
About the campaign
Naraka: Bladepoint, a free-to-play 60-player battle royale from 24 Entertainment and NetEase Games Montreal, needed to grow downloads and reach players beyond its existing community, including people with little to no gaming experience. Free-to-play battle royale is a crowded category where revenue depends on a continual inflow of new players, and a title outside the genre's biggest names has to buy attention it does not organically command. The reading, drawn from the agency's stated goals, was that competitive battle royale titles feel inaccessible to non-gamers, so growth beyond the core requires messengers those casual audiences already trust.
Audiencly activated 21 gaming creators to produce campaign content that put the game in front of several audience pockets at once through creators whose followings span hardcore and casual players. The intent was to layer three audiences, existing players, new gaming audiences and people with little gaming experience, though the agency does not disclose the platform mix, creator names, formats or campaign dates.
A breadth-first roster of 21 creators is a plausible route to reaching multiple pockets at once for a free-to-play title that lives on new players, and creator followings spanning hardcore and casual audiences give the game a way to reach non-gamers direct marketing would miss. Content is attributed to YouTube. Audiencly reports 11M+ views, 350K+ likes and 20K+ comments and states downloads and visibility rose, but without any download or acquisition data these totals evidence attention rather than acquisition, and every figure is self-reported and unverified.
Case in 60 seconds
Naraka: Bladepoint, a free-to-play 60-player battle royale from 24 Entertainment and NetEase Games Montreal, needed to grow downloads and reach players beyond its existing community, including people with little to no gaming experience.
Per the agency, reaching both committed and casual audiences meant going through creators whose followings span dedicated hardcore gamers and casual weekend players, rather than relying on the game's own channels.
Run a multi-creator influencer campaign that puts the game in front of multiple audience pockets at once through creator-produced content.
Audiencly activated 21 creators to produce campaign content for the game; the agency does not disclose the platform mix, creator names, formats, or campaign dates.
The agency reports 11M+ views, 350K+ likes and 20K+ comments, and states the campaign boosted downloads and expanded visibility beyond the existing player base. All figures are self-reported and not independently verified.
Strategy Breakdown
The primary strategy-learning section — interpretation, not a press-release summary.
Creative & Execution System
Assets & channels
- Creator-produced campaign content (platform mix not disclosed)
Partners
- Audiencly (influencer campaign)
Participation mechanic
- Creator content distributed to creators' own audiences
Creator role
- 21 creators producing and publishing campaign content
Results & Evidence
| Metric | Value | Result type | Confidence |
|---|---|---|---|
| Views | 11M+ | reach | Agency reported |
| Likes | 350K+ | engagement | Agency reported |
| Comments | 20K+ | engagement | Agency reported |
Why Audiencly's strategy worked
- 1
A breadth-first roster (21 creators rather than one or two headline names) is a plausible route to reaching multiple audience pockets at once for a free-to-play title that needs new players.
- 2
Creator followings that span hardcore and casual gaming audiences give a competitive battle royale a way to reach people with little gaming experience whom direct game marketing would miss.
- 3
High aggregate view and engagement totals (11M+ views, 350K+ likes) fit a reach-first brief, but without download data they evidence attention rather than acquisition.
- 4
Publishing outputs without dates, platform splits, or business metrics limits how much a case like this can prove to prospective clients.



