2.47× ROAS on Steam.
Three markets. One campaign.
Adzap ran ads in the US, DE, and FR during a Spring 2026 Steam sale. Using geo holdout methodology, we confirmed profitable, incremental revenue lift across all three markets simultaneously.
The game & campaign objective
Voyagers of Nera is a cooperative survival-crafting game where players survive a magical ocean world, sail to distant islands, build villages, and explore with up to 10 players. Developed by Treehouse Games, it launched into Steam Early Access with a strong wishlist base and positive reviews.
The question: can paid mobile acquisition reach high-intent Steam players and convert them during a sale? This was Treehouse Games' second campaign with Adzap.
Results: indexed sales
Each country indexed to its own Week 1 daily average (= 1.0). Ads ran in US, DE, FR only during Week 2. The divergence from control markets is the visual proof of Adzap's impact.
When ads turned on in Week 2, the three test markets (US, DE, FR) held their sales levels dramatically better than control markets, which decayed to 0.40× of their Week 1 average. France actually grew in Week 2 — ending at 1.09× — the opposite of the organic decay seen everywhere else.
ROAS by market
All three markets were profitable for the developer — not just at the store level. A developer ROAS above 1.0× means the publisher kept more money than they spent, after Steam's 30% cut. US at 1.93× and FR at 1.86× are standout results. Even DE at 1.11×, the softest market, returned a positive developer margin.
Week 2 sales retention by market
Average daily sales in Week 2 (Apr 6–12) as a % of Week 1. Steam sales are frontloaded — every market drops. The question is by how much. Every test market held above the control average.
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