Case study P01

From 25,000 to 900,000+ daily active users at a $13 CAC

Crypto gaming was heating up and the window to become the category leader was short. The north star was simple: get past 500,000 daily active users, and let everything else follow.

Splinterlands logoSplinterlandsSr. Director, Growth MarketingOct 2021 – Dec 20243 min read
25K900K+
Daily active users
3.5M
Peak DAU on content-drop days
$13
Customer acquisition cost
$170
Average revenue per user

Context

Splinterlands was a digital trading card game, in the same family as Hearthstone, that used cryptocurrency as its in-game currency. Its core players were video game natives with an affinity for crypto.

When I joined in October 2021, crypto was becoming the next big thing and every month brought new competitors. We had to move fast to establish Splinterlands as the leader. I reported to the CEO and ran marketing and analytics, and later helped run sales too.

We chose one north star: grow daily active users past 500,000. Trade volume, pack sales and everything else in the economy would follow from an engaged player base.

Why retention was so high

Splinterlands was a specialized game. To get in, you had to know about crypto and want to play, because joining meant converting money into the game’s currency first. Players arrived committed, and because they could earn by playing, they had a reason to keep coming back.

That shaped the strategy: rather than chasing the broadest possible audience, we focused on the gamers most likely to make that commitment, and then gave them every reason to stay.

The thesis

In a game economy, players are the product, the market and the marketing. Grow the number of people who play every day, and every other metric follows.

The acquisition mix

ChannelHow it workedRegions
Streaming and creatorsCreators and streamers playing live, with programs that rewarded them for growing the communityGlobal
Paid socialWorked through Meta’s crypto ad restrictions to get campaigns approved and whitelistedNorth America, Southeast Asia
Out of homeA 200+ billboard media takeoverSoutheast Asia
Events and esportsTournaments, conventions and our own live eventsNorth America
In-game loopsReferrals, guilds, tournaments and creator programsGlobal

The mix was built around where our players already spent their time. Streaming and creators did the most work, because a card game is easiest to understand by watching someone play it. Paid social took persistence: crypto-related advertising was heavily restricted on Meta, and we had to work through the approval process to get our ads displayed and whitelisted.

North America and Southeast Asia were the two focus regions. Southeast Asia in particular responded to big, visible moments, which is why it got a dedicated media takeover.

The growth loop

01 →DiscoverCreators, ads, billboards, events
02 →PlayFast games, quick to learn
03 →BelongGuilds and community
04 →CompeteTournaments and leaderboards
05ReferReferral rewards, creator codes
New content drops pull players, and their friends, back in

Paid campaigns brought players in, but the loops inside the game are what kept the cost of growth low. A new player who joined a guild, entered tournaments and followed a creator had reasons to come back every day, and reasons to bring friends.

New content was the accelerant. On days when a new set dropped, daily active users peaked at around 3.5 million, and each drop pulled lapsed players back into the loop.

Results

Daily active users600K within the first year
Before25K
After900K+

It took one year to grow from 25,000 to 600,000 daily active users, and the climb continued to more than 900,000. At that level, players were playing about 16 million games a day. That is the number the business ran on day to day; the 3.5 million peaks show how much latent demand each new content drop could unlock.

The economics held up as we scaled. A $13 customer acquisition cost against $170 in average revenue per user meant each new player returned roughly thirteen times what it cost to acquire them. Retention was exceptionally strong, at 83% after seven days and 74% after thirty.