Love and Deepspace: a four-market SEA launch at $0.12 CPM

Inpander · 2026-07-06 · Read in Chinese
Love and Deepspace: a four-market SEA launch at $0.12 CPM
A 'virtual boyfriend' viral strategy and a hyper-local creator matrix took Love and Deepspace through a simultaneous cold start in four Southeast Asian markets: 30K+ monthly downloads, CPM as low as $0.12, and a climb to Top 20 on the game charts.

Love and Deepspace is an immersive 3D otome game. Its brief for Southeast Asia was demanding on every axis: a simultaneous cold start in Thailand, Indonesia, the Philippines and Malaysia, four markets with different languages, cultures and aesthetic preferences, and a mandate to take a relatively niche otome title beyond its core audience to mainstream players. The scorecard at the end: 30K+ monthly downloads, CPM as low as $0.12, a climb to Top 20 on the game charts, and all four markets launched on the same timeline.

The challenge

The heart of an otome game is emotional companionship and character interaction. That creates a specific growth problem: the core audience is passionate but small, and a campaign that stays inside the otome circle hits a ceiling fast. The cold start had to light up the core players and, at the same time, make people who had never touched the genre understand what makes the game fun.

The four-market launch made it harder. Teams expanding overseas often treat Southeast Asia as one market, but what resonates with a Thai audience and what resonates with an Indonesian audience are very different things. Translating one set of assets into four languages would most likely have left all four markets half-worked.

The strategy

Inpander built the campaign around a "virtual boyfriend" viral strategy with three parts.

First, a hyper-local creator matrix. When selecting creators we deliberately stepped outside the gaming vertical and put lifestyle, cosplay and ASMR creators into the matrix alongside gaming creators, using a KOC model built on smaller, highly trusted accounts rather than a handful of celebrity names. The reason is simple: an otome game does not sell mechanics or stats, it sells the flutter of a first encounter and the feeling of being accompanied, and that emotion is exactly what lifestyle and ASMR content delivers best. Each region also got its own hook. Thailand led with the charm of the voice cast, Vietnam leaned on the visual quality, so the same product told a different story in each market.

Second, creative that shows rather than tells. The assets focused on first-person 3D touch interaction. Instead of explaining what the game is, they let the viewer experience the moment of being looked at by a character and getting a response to a touch. In short-form video, triggering that physical flutter in the first few seconds holds a thumb far better than a feature walkthrough ever could.

Third, trend-hijacking challenges. We launched localized TikTok challenges in each market, for example a "my ideal type" test, which placed the game's characters inside topic formats users already loved playing with. The player-made content this produced was then screened and fed back into paid media, forming a loop of creators lighting the fire, users carrying it, and paid media scaling it. The $0.12 CPM owes a great deal to that UGC loop.

The results

Source: Inpander campaign review.

Key takeaways

Three lessons from this launch travel well to other vertical products going global:

  1. To break a niche genre out, pick creators from outside the genre. Vertical creators activate the core players, but the volume comes from crossover creators who translate the product's emotional value for a mainstream audience. This is the same logic as tiered creator planning: each creator type carries a distinct job in the matrix, instead of a wide, undifferentiated net.
  2. The first three seconds should be an experience, not an introduction. First-person touch interaction worked because the viewer felt something before they could swipe away. Any category can ask the same question: are my opening three seconds describing the product, or letting the user experience it?
  3. UGC is not a free bonus of organic reach, it is a lever on paid acquisition cost. Real user content from a challenge does not look like an ad. Routing it into paid media often beats polished studio assets on cost efficiency.

If you are planning a multi-market launch for a game or an app and want to talk through how to build a localized creator matrix, write to hello@inpander.com or get in touch with the Inpander team.

Frequently asked questions

Can a niche genre like otome games be cold-started with creator marketing in Southeast Asia?

Yes, but not with gaming creators alone. This campaign also activated lifestyle, cosplay and ASMR creators, who explained the 'virtual boyfriend' experience to mainstream players outside the genre. That is what broke the title out of its core circle.

Can one set of creative run across four countries launching on the same day?

We advise against it. The guiding rule of this project was never 'one asset set for every market'. Thailand led with the voice cast, Vietnam leaned on visual quality, and each region got its own hook direction.

How does UGC lower paid acquisition costs during a cold start?

Run localized challenges that get players creating on their own, such as the 'my ideal type' test, then feed the best user-generated clips back into paid media. Creator content and paid media become one loop instead of two separate budgets.

Planning a launch like this one?

Tell us the market, the product and the budget. We come back with a creator plan and the numbers we would commit to.

Or write to hello@inpander.com