Glitch Gaming
@glitchinfluencers.bsky.social
1.8K followers 1.6K following 900 posts
We are an all-in-one marketing solution for gaming, to help you effortlessly attract players, build brand awareness, drive installs, and keep players coming back to your game. Free marketing guide pinned below. DMs are open. https://www.glitch.fun
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glitchinfluencers.bsky.social
Whether you’re an indie trying to stretch $100 or a studio managing $100K, the goal is the same:

👉 Lower cost. Higher scale. Greater profitability.
glitchinfluencers.bsky.social
✅ Takes 2 minutes to create
✅ Up to 50% of players visit a game’s website before installing — give them something compelling to see
✅ Automatically linked to CAPI for smarter optimization
✅ Results we’ve seen: $0.10 CPCs, 6–8% CTRs, $1.30 acquisition costs
glitchinfluencers.bsky.social
Show #investors how lowering acquisition cost directly boosts profitability — it’s math they understand.

🚀 That’s why we built Glitch.

We give away FREE conversion-optimized landing pages for games and here’s why they matter:
glitchinfluencers.bsky.social
| CPA | Players Acquired |
| ----- | ---------------- |
| $1.00 | 100,000 |
| $2.00 | 50,000 |
| $3.00 | 33,333 |

Lowering CPA means higher returns, stronger retention curves, and a de-risked investment case.
glitchinfluencers.bsky.social
💰 For VC-Backed & #AA #AAA Studios

Scale is everything. Every dollar determines how many users you can bring in and how strong your investor story is.

With a $100K user acquisition budget:
glitchinfluencers.bsky.social
If you acquire that player for $1.30, your profit per paying player is $5 which is a 50% margin!!!!

➡️ Spend $100, you make $385 back.
That’s not risky math that’s smart marketing.
glitchinfluencers.bsky.social
But if you can spend $150 on a Unity toolkit, you can market your game, but the key is reframing risk.

Here’s the math:

If your game sells for $10, Steam takes 30%, and your refund rate is 10%, your real revenue per sale is $6.30.
glitchinfluencers.bsky.social
Yesterday, I broke down how Conversion APIs (CAPI) help paid campaigns hit record-low costs.

Today, let’s talk about how to implement it (for free) and why every game, indie or VC-backed, should.

🎮 For #IndieDevelopers #gamdev

I often hear: “I don’t have money to market my game.”
glitchinfluencers.bsky.social
Most games are losing money before the player even clicks “Install.”

But what if you could drop your CPCs to $0.10, push CTRs above 6%, and acquire new players for around $1 each in less than 10 minutes?

Also free landing pages for #gamedev #indiedev #solodev, ready on to dive in
glitchinfluencers.bsky.social
Shameless plug: Know that you know what you have to do, we make this super easy! A plug-in play SDK and quick toggle will automatically train your events.
glitchinfluencers.bsky.social
Once you have a playable demo, the game changes "pun intended". Then you can send back install and retention events which will train the CAPI to send you even a higher quality audience.
glitchinfluencers.bsky.social
So do this, the first strategy is to have a landing page for your game. The events train on this landing page is sending wishlists and pageview events back to the CAPI.
glitchinfluencers.bsky.social
From those events, you will new targeting information. Lookalike, Custom Audience, Retartgeting, etc. This is the people that you want to be advertising because they will convert.
glitchinfluencers.bsky.social
You want to send back a lot of data with each event (city, zip, ip address, etc). This is called "matching events" and the high quality of events you give, the faster your ads will be trained.
glitchinfluencers.bsky.social
You can send back several event types:

🎯 Link clicks
🎯 Page views
🎯 Wishlists
🎯 Installs
🎯 Retention
glitchinfluencers.bsky.social
Form a high level, you run your ad, and when a user clicks, you send that info back to the ad platform. It will give you a new correct audience.
glitchinfluencers.bsky.social
And the result is you will see costs drop and conversions increase.

✅ Lower CPCs (we’ve seen as low as $0.09)
✅ Higher CTRs (up to 8%)
✅ Acquisition costs dropping below $0.50 per player

So lets get into how it works.

#indiedev #wishlist
glitchinfluencers.bsky.social
But the real unlock is training your Conversion API (CAPI) — also known as Events Management.

Every ad platform has this feature because they actually want to send you better users. You just have to tell them who.
glitchinfluencers.bsky.social
So how do you get costs that low?

Most developers focus on creative testing, hooks, CTAs, landing pages, targeting, and localization... which all matter!

Here is the truth; when you first advertise, no matter how well you research your audience, there are parts of that are wrong.

#indiegaming
glitchinfluencers.bsky.social
If you’re running ads for your game, you already know:

👉 The cheaper your wishlists, installs, and sales, the more players you can reach.

Let’s put that in perspective:

💰 At $1.00 per user, a $10K ad budget gets you 10,000 players
💰 At $0.50 per user, that same $10K brings in 20,000 players
glitchinfluencers.bsky.social
95% of games, from indies to AAA, miss this one simple trick that can drop user acquisition costs below $1 per player.

And the best part? It’s incredibly easy to implement.

Follow this thread to learn how for your game.

#gamedev #indiedev #solodev
glitchinfluencers.bsky.social
Follow us, we're going to be positing more data-driven insights from games on the platform
glitchinfluencers.bsky.social
Yes, it is coming from our customers on the platform, and we are data platform so we have access to loads and loads of data. Feel free to ask any questions. @gripfastgame.works
glitchinfluencers.bsky.social
Marketing a game at scale isn’t just about more spend, it’s about smarter insight.

💡 Curious how long it takes your players to install after seeing an ad?

That’s something we can help uncover.
glitchinfluencers.bsky.social
he takeaway?

Before deciding whether your campaign is “working” or not, ask yourself:

👉 Are you collecting enough data across devices?
👉 Are you making data-driven decisions about your players’ real behavior — not just clicks and wishlists?