How to get 100M views for your game with just $10,000

@aleksascales
ENGLISHSep 18, 2026
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TL;DR

Aleksa explains how game studios can utilize large-scale creator clipping networks to generate hundreds of millions of organic views at extremely low CPM rates, offering a superior alternative to traditional paid user acquisition.

Gaming is the biggest untapped opportunity in organic distribution and it's not even close

One of our recent game campaigns did over 18 million views at under a $0.40 CPM (a fraction of what studios pay for paid ads) and it's on its way to go under $0.10 CPM till we reach 100 million views

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Analytics of our latest game campaign

Multiple videos went viral off our creator network and the game landed in front of millions of the exact people who play it, at a cost per view that makes paid ads look funny

And this works for any game with shareable gameplay and a budget behind it

I run one of the largest clipping operations in the space with 75,000+ creators, and I can tell you that games are the single most underused category in this entire space

Why games win with clipping more than anything else

Every other category has a content problem before it has a distribution problem

A personal brand has to create the content from nothing. An app has to figure out which format works. And so on

Games don't have that problem at all. The gameplay is the content

The thing you're distributing is the thing people already want to watch. You literally take the game being played and you put it in front of people

If your game is genuinely fun to watch and fun to play it's already the content

Every other category is fighting to manufacture something worth sharing and games start with it built in

This is the biggest gap in the entire space right now. Every other niche is stuck solving a problem games don't even have, and the studios sitting on genuinely watchable gameplay are walking past the cheapest reach on the internet

How games have actually spread over the years

It's worth looking at how games have blown up historically, because clipping is the next layer and nobody has deliberately used it yet

First it was YouTubers

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People watched someone play a game and went and bought it. Distribution ran entirely through a handful of big creators

Then streaming exploded

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Roblox, Minecraft, Fortnite and dozens of other games went nuclear because the games were built to be watched and played socially. The content generated itself every time someone streamed

Then came the random pop offs

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Games like Block Blast that blew up for no traceable reason. One month every kid in every school was playing it

No campaign and no strategy, just a game that happened to be shareable enough to spread on its own

And now it's friend slop games

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One or two developers, a thousandth of the budget, a hundredth of the effort, winning purely because they're fun to play with friends. They were so shareable that streamers picked them up on their own and then clips took over TikTok and Instagram

Notice the pattern, every wave was distribution finding the game by accident

Clipping is the first time you get to run that distribution on purpose

The next game that blows up, or the next studio that's already big and gets bigger, can easily do it through this. There's no reason not to, as long as you have the two things that matter

The 2 requirements

1/ Shareable gameplay

Something happens on screen that a person would stop scrolling for. A chaotic moment, a reaction, a win, a fail, a build, anything that someone would play themselves. If the gameplay is watchable, it's valid

2/ Budget

This is a distribution channel, so the second thing you need is the actual money behind this. It works when it's funded properly and run at volume

If you're a two person team with no budget, this isn't for you yet. But that doesn't mean that you shouldn't clip the content yourselves and leverage social media until you actually have the budget

That's the entire bar. If your game clears both, this is the cheapest reach you will ever buy

Why the numbers work

Paid gaming ads run $8 to $20+ CPM depending on platform and market. Mobile game user acquisition on Meta and Google is one of the most expensive advertising categories that exists, because every studio is bidding for the same players in the same auction

Clipping campaigns for games (when properly managed) can run anywhere between $0.10 and $2 CPM

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At $0.50 CPM you buy 15 million views for $7,500. The same reach through paid gaming ads runs into six figures and converts worse, because it looks like an ad and gamers skip ads harder than almost anyone

And it compounds

Every clip stays up, every account posting your game keeps growing, weeks later those videos are still pulling players you already paid for

A paid campaign from three weeks ago is generating exactly zero

The players who arrive through a clip also convert better than ad acquired players. They didn't get interrupted by a banner, they watched real gameplay and chose to look up the game. That intent shows up in retention and spend

The comment section is where games convert

Comments are one of the few things you can heavily control in organic marketing, and they matter more for games than any other category

When a clip of your game hits, the comments fill with "what game is this"

That single question does more than any call to action on the clip itself

Every person reading the comments now wants the answer. And a player who hunted your game down converts at a completely different rate than one you pushed a download button at

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So clippers engineer it. The game speaks for itself in the clip, people start asking, and the clippers answer from the main account with the name. You're turning discovery into a public conversation, and public conversation is exactly what the algorithm feeds on

A dead comment section on a viral game clip is thousands of players walking away at the last step

How to actually run this

Two ways

1/ If you want to do it yourself you can

Build the creator network, write the briefs, set the payouts, verify every submission against bots

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It works, but understand it's a full operation and a real job that runs every day, and at the scale a funded game campaign needs, it becomes its own department

For most studios that isn't where their time should go. Building the game is the job

2/ Second way is what an agency is for

A proper one already has the creator network, the systems, the bot detection, and the pattern recognition from running campaigns across dozens of titles. They know which clip types convert for which kinds of games before you spend money finding out

You fund it and set the direction, they run the system that produces the views

Agencies like mine run campaigns on Affiliate Network, where brands are already spending millions on distribution. That's where the demand and the creator supply live right now

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How big this actually is

Games are the one category where everything lines up at once

The content already exists, the audience already wants to watch it, the distribution costs a fraction of what every studio is currently overpaying for

And almost nobody is running it on purpose yet

The next game that takes over social media won't get there by accident like Block Blast did. It will be a studio that looked at their own gameplay, realised it was already the content, and put a real distribution engine behind it before the rest of the industry caught up

That window is WIDE open right now

If you want me to show you exactly what a clipping campaign would look like for your game, send me a message or book a call here: https://calendly.com/cliptic/30min

  • Aleksa
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