Dinkum
ABOUT THE GAME
Dinkum invites players into a charming, community-driven life simulator set in the heart of the Australian outback, where every farm, crafted item, and town-building decision shapes a personal story. Its cozy aesthetic and rich sandbox gameplay encourage exploration, creativity, and connection, while the game’s evolution from a solo project to a KRAFTON-published title reflects the growing excitement around its unique, heartfelt world.
Campaign Stages
Our campaign consisted of various stages. Use the menu below to jump to each respective section:
Phase 1: Steam Spring Sale
Overview
Publisher: KRAFTON
Developer: James Bendon
Platform: Steam
Timing: Early 2025, coinciding with the Steam Spring Sale and free weekend
Goal: Increase visibility and drive new user acquisition via discounted price and free trial period
Strategy: Focus on YouTube evergreen content with supplementary Twitch coverage
Roster: 5 creators (3 solo, 1 duo)
Results
YouTube
Total Views: 292,000+ (vs. 189,000 estimated) → 155% overperformance
Notable Performers:
Gab Smolders: 118,000 views (148% of estimate), released an additional organic video
TmarTn: Last-minute addition with high-quality delivery
Twitch
Avg. CCV: 1,830 (vs. 2,700 estimated) → 68%
Hours Watched: 6,300
Overtime: All creators streamed over an hour longer than contracted
Phase 2: Free Weekend Activation
Overview
Timing: Free Weekend on Steam
Goal: Maximize player acquisition during time-limited free access
Results
YouTube
Estimated Views: 131,300
Actual Views: 185,492 → 141%
Top Performers: Josh’s Gaming Garden (115%), Shubble (324%)
Twitch
Est. CCV: 13,780 | Actual CCV: 20,691 → 150%
Minutes Watched: 4,132,273
Avg. Overtime: 80 mins
Top Performers:
xChocoBars: 232%
KKatamina: 163%
DansGaming: 177%
Strippin: 133%
Phase 3: Global Launch
Overview
Timing: April 23rd, 2025 - Official full release of Dinkum under KRAFTON publishing
Goal: Celebrate the global launch and convert long-term interest into new sales
Results
YouTube
Estimated Views: 304,000
Actual Views: 667,397 → 220%
Top Performers:
Chilledchaos: 146%
CharlieBarley: 373% (integration)
Twitch
Est. CCV: 15,900 | Actual CCV: 14,992 → 94%
Hours Watched: 47,092
Avg. Overtime: 84 mins
Notable Mentions:
Chilledchaos: 113%
Hanner: 112%
CRREAM: 529 mins streamed
GassyMexican: 422 mins streamed
TikTok (Spark Ads)
Organic Campaign Summary
The stats below combine results of organic creator campaigns across Phase 2 and Phase 3.
Results - Outreach & Engagement
Influencers Contacted: 356
Keys Sent: 72
Response Rate: 21%
Influencers Who Created Content: 58%
Results - Content Output
Unique Influencers Activated: 42
Livestreams: 149
Total Videos (incl. VODs): 128
Phase 4: Steam Summer Sale
Overview
Goal:
NA: Leverage Steam discounts with evergreen YouTube content from NA creators known for "100 Days in …" videos.
EU: Activate European creators to highlight the new features from the biggest update.
YouTube results (NA & EU)
Estimated Views: 722,000
Actual Views: 924,800 → 128%
Big organic coverage from Seanie Dew creating YouTube Shorts about Dinkum.
Twitch Results (EU)
Est. CCV: 5,700 | Actual CCV: 7,228 → 127%
Duration: 1,604 mins total streamed
Hours Watched: 25,412
Avg. Overtime: 109 mins
Top Performers:
Maxim: 146%
HollaDieWaldfee: 154%
Ultia: 130%
FINAL THOUGHTS
Across all four phases, Dinkum's influencer campaign demonstrated remarkable scalability, adaptability, and long-term community potential. While Phase 1 laid the groundwork, subsequent beats built momentum, expanded reach, and diversified creator presence across regions and formats. Organic contributions were significant, helping amplify paid efforts and providing a consistent stream of player-generated visibility. Strategic creator selection, transparent communication, and cross-team alignment proved key to success.
In the final phase of the activation, we encountered significant challenges in covering the update within the European market. These were mainly due to the limited pool of relevant German creators available to cover the game on YouTube within the required timeframe — combined with budget constraints — which impacted results. On Twitch, relying on a diverse group of consistent and regular creators helped deliver strong outcomes. On the other hand, the evergreen content planned for NA went well and the format and selection (although being short) helped with the good results.
From an organic perspective, we can see that the initial results were very good, even exceptional, compared to the later ones. In the final organic push, we had to broaden our creator prospecting in an attempt to secure coverage, as the last outreach yielded no results. In this case, it became clear that there were too many attempts within a short period of time to attract the same pool of creators to try the game and produce content, which had a negative outcome and, we believe, oversaturated creators.