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Research

Yuga's Asia Tour Meets Immutable's Prelaunch Audience Push

Seven cities and a Steam acquisition product offer different ways to build an audience before release.

An empty stone amphitheatre sits among grass in warm evening light.
Technical illustration

Yuga Labs' Asia tour covered Shenzhen, Tokyo, Seoul, Taipei, Hong Kong, Manila and Singapore over twelve days. Alongside that physical community effort, Immutable introduced Audience as a prelaunch growth product for Steam games. One approach depends on local relationships; the other concentrates on finding prospective players before a game launches.

The comparison is useful because acquisition and continued participation have different costs. Local hosts, language support and follow-up can preserve a relationship after a visit, while a digital campaign can reach prospective players without travel. Neither attendance nor an acquired contact shows whether someone returns to play. Comparable repeat-use cohorts would reveal more than combining city turnout and campaign reach into one growth figure.

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