Homescapes

Hype Factory ran a YouTube influencer campaign for Playrix mobile puzzle game Homescapes with 16 influencers, reporting 3.5M reach and 2.2x expected versus actual views.

2.2xexpected vs. actual views
16influencers
3.5Mreach

Case in 60 seconds

Homescapes was already popular with the gaming community, so the task was growing a player base that had absorbed much of its obvious audience rather than introducing an unknown title to a cold market.

The campaign appears to turn on the range of the gameplay itself, because a match-3 title that also carries a mansion restoration story gives creators from unlike content categories different things to show to audiences who would not describe themselves as puzzle players.

Treat the buy as a test of creator categories rather than a single audience purchase, using a fixed integration format across varied creator types so that the variable being read is which category of content creator moves the game.

Hype Factory worked with 16 influencers on YouTube in the United States, each producing a 60 second integration, and briefed them to demonstrate the uniqueness and the variety of the gameplay while the agency tested which creator categories proved most effective.

Hype Factory reports 3.5M reach and 2.2x on expected versus actual views, the latter indicating the campaign delivered views above the forecast the plan was built against.

Strategy Breakdown

The primary strategy-learning section — interpretation, not a press-release summary.

Players in the United States beyond the gaming community that already knew the game, reached through YouTube creators across different content categories.
Mobile puzzle titles compete for installs against a saturated app market, and Homescapes was already well known within the gaming community, so the growth available lay outside the audiences the game had already converted.
The page positions the gameplay itself as the asset creators were asked to carry, with influencers briefed to demonstrate its uniqueness and variety rather than to relay a brand message.
Based on the available evidence, the plan assumes install intent follows from seeing the game played rather than described, which is why the format was a 60 second integration inside creator content rather than a standalone spot.

Creative & Execution System

Assets & channels

  • YouTube
  • 60 sec integration

Partners

  • Hype Factory Influencer Agency (lead_agency)

Creator role

  • 16 influencers

Results & Evidence

MetricValueResult type
expected vs. actual views2.2xvideo_views
influencers16creators_count
reach3.5Mreach

Why Hype Factory Influencer Agency's strategy worked

  1. 1

    Holding the format constant at 60 seconds while varying creator category makes the campaign readable as a test, because any difference in performance attaches to the creator rather than to the length or shape of the integration.

  2. 2

    An expected versus actual multiple is only as useful as the forecast behind it, so a 2.2x reported without the projection it was measured against records that selection beat plan without showing by what standard the plan was set.

  3. 3

    A title already known to its core community grows through creators outside that community, which is what a category test is for when the brief is awareness and installs rather than reintroduction.