BusinessDec 2, 20258 min read

We launched without a single paid ad. Here's what happened.

The conventional wisdom says you need paid acquisition to launch a mobile game. We ignored it. The results surprised us.

Every mobile game marketing playbook says the same thing: you need a paid acquisition budget. User acquisition costs have risen every year for a decade. Without ad spend, you don't get discovered. Your game dies on the vine.

We launched Crux with zero ad budget. Here's an honest account of what happened.

What we did instead

We wrote about the game as we built it. Not marketing content — actual design notes, decisions we were wrestling with, things we were proud of. We posted them on a simple blog. We sent them to a handful of design and gaming newsletters whose editors we respected.

Three of those newsletters featured Crux before launch. That coverage drove the first wave of signups to our waitlist. When we launched, 4,000 people were waiting.

The first month

We hit 40,000 downloads in the first 30 days. By conventional mobile game standards, that's nothing. By the standards of a self-funded eight-person studio that spent nothing on ads, it was extraordinary.

More importantly, the retention numbers were unlike anything we'd seen benchmarked. Day-7 retention of 42%. Day-30 of 28%. Players who came because they'd read about the game and were genuinely interested in what we were building stayed. Imagine that.

What the data said

The top acquisition sources, in order: editorial coverage in design newsletters, word of mouth from existing players, App Store organic search, and social media posts from players who found us through one of those channels.

Paid ads appeared nowhere in that list, because we ran none. But what it told us is that people who arrive with context — who know what they're downloading and why — are dramatically better players. Better in the sense that they play more, stay longer, and talk about the game to other people.

Would we do it again?

Yes. Partly because we don't have the budget to do otherwise, and partly because we think the players it selects for are the players we want. People who find Brainloom through a design newsletter or a friend's recommendation are, on average, the exact people we built these games for.