Back to the JourneyThryloxBook a Conversation (opens booking calendar in a new tab)
THE VALIDATIONTHRYLOX / FIELD NOTES

The demo has met
real players.

We ran a paid campaign, took BOG to Barcelona and Limassol, and recorded how people played the demo. Here is what we learned when our game met its first players.

PAID TEST€5.39best creative cost per GET€6.27 best campaign
Download intent · not CPI
PUBLIC DEMOS100+people have played BOGBarcelona, Limassol
and our wider playtests
REPEAT PLAY43%played 5+ duels26% played 10+
35 players · external demo

Would strangers want to play?

We wanted to know whether BOG could attract people who had never heard of us. In June, we ran a paid campaign using our first creatives and an early demo. We were looking for a concrete response: would someone see the game and take a step towards getting it?

We ran four Google Ads Demand Gen campaigns, including YouTube In-feed, In-stream and Shorts. Between 2 and 14 June 2026, we spent €1,013.29 and recorded 433,178 impressions, 4,437 clicks and 132 tracked GET actions.

FIRST PAID TEST2–14 June 2026
Campaign spend
€1,013.29
Tracked GET actions
132
Blended cost per GET
€7.68

433,178 impressions · 4,437 clicks · GET measures download intent

We tracked GET as the action expressing download intent, before installation or play. The blended cost was €7.68 per GET. It tells us what that expression of interest cost; it is not a verified install cost.

Four campaigns, one first experiment
CampaignSpendGET actionsCost / GET
Beta Access · C2 Core€421.7348.51€8.69
YouTube In-feed€329.1252.50€6.27
YouTube In-stream€232.5729.99€7.75
YouTube Shorts€29.881.00€29.88
Full test€1,013.29132.00€7.68
Google Ads · 2–14 June 2026. GET values are attributed conversion credit, not unique-user counts; fractional values are preserved.

YouTube In-feed had our lowest campaign cost per GET, at €6.27. We achieved these results on the first pass, before a sustained cycle of creative iteration or campaign optimisation.

Google Ads account table for 2–14 June 2026 showing 132 conversions and €1,013.29 total spend
Google Ads · all four campaigns · 2–14 June 2026. Figures in the article use the table rows.

Two ways to introduce the same game.

Inside the In-feed campaign, two creative directions received almost the same number of impressions and produced different responses. C2, “Resolver Strategy”, generated 41.5 attributed GET conversions at €5.39 each. C3, “Guardian Pull”, generated 11 at €9.58.

Inside the 1:1 In-feed campaign
C2 / Resolver Strategy€5.39per tracked GET
GET conversions
41.50
Click-through rate
1.84%
Impressions
79,363
Spend
€223.74
C3 / Guardian Pull€9.58per tracked GET
GET conversions
11.00
Click-through rate
0.73%
Impressions
80,350
Spend
€105.37

Observed ad-group comparison · same campaign format · not a randomised A/B test

C2’s observed cost per GET was about 44% lower, with a click-through rate about 2.5 times higher. Resolver Strategy attracted more clicks and download-intent actions from a similar number of impressions. The two creative directions recorded substantially different responses within the same campaign.

Here are the vertical versions of those two campaign creatives. The figures above refer to their 1:1 In-feed versions.

Thumbnail of BOG C2 Resolver Strategy campaign creative Watch creative
C2 · Resolver StrategyVertical creative · 9:16Watch on YouTube (opens in a new tab)
Thumbnail of BOG C3 Guardian Pull campaign creative Watch creative
C3 · Guardian PullVertical creative · 9:16Watch on YouTube (opens in a new tab)
View the original ad-group results
Google Ads In-feed ad groups: C2 at €5.39 per conversion and C3 at €9.58
Google Ads · 1:1 In-feed ad groups · 2–14 June 2026. Figures in the article use the table rows.

Eight people made it all the way.

Getting into BOG took more than tapping an ad. We were sharing a beta demo through TestFlight. After GET, visitors reached our page, read about the demo, left an email, opened the access link, installed TestFlight if needed, installed BOG and launched it.

From intent to actual playJune paid test
  1. 132Tracked GET actions
  2. 13Email sign-ups
  3. 8Confirmed demo players

Ad → GET → Demo page → Email → TestFlight access → TestFlight installation → BOG installation → Play

We received 13 email sign-ups, and eight of those people reached the game and played. That is roughly 6.1% compared with the 132 tracked GET actions. The counts compare confirmed players with attributed ad conversions, rather than a fully deduplicated user funnel.

We joked that getting into BOG took more effort than simply paying for something. Every extra step gave people a reason to leave. Eight strangers went through the whole process to try our unfinished demo.

Once inside, they made sense of the core decisions without a conventional step-by-step tutorial. We did not see basic confusion about what to do. These players had come from ads, with none of us beside them to explain the rules.

Two events, two different audiences.

We also brought BOG to Pocket Gamer Connects Barcelona and StartupCon Europe in Limassol. Across our demonstrations and playtests, more than 100 people played the game. More than 40 installed the demo on their own devices through QR access.

BOG’s banner with QR demo access beside the exhibition table in Barcelona
Pocket Gamer Connects Barcelona · June 2026. The BOG demo setup and QR access.
BOG’s StartupCon table with its banner, game displays and printed materials
StartupCon Europe, Limassol · June 2026. The demo on display for a wider audience.

Pocket Gamer Connects Barcelona is a major games industry event. We put BOG in the hands of game designers, developers, artists and other industry professionals, and received strong feedback on the mechanics and the mobile presentation. A recurring response after playing was to suggest what else we could add: new features, combinations and situations for the game.

StartupCon in Limassol was a different setting: a broader startup event, with an audience beyond the games industry. It was especially interesting to watch people who enjoy games sit down with BOG, work through its decisions and respond positively. We heard encouraging feedback from game enthusiasts as well as professionals.

Some of those conversations continued after the events. Oscar Clark arranged a follow-up after seeing BOG in Barcelona. A Plug and Play contact we met in Limassol installed the build, initiated a meeting and reviewed our materials.

One duel, then another.

We had telemetry in the demo, so we could look at what people did alongside what they told us. With little content beyond the mechanics, we were particularly interested in whether they would play the duel loop again.

BOG’s open draft with figure types and a prompt to pick an archetype
Draft figure types.
BOG’s figure-selection screen with a line-up and the Start control
Build the line-up.
BOG’s duel result screen showing the winning line-up and WINNER display
Reach the match result.
Three stages of the demo’s duel loop. Current gallery screens shown for illustration; not one sequential match or captures of the June test sessions. Explore the gallery

Our analysis covers 35 players on the external demo build. Twenty-six completed at least two duels. Fifteen played five or more, and nine played ten or more: 43% and 26% of the sample, respectively.

How often did the core repeat?35 players · external demo
2+ match results
74.3%26 / 35
5+ match results
42.9%15 / 35
10+ match results
25.7%9 / 35

Cumulative thresholds based on match-result events. Repeated play, not day-by-day retention.

People were repeating the core decisions while the wider progression and content were still incomplete. The demo already gave them enough to play several matches and see their results.

About these match counts

We counted PvPMatchResult events from the external demo. Duels in this build are played against bots. The thresholds are cumulative: the nine players with ten or more results also belong to the five-or-more group. These figures describe repeated play, not D1/D7 retention.

The percentages describe all 35 players in this sample, rather than a separate breakdown of the eight players acquired through advertising.

What sits behind the numbers.

We saw interest turn into action in several settings: people responded to our ads, completed the beta-access route, played at our stands and installed the game on their own phones. In the demo itself, we recorded repeated duels and heard ideas for what players wanted to do next.

All of this happened with an early build centred on the mechanics. We could already watch people discover the game, understand its decisions and keep playing.

BACK TO THE EXPEDITIONContinue the Journey Next: Team