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Pricing

Pricing. No hidden boss fights.

Most game-marketing agencies hide pricing because deal-by-deal arbitrage is more profitable than transparency. We don't. Here's exactly what each tier costs, what's in it, and where the line is.

All tiers are monthly retainers, scoped against your launch window. Indie tiers run 3-month minimums, AA/AAA run 6 months. We take a small number of new engagements per quarter — earlier slots in the calendar carry better Presale outcomes.

4player tiers
+1boss mode (custom)
$0setup or onboarding fees
30dkill-switch on every contract

Choose your class.

Each tier is a monthly retainer with a clear loadout, a clear team, and a clear scope. Pricing assumes English + EU + APAC reach; add-on regions are quoted separately.

▶ Wayfarer · Class
INDIE
Solo / 1–3 person
$4,500/ mo
3-month minimum

For: First-time indie devs with $0 spent on marketing so far. You need a Presale mountain and you need it grown by hand.

  • 1 loadout module of your choice
  • Full Steam page audit + rework
  • 1 monthly strategy call (60 min)
  • Async Slack / email support
  • Festival eligibility audit (Next Fest, etc.)
  • Paid media buys
  • Console store coordination
Pitch this tier →
▶ Crusader · Class
AA
Mid-budget · multi-platform
$24,000/ mo
6-month minimum

For: Mid-budget studios shipping multi-platform. Real Presale targets, real launch revenue expectations, and post-launch DLC roadmap.

  • 5 loadout modules
  • Dedicated strategist (named team lead)
  • Biweekly steering committee
  • Creator Raid: 200 keys, KPI-tracked
  • Tier-1 press outreach (IGN, RPS, Eurogamer, Polygon)
  • Paid media management included
  • Console regional ops at AAA scale
Pitch this tier →
▶ Titan · Class
AAA
Console · publisher · platform
$48,000+/ mo
6-month minimum

For: AAA console launches, publisher-funded titles, platform partners with cross-vertical campaigns. Numbers that need to clear a board.

  • Full 6-module loadout
  • Dedicated 4-person pod
  • Weekly steering with executive calls
  • Creator Raid: 500+ vetted, multi-region
  • Tier-1 press exclusives + Showcase placement
  • Console regional embargo cascade
  • Awards + festival submissions full-stack
Pitch this tier →
▶ Boss Mode · Custom Engagement

For projects that don't fit on a tier card.

Platform partner co-marketing. Festival sponsorships. IP-extension campaigns. Reactive launches when a competitor surprise-drops on your release week. Anything where the scope is the project, not the month.

We scope every Boss Mode engagement against the deliverables, not a retainer ladder. Tell us what's at stake and we'll come back with a fixed-fee proposal in 5 business days.

Project-based
Fixed-fee · POA
Scope a Boss Mode brief →

▶ Standard issue

Every tier ships with these.

  • Real human team lead (no agency-of-record black box)
  • Shared Slack / Discord channel with your studio
  • 30-day kill-switch on every contract
  • $0 setup fees · $0 onboarding charges
  • Monthly performance report (PDF + dashboard)
  • Steam analytics tracking + UTM attribution
  • Asset versioning + library handover at engagement end
  • NDA-default — your build is your build

Tier comparison.

Side-by-side. Pick the row that matters most for your launch.

Swipe to compare all 4 tiers →

Wayfarer
Indie
Vanguard
Indie+
Crusader
AA
Titan
AAA
Monthly $4,500 $9,500 $24,000 $48,000+
Minimum term 3 mo3 mo6 mo6 mo
Loadout modules 1 3 5 6 (full)
Presale Engine
Community Forge opt
Trailer Strike opt
Press Combo (tier 2/3)
Press Combo (tier 1 exclusives)
Creator Raid 50 keys 200 keys 500+ keys
Launch Stack (cross-platform) Steam + EpicFull
Paid media management advisory
Dedicated strategist 4-person pod
Console regional ops basic
Awards + festival submissions eligibility eligibility
Strategy cadence Monthly Weekly Biweekly steering Weekly + exec

Pricing questions.

Most agencies don't because deal-by-deal pricing is more profitable than transparency. The downside is studios waste 3 weeks of "discovery calls" finding out you're out of budget. We'd rather you self-select in or out before either of us picks up the phone.
$9,500/mo × 3 months = $28,500. That's the minimum. A typical Vanguard runs 5–6 months bridging pre-launch through launch week, landing around $50–60K total. Compare that to one Twitter ad campaign that delivered nothing.
Vetting, brief writing, contract templates, and KPI tracking are included. Steam keys themselves are yours to issue — we never charge a markup on keys. We'll tell you exactly how many to allocate and to whom.
No. Crusader and Titan tiers include paid media management (creative, targeting, optimization) as part of the retainer. The actual ad spend is paid by you directly to the platform — we never invoice it through us.
We invoice in USD by default. EU/UK studios can invoice in EUR/GBP at the prevailing rate on contract date, locked for the term. APAC studios usually USD, but we'll quote local-currency on request.
Upgrade — yes, immediately, with the new tier prorated. Downgrade — yes, but at the next renewal cycle so we can transition team and scope cleanly. The 30-day kill-switch always applies if you'd rather end entirely.
Fixed fee per project, scoped against deliverables and timeline. Past Boss Mode engagements have ranged from $35K (a single festival sponsorship execution) to $400K+ (a 90-day platform-partner co-marketing sprint with 4 launches stacked). We come back with a number in 5 business days after the brief.
That's the whole point of the 6-month minimum on Crusader and Titan tiers. Most of your revenue arrives after launch week — we stay through the post-launch curve, sales events, and DLC drops. If you want to wind down earlier, the 30-day kill-switch is always live.

Ready to pick a class?

Pitch the project. We'll come back with a tier rec.

Tell us about your game, target launch, and platforms. We'll reply within one business day with a recommended tier, scope, and a no-pressure intro call.