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Spending Big Bucks on Prelaunch Ads: Worth the Squeeze?

Дата публикации: 21-09-2026 23:00:55

On Wednesday we will reveal our final new game for 2026, a big Euro game called Braided Skies. We’ll share information about the game with people who already follow Stonemaier Games, but that’s a fraction of the people who could potentially enjoy this game. So starting soon after the reveal, we will run some ads […]

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On Wednesday we will reveal our final new game for 2026, a big Euro game called Braided Skies. We’ll share information about the game with people who already follow Stonemaier Games, but that’s a fraction of the people who could potentially enjoy this game. So starting soon after the reveal, we will run some ads on Facebook and Instagram to invite people to sign up for a notification when the ready-to-ship game launches on our webstore in mid-October.

This is a common practice among crowdfunders, though from recent reports they are spending exponentially more than I would expect: Some publishers are investing $20,000-$40,000 on prelaunch ads (compared to our prelaunch ad spend of $1,000, which is augmented by organic reach from our YouTube channel, Instagram, Facebook, newsletter, Bluesky, etc).

It seems to me that spending $20-$40k prelaunch can dig creators into a deep hole, shifting the focus from serving backers to getting enough backers (that you at least break even). I talked to Tamas at Lemery Games about this topic, and he shared that he spent less than $3,000 on a recent prelaunch campaign for Caravanserai.

Cleverly, Tamas uses these ads to evaluate the market for the game using click per lead (CPL) as the key metric. If the CPL climbs too quickly into the ad campaign without generating a significant quantity of signups, that’s a sign that (a) the game or its presentation isn’t ready, (b) the format of the project isn’t resonating with people, or (c) the timing of the campaign isn’t ideal. This is an opportunity to step back and make key adjustments, not push through with another $20,000 in ad spend.

That’s the first step. If the ads are resonating with people, I think it’s reasonable to spend up to $5,000 (or maybe $10,000 for a much bigger project) on prelaunch ads, with the goal of reaching those who are genuinely interested in the product. I think it’s fine to have an extra hook (e.g., Tamas offered an expansion with a miniature to anyone who signed up for Caravanserai in advance and ended up backing a core pledge), but I personally think that pairing the right game with the right person is what matters most.

Tamas provided some data: “For Caravanserai, 695 people signed up on a dedicated pre-campaign landing page, and 1 week into the campaign 16% of them pledged. For a game with a higher entry point (rewards range from $45 to $89), the average CPL was $2.60, which is still a good number at 695 sign-ups.”

Maciej at Gamefound recently shared some related data with me as well. Their average CPL via AdFound is $3.10, and they’re seeing a 22.6% conversion rate (these are prelaunch followers who become backers).

Again, I think it’s really important to keep Tamas’ observation in mind: The math isn’t linear, and nothing is guaranteed. $3,000 spent on ads with a consistently low CPL is a good sign that you’ll see around a 20% conversation rate after the project launches. But $30,000 spent on a swiftly increasing CPL is money you may never make back.

For other creators, what is your total prelaunch ad spend, and what have you learned from running those ads?


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