April 16, 2026
Blog, Case Studies

Case Study: How Cloudheim’s Demo, Launch & Creator Program Generated 2.3M Views

A wide marketing header for a Partnier case study. The text reads: "CASE STUDY: "How Cloudheim's Demo, Launch & Creator Program Generated 2.3M View" The Partnier logo is in the top right, and the Cloudheim and Noodle Cat Games logos are at the bottom. The background is a vibrant blue sky featuring the game's stylized characters in action.

Introduction & Objectives

A collage of two gameplay screenshots from Cloudheim. The top-left image shows a character in a bright, lush forest setting using magic to levitate glowing green and blue orbs. The bottom-right image shows an action-heavy combat scene in a dark stone arena, where a character is performing a powerful ground-slam attack that emits yellow energy spikes and flying debris.

Overview

Cloudheim is a co-op action RPG built around chaotic combat, crafting, and shared base-building in a floating fantasy world. Players gather resources, forge weapons and gear, and head out on adventures that naturally create the kind of emergent moments creators can easily showcase on stream and in video content.

This made Cloudheim well suited for a phased influencer campaign. Its co-op gameplay, action-led format, and streamable moments made it a strong fit for both early demo discovery and a broader launch push.
Rather than relying on a single release spike, the campaign was designed to build familiarity during the demo phase, then convert that awareness into stronger launch coverage once the full game became available.

To support that goal, Noodle Cat Games purchased both the Gold Demo Boost and Diamond Launch Boost, using the demo campaign to build early creator interest and then turning that momentum into broader launch coverage through portal promotion, activation code distribution, and continued creator engagement. Together, the two campaigns involved 3,458 influencers and generated over 2,300,000 views

“Keymailer/Partnier made it incredibly easy for us to scale our influencer outreach, helping us reach far more creators than we could have on our own. Their platform provided real value without a high cost, and their support throughout our Early Access launch was genuinely appreciated” Lauren, Senior Brand & Marketing Manager

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How It Worked

A graphic showcasing a social media promotional post on X (formerly Twitter) from Game.press. The post provides a gameplay description of Cloudheim and includes several links for the trailer, creator page, and press kit. A large video preview is embedded in the post, showing a desert combat scene with a prominent white play button overlay. A stylized monitor showing the X interface is visible in the background.

Promotional Phases

Rather than concentrating visibility into a single release window, the campaign was built around the demo and launch beats with supporting promotions and portal placements reinforcing each phase along the way.

The demo beat included Cloudheim’s Next Fest activity as a major discovery driver. This phase introduced the game to influencers and creators early, gave them hands-on access, and generated the first wave of awareness and content ahead of launch.

The launch beat built on early awareness and turned it into broader influencer, creator, and press coverage once the game entered Early Access. Because the game had already gained traction during the demo period, the launch phase started from a stronger position and was able to scale more effectively.

Alongside both core beats, the Cloudheim Creator Program helped extend creator participation over time. This added an ongoing layer of coverage beyond the main campaign windows and helped sustain visibility after the initial demo and launch pushes

Influencer & Press Response

A graphic showcasing the "Steam Next Fest Volume 2" collection on the Keymailer website. A bright blue highlighted box features five game posters: Schrott, The Roast, Cloudheim, Mechanicus, and My Little Cafe Nightmare. An orange banner at the bottom provides event details, running from Oct 13 to Oct 20. The full Keymailer discovery page is visible in a blurred background.

Demo Phase:

The demo phase focused on introducing Cloudheim to influencers and creators through hands-on access ahead of release. During this phase, the game was supported by discovery-led promotions that helped it stand out during a high-interest period, including festival visibility and portal placements designed to drive attention and requests

Launch Phase:

After the momentum built during the demo phase, the launch campaign expanded Cloudheim’s visibility significantly. Creator activity shifted from early discovery to full release coverage, with launch support designed to convert that awareness into a broader and more sustained wave of content

Creator Program

Cloudheim Creator Program page showing stylized characters flying through the sky, with details on the cooperative action RPG, creator program benefits, early access rewards, and application options.

Alongside the demo and launch campaigns, the Cloudheim Creator Program extended creator activity further. The program generated 400 pieces of coverage and 330,000 views, adding a sustained layer of creator participation beyond the main campaign windows.

Together, the demo phase, launch phase, and Creator Program generated 1,600 pieces of creator coverage, 28 published press articles, 42,700,000 estimated monthly visitors outlet, and 2,400,000 total views

Data Results

Demo Campaign:

  • Influencers Involved: 193
  • Videos created: 460
    • YouTube: 82,000 views
    • Twitch: 241,000 views
    • TikTok: 64,000 views
    • Instagram: 60,300 views
  • Total Views: 450,000 
  • Country Coverage: USA, FRA, SPN, and 48 other countries

Launch Campaign:

  • Influencers Involved: 250
  • Videos created: 750
    • YouTube: 300,000 views
    • Twitch: 860,000 views
    • TikTok: 220,000 views
    • Instagram: 210,000 views
  • Total Views: 1,570,000
  • Press Articles: 18 (16,000,000 est. monthly site visitors)
  • Country Coverage: USA, GER, CAN, and 48 other countries

Creator Program:

  • Influencers Involved: 284
  • Videos Created: 401
    • Twitch: 50,000 views
    • TikTok: 55,000 views
    • Instagram: 110,000 views
  • Total Views: 330,000
  • Press Articles: 1 (680,000 est. monthly press visitors outlet)
  • Country Coverage: USA, UK, CAN and 16 other countries

Key Takeaways

A graphic showcasing a social media promotional post on X (formerly Twitter) from Keymailer. The post provides a gameplay description of Cloudheim and includes several links for the trailer, creator page, and press kit. A large video preview is embedded in the post, showing a desert combat scene with a prominent white play button overlay. A stylized monitor showing the X interface is visible in the background.
  • Phased visibility outperformed a single spike – The demo, launch, and Creator Program worked together to build momentum over time
  • Press added meaningful visitors alongside creator content – Editorial coverage expanded the campaign beyond influencer activity
  • Global participation strengthened overall results – Coverage came from a broad international mix of creators and outlets

Conclusion

Cloudheim’s campaign shows the value of building attention in layers instead of a single spike in visibility. With the demo creating early familiarity and the launch giving influencers and creators a bigger moment to return to, the campaign gave Cloudheim more room to grow across its launch.

That made the overall result feel more cumulative. Interest had time to build, coverage had time to spread, and the game stayed visible across more than one key moment. For Cloudheim, that connected approach helped turn early interest into a stronger overall campaign story

Want to know more?

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A marketing collage for "Partnier Case Studies" featuring the game Cloudheim. The left side shows slides with campaign results, including 2.3 million video views and 724 influencers involved. The right side shows a stack of blurred document pages behind a large, glowing white padlock icon, signifying gated or locked content.

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