
About the campaign
Marvel Snap, a digital collectible card game published by Nuverse, had limited familiarity among local European audiences and needed to grow its player base ahead of a wider EU expansion, tied to the game's second anniversary and the 'We Are Venom' season. Audiencly's read was that global English-language gaming media does not feel local, and audiences in individual European markets engage more with creators who speak their language and know their scene.
Audiencly built the campaign entirely around 22 EU-based creators, including French-language voices, spanning dedicated gaming channels and casual content makers. They published dedicated videos, integrations and live streams across YouTube, Twitch and Instagram, showcasing the 'We Are Venom' season and its limited-time High Voltage mode to prompt trial.
Spreading formats across dedicated videos, integrations and live streams gave the seasonal update repeated exposure, and the roster was positioned as a foundation for longer-term European expansion rather than a single placement. Content ran across YouTube, Twitch and Instagram. Audiencly reports 1.2M+ views, 48K+ likes and 2K+ comments; there is no data on installs, player-base growth or revenue, the launch date and budget are not disclosed, and no figures are independently verified.
Case in 60 seconds
Marvel Snap had limited familiarity among local European audiences and needed to grow its player base ahead of a wider EU expansion, tied to the game's 2nd anniversary and the 'We Are Venom' season.
Local European audiences respond to creators who speak to their markets authentically, not to global English-language channels.
Build the campaign entirely around EU-based creators, spanning dedicated gaming channels and casual content makers, to carry the anniversary season into individual European markets.
22 EU-based influencers, including French-language creators, published dedicated videos, integrations, and live streams across YouTube, Twitch, and Instagram.
The agency reports 1.2M+ views, 48K+ likes, and 2K+ comments, with the creator roster retained as a base for longer-term European expansion work. No figures are independently verified.
Strategy Breakdown
The primary strategy-learning section — interpretation, not a press-release summary.
Creative & Execution System
Assets & channels
- Dedicated YouTube videos
- Twitch live streams
- Instagram content
- Sponsored integrations in regular creator content
Partners
- Audiencly (influencer campaign)
- Nuverse (publisher)
Participation mechanic
- Creators showcased the 'We Are Venom' season and limited-time High Voltage mode to prompt trial
Creator role
- 22 EU-based influencers, mixing dedicated gaming creators and casual content makers
- French-language creators among those featured for regional targeting
Results & Evidence
| Metric | Value | Result type | Confidence |
|---|---|---|---|
| Views | 1.2M+ | Reach | Agency reported |
| Likes | 48K+ | Engagement | Agency reported |
| Comments | 2K+ | Engagement | Agency reported |
Why Audiencly's strategy worked
- 1
For regional expansion, local-language creators are the core buy: the campaign was built entirely around EU-based voices rather than global English-language channels.
- 2
Mixing dedicated gaming creators with casual content makers widened reach beyond the existing card-game audience.
- 3
Spreading formats across dedicated videos, integrations, and live streams gave the seasonal update repeated exposure instead of a single placement.
- 4
A creator roster can double as infrastructure: the 22 creators were positioned as the foundation for longer-term relationships supporting ongoing EU expansion.



