

After the success of Sifu, Sloclap returned with something completely unexpected: Rematch, a fast-paced 5v5 arcade football game. It marked a bold step into multiplayer territory and the announcement alone made waves across the gaming communities.
With media hype already building, Sloclap wanted to capitalize on that momentum, reaching both hardcore competitive gamers and casual sport gamers who might not typically follow industry news. That’s where we came in.
Our role was to support Rematch’s go-to-market efforts. But small studios move fast. Priorities shift, plans evolve. Our media plan had to mirror that same agility. Working in close collaboration with Sloclap’s marketing team, we built a flexible three-month strategy, with room to pivot across 3 to 4 key moments. And just like football, our media plan was international. We designed a plan covering Europe, LATAM, North America, and MENA, adjusting channel mixes and marketing priorities based on Sloclap's internal data and media capabilities.
After the success of Sifu, Sloclap returned with something completely unexpected: Rematch, a fast-paced 5v5 arcade football game. It marked a bold step into multiplayer territory and the announcement alone made waves across the gaming communities.
With media hype already building, Sloclap wanted to capitalize on that momentum, reaching both hardcore competitive gamers and casual sport gamers who might not typically follow industry news. That’s where we came in.
Our role was to support Rematch’s go-to-market efforts. But small studios move fast. Priorities shift, plans evolve. Our media plan had to mirror that same agility. Working in close collaboration with Sloclap’s marketing team, we built a flexible three-month strategy, with room to pivot across 3 to 4 key moments. And just like football, our media plan was international. We designed a plan covering Europe, LATAM, North America, and MENA, adjusting channel mixes and marketing priorities based on Sloclap's internal data and media capabilities.

Our paid media strategy kicked off during the game’s first closed beta, following the III-Initiative. The goal: help drive registrations for the beta, and later, invite those early testers into day-one players through pre-orders. This initial phase also provided key insights about markets, platforms and audiences, learnings that helped us refine the rest of the media plan.
Then we scaled our media effort for their 2nd close beta.Its end marked the beginning of the pre-launch push. We leaned on short, impactful video assets to deliver a clear message: pre-order now and secure early access.
And then came the grand finale: the launch. With our full channel mix deployed and regional budgets finalized, it was time to make sure our core targets knew Rematch was live. From vertical short-form videos on TikTok and Meta to longer gameplay trailers on YouTube, we ran a 3 weeks campaign that generated over 150 million impressions, helping to expand the already considerable visibility of the game.
Our paid media strategy kicked off during the game’s first closed beta, following the III-Initiative. The goal: help drive registrations for the beta, and later, invite those early testers into day-one players through pre-orders. This initial phase also provided key insights about markets, platforms and audiences, learnings that helped us refine the rest of the media plan.
Then we scaled our media effort for their 2nd close beta.Its end marked the beginning of the pre-launch push. We leaned on short, impactful video assets to deliver a clear message: pre-order now and secure early access.
And then came the grand finale: the launch. With our full channel mix deployed and regional budgets finalized, it was time to make sure our core targets knew Rematch was live. From vertical short-form videos on TikTok and Meta to longer gameplay trailers on YouTube, we ran a 3 weeks campaign that generated over 150 million impressions, helping to expand the already considerable visibility of the game.

From beta to launch, 1 out of 5 visitors on Rematch’s website came directly from our paid campaigns. Season 0 isn't finished yet but Rematch already attracted more than 5 millions players. Those aren't rookie numbers, but we will continue to help Sloclap pump those numbers up.
From beta to launch, 1 out of 5 visitors on Rematch’s website came directly from our paid campaigns. Season 0 isn't finished yet but Rematch already attracted more than 5 millions players. Those aren't rookie numbers, but we will continue to help Sloclap pump those numbers up.
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Discover what
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Discover what
we also do
Discover what
we also do