, gave viewers multiple prompts to try a free-to-play title, and the reported comment volume points to discussion rather than passive viewing. Content ran on YouTube and Instagram. Audiencly self-reports 280M+ views, 9.2M+ likes and 658K+ comments, with Gaijin's representative saying the cooperation exceeded expectations; the client quote is relayed by the agency, no player-acquisition or revenue data is published, and no figure is independently verified.
Case in 60 seconds
Gaijin's free-to-play titles compete in a crowded market where rival games continuously vie for player attention, and the brand needed real player acquisition, not just passive reach.
Reaching both dedicated gamers and casual players calls for breadth: many creators of different sizes and styles rather than a handful of hero placements.
A high-volume gaming creator network producing dedicated content around Gaijin's titles, including War Thunder, Enlisted, and Crossout.
Audiencly activated creators across YouTube and Instagram, from hardcore gaming channels to gaming-adjacent audiences, including martincitopantsLIVE, SsethTzeentach, and The Act Man, producing 660+ uploads.
The agency self-reports 280M+ views, 9.2M+ likes, and 658K+ comments, with Gaijin's representative saying the cooperation exceeded expectations. No figures are independently verified.
Strategy Breakdown
The primary strategy-learning section — interpretation, not a press-release summary.
Creative & Execution System
Assets & channels
- Dedicated creator videos on YouTube
- Creator content on Instagram
- 660+ individual uploads across the roster
Partners
- martincitopantsLIVE
- SsethTzeentach
- The Act Man
- Wider roster of gaming and gaming-adjacent creators
Participation mechanic
- Creators produced dedicated content around Gaijin's titles for their own audiences
Creator role
- Content producer
- Trusted gateway to core and casual gaming audiences
Results & Evidence
| Metric | Value | Result type | Confidence |
|---|---|---|---|
| Total views | 280M+ | reach | Agency reported |
| Likes | 9.2M+ | engagement | Agency reported |
| Comments | 658K+ | engagement | Agency reported |
Why Audiencly's strategy worked
- 1
For free-to-play games, breadth and repetition across a creator network can substitute for a small number of hero placements, giving repeated exposure across core and casual audiences.
- 2
Mixing hardcore gaming channels with gaming-adjacent creators let one program address two distinct audience segments named in the brief.
- 3
High comment volume relative to views is a useful signal that creator content prompted discussion rather than passive viewing.
- 4
Naming creators and subscriber counts makes a self-reported case more checkable than aggregate numbers alone.



