Quarantine: Sporefall Ads: One Day, 86 Creatives, One Copy

SkyRise Digital's new survival sim ran 86 creatives on day one, all repeating one message. A frame-by-frame look at its first week of tracked ad delivery.

Maya Chen

Content Editor, Mobile Game UA

Published

Updated

Zombie survival base-builders are one of the most heavily run pitches in mobile game advertising: the feed is full of burning shelters, tide-like hordes and top-down last stands, and most campaigns compete by changing the promise in the copy. Quarantine: Sporefall, a new survival strategy title from SkyRise Digital, ran its launch the other way around — it froze the promise. On its first tracked day the game put 86 creatives and 103 ad plans live, all repeating the same two lines, and left the footage as the only variable. What that first week of delivery looks like from the inside.

102Creatives tracked in the window (CreativeScope) 125Ad plans in the same window 84%Share of those creatives that appeared on launch day alone 5Meta surfaces, each carrying all 125 ad plans 2.11MLifetime estimated exposure for creatives active in the window

Key takeaways

  • A single-day account build. 86 of 102 creatives and 103 of 125 ad plans were first seen on September 8, 2026 — 84% and 82% of the whole window. Nothing was tracked before that date.
  • The copy never changes. The 40 highest-exposure creatives in the window all carry the identical title “Crush all zombies” and the identical body “Collect resources, craft, build and survive!”
  • The exposure is spread, not spiked. Those 40 creatives sit inside a narrow 24.2K–29.3K estimated-exposure band, which is what a flat distribution of one message across many cuts looks like.
  • Geography is not the variable either. Thirteen markets appear in the target lists and the ten largest sit between 25.6% and 27.2% of ad-plan coverage, with no exclusive plans carved out for any of them.
  • This is a read of test design, not of results. Five days of tracked delivery on a title whose public download label is 1,000+ cannot support any claim about whether the buy worked.

What the game is

Quarantine: Sporefall is a zombie-apocalypse survival strategy title from developer SkyRise Digital Pte. Ltd., released on September 8, 2026, according to public store listings. In the setting described by those listings, a fungal corruption has swept the world and endless zombie hordes have overrun human civilization; the player leads a band of survivors, clears infested ground, and rebuilds a ruined university campus into a fortified shelter.

The loop will be familiar to anyone who has played a top-down survivor base-builder: purge an infested district room by room, rebuild and upgrade it into a stronghold, craft and fit out equipment for a squad of survivors, then march that squad out against the hordes and rival survivor factions. The publicly published feature list leans on four beats — sweeping ruins and rebuilding them, customizable survivor gear, large-scale horde battles, and alliances between survivor factions. The four spotlight creatives below sit squarely inside those beats, which is exactly why this launch is a useful case to read.

The tracked window

Tracked delivery for the title begins on September 8, 2026 — the first day any creative or ad plan appears — and the creative snapshot closes on September 12, five days later. Public store listings carry the same release date, so the tracked start doubles as the launch anchor. Everything below therefore describes the first five days of tracked delivery, not a running campaign.

SignalValueWindow
Creatives tracked102Aug 17 – Sep 16, 2026 (snapshot through Sep 12)
Ad plans tracked125Aug 17 – Sep 16, 2026 (Sep 2026 snapshot)
Creatives carrying a reuse flag17Same window
Lifetime estimated exposure (creatives active in window)2,106,233Same window
Markets in the target lists13Same window
Publisher platforms usedAudience Network, Facebook, Instagram, Messenger, ThreadsSame window

Estimated exposure is a relative delivery-scale signal, not a platform-reported impression count. Ad plans are tracked records, not spend, budget, or conversion outcomes.

One day carries almost the whole library

Most soft launches that CreativeScope documents build up over a week or two. This one does not. On September 8 the account went from nothing to a full creative library in a single day, then added small top-ups for four days and stopped:

0 20 40 60 80 100 Sep 8 Sep 9 Sep 10 Sep 11 Sep 12 2026 103 86 6 5 6 4 6 4 4 3 New creatives New ad plans
New creatives (teal) and new ad plans (orange) per tracked day, September 8–12, 2026. Both series spike on launch day and flatten to single digits afterwards.

The four days that follow the burst add 16 creatives and 22 ad plans between them — roughly the size of a single afternoon on day one. Whatever the account was testing, the sample was assembled up front, and the follow-up days read as maintenance rather than as a second wave.

What the cadence does and does not say

Waiting days after a launch-day burst is a common way to keep the first reading clean: one entry point, one start line, nothing trickling in to muddy the comparison between cuts. But a burst of this shape also means there is no earlier baseline to measure against, and five days is far too short to tell a deliberate test design apart from a simple first upload. Read the shape, not the outcome.

One line of copy, forty different cuts

The most distinctive feature of this library is not its size. It is that the copy never moves. Across the 40 highest-exposure creatives returned for the window, every single one carries the same title and the same body:

  • Title: “Crush all zombies”
  • Body: “Collect resources, craft, build and survive!”

Forty creatives is 39% of the tracked library, and the uniformity is not a rounding artifact: the top of the library is a single message repeated. Their estimated exposure also sits in a narrow band, from 24,246 to 29,337 — a spread of roughly 1.2× from the weakest to the strongest of the forty, with no cut breaking away from the pack.

That combination — identical words, near-identical delivery weight — points to a specific way of setting up a test. The headline, the promise, and the language are held fixed, which leaves exactly one variable in play: the footage itself. A library built this way is not trying to find out which promise sells the game. It is trying to find out which sixty seconds of gameplay carries a promise that has already been chosen.

Seventeen of the 102 creatives carry a CreativeScope reuse flag, about 16.7% of the library. Inside a five-day snapshot that figure is best read as reuse beginning to appear, not as evidence of a validated rotation.

One platform family, five surfaces

Every ad plan in the window targets all five Meta surfaces. Audience Network, Facebook, Instagram, Messenger, and Threads each appear on 125 of 125 tracked plans — 100% coverage, with no split between them.

No other network shows up in this window: no TikTok, no Admob, no YouTube, and none of the mobile ad networks CreativeScope tracks alongside them. So the account is not running a cross-network test either. Copy, format count, geography, and network are all held constant, and the only thing being varied is what is inside the frame.

Thirteen markets, one shared plan list

The target lists contain thirteen markets. The ten largest are packed into a very narrow range, from 25.6% to 27.2% of ad-plan coverage — the signature of a single plan set pointed at everything at once rather than a market-by-market build.

Norway34 plans, 27.2%
Singapore34 plans, 27.2%
Australia33 plans, 26.4%
Canada33 plans, 26.4%
Finland33 plans, 26.4%
Netherlands33 plans, 26.4%
Sweden33 plans, 26.4%
United States33 plans, 26.4%
Denmark32 plans, 25.6%
United Kingdom32 plans, 25.6%

Coverage shares reflect overlapping ad-plan target lists and do not sum to 100%. The remaining three markets in the target lists are Hong Kong, China, New Zealand, and the Philippines.

The list reads as northern Europe plus the main English-speaking markets, with Singapore and the Philippines added on the Asia side. What it does not read as is a priority order: none of the ten largest markets carries an exclusive ad plan, so nothing in the structure says “start here.” Norway and Singapore sit level at the top, and the United States is one plan behind them, which is a distribution pattern rather than a market thesis.

Creative Spotlight: four cuts, four treatments

The four creatives below are the highest-exposure entries in the window that could be reviewed frame by frame. All four carry the same frozen title and body copy, and all four end on the same store card. What changes is how the message is presented: two of them walk through the game's own interface, one runs interface-free city footage, and one tells the same story with four caption labels and almost no interface at all. All four were downloaded, decoded, and reviewed frame by frame before the descriptions below were written.

Spotlight 1 — The merge-first trailer (highest exposure)

Delivery: Meta family. Estimated lifetime exposure 29,337. 360×640, 41.4 seconds. Reviewed frame by frame at t=1.2s, 7.5s, 14.9s, 22.8s, 30.6s, and 38.9s.

Hook (0–3s): a painted crowd of pale hands reaching up into frame while three armed survivors fire into it — an illustrated horde shot rather than engine footage. Body: the cut goes straight into the game's own interface. The “Soldier Synthesis” panel shows an inventory strip of weapon tiles labelled x37, x38, and x39 with green “Add All” and amber “Merge” buttons; a squad screen follows with six numbered team slots and a 166,000/166,000 health bar under an “Easy Victory” banner; then a top-down battlefield with a rocket trail and damage numbers; then a defence battle carrying ability labels for “Hunting Horn”, “Phantom Strike”, and “Stand Penniless”. The mid-section is the game's live interface, not a staged mock-up. End card: store card with “PLAY FOR FREE” and a Google Play badge. Copy: the frozen title and body pair, plus interface strings (“Soldier Synthesis”, “Ophelia”, “Add All”, “Merge”, “Easy Victory”, “Expedition”, “Return after battle”). Estimated exposure: 29,337, the highest in the window. Takeaway for UA teams: this cut asks the player to buy the merge-and-upgrade loop before it shows a single fight. The battle footage is there, but it is sandwiched between two screens of numbers — the pitch is progression, not combat.

Spotlight 2 — The narrated explainer with burned-in subtitles

Delivery: Meta family. Estimated lifetime exposure 28,333. 360×450, 40.7 seconds. Reviewed frame by frame at t=1.2s, 7.3s, 14.7s, 22.4s, 30.1s, and 38.3s.

Hook (0–3s): a full-frame wall of grey bodies pressed against a fence, filmed close and in near-monochrome — a tone-setting shot rather than a gameplay shot. Body: an illustrated presenter cuts in at the lower right of a top-down base view with the subtitle “zombies.”; a building highlighted in gold carries the caption “Building Power +2” under “your base”; a green-zone fight with a blue ability beam is captioned “you created”; and an upgrade panel reading “Gathering Station Lv.5” at 65% sits beside a room list including “Parking Lot Lv.5” and “Repair Room Lv.6”, under “the city your way.” The upgrade and room panels are the game's own screens. End card: store card. Copy: four burned-in subtitle lines that step from threat to place to ownership to authorship, plus interface strings (“Gathering Station Lv.5”, “Logistics Room Lv.6”, “Survivor Movement SPD +9%”). Estimated exposure: 28,333. Takeaway for UA teams: this is the only one of the four that bothers to explain the fantasy in words rather than showing it, and the cut that reads as the most expensive to produce — yet it ranks second, not first.

Spotlight 3 — The silent fifty-five-second city build

Delivery: Meta family. Estimated lifetime exposure 28,229. 360×640, 55.0 seconds — the longest of the four. Reviewed frame by frame at t=1.6s, 9.9s, 19.8s, 30.3s, 40.7s, and 51.7s.

Hook (0–3s): an isometric street seen from directly above — road markings, a parked bus, a pink-and-grey storefront — with a purple tendril of fungal growth creeping in at the top of the frame. Body: a collapsed concrete block with cars parked in bays; an overhead car park with scattered vehicles; a character standing in a rain of golden cube-shaped coins that pile up on the pavement; and a blue laboratory building with pipes and a rotating fan tower, coins pouring from a chute. Six frames reviewed and none shows a HUD, resource bar, or menu — the cut runs camera-only. End card: store card. Copy: almost none. No subtitles and no interface panels in any of the six frames reviewed; the only English is the “PLAY FOR FREE” store card at the end. Estimated exposure: 28,229. Takeaway for UA teams: the same frozen promise, delivered with no words at all. Fifty-five seconds of city-building and reward feedback is the longest and the quietest entry in the top four, and it exists to answer the one question the copy cannot: what does progress actually look like on screen.

Spotlight 4 — Four labeled feature beats in twenty-seven seconds

Delivery: Meta family. Estimated lifetime exposure 27,923. 360×640, 27.0 seconds — the shortest of the four. Reviewed frame by frame at t=0.8s, 4.9s, 9.7s, 14.9s, 20.0s, and 25.4s.

Hook (0–3s): a night street under blue light, with small figures fighting a crowd of zombies around a police car, and a yellow banner across the lower third reading “FIGHT & SURVIVE”. Body: a fenced block with a red court and a food truck; a tree-lined street where the banner switches to “PROTECT OUR SHELTER”; a clean interior cutaway of a furnished room under “BUILD & MANAGE”; and a street corner where a purple creature is hit by a bright beam under “DISTRICT EXPLORATION”. The banners are added overlays; the game's own HUD never appears in the frames reviewed. End card: store card. Copy: the four banner labels, each fully in English, plus “PLAY FOR FREE” on the end card. Estimated exposure: 27,923. Takeaway for UA teams: structurally the simplest of the four — four features, four labels, one shot each, under half a minute. Where the narrated cut explains the game in sentences, this one reduces it to four nouns and lets a caption do the work of a narrator.

Set side by side, the four cuts are not four ideas. They are one idea — build, fight, hold the line — rebuilt four ways: with the interface as the star, with a narrator, with a banner, and with nothing but footage. That is what a frozen-copy test looks like from the outside.

What UA and creative teams can take from this

  • Freeze the message before you spend on variations. Locking one title and one body across the whole library removes copy from the test entirely. It costs you the chance to find a better promise, and it buys you a clean read on the footage — a trade worth naming explicitly before you make it.
  • Uniform copy shows up in the delivery numbers. The top forty creatives land inside a 24.2K–29.3K exposure band with no runaway winner. If you freeze the copy, expect a flat distribution, and do not read that flatness as a failed test.
  • Long-form silent cuts are a real option. The fifty-five-second, word-free entry sits in the same exposure band as the forty-one-second trailer that leads the library. Runtime and on-screen text are not prerequisites for reaching the top of a library like this one.
  • Pin the window before you interpret anything. Five days of delivery on a title with a 1,000+ download label describes an opening, not a verdict. The next meaningful question is what the second upload looks like — whether the copy finally moves, or whether the footage changes again underneath it.

For a title tracked from its first day, first-month delivery structure is worth watching rather than concluding from. Quarantine: Sporefall has shown how it built its first library; whether that structure survives contact with a second month is the part that has not been answered yet.

FAQ

How many creatives did Quarantine: Sporefall run at launch?

CreativeScope tracked 102 creatives and 125 ad plans for the game between August 17 and September 16, 2026, with the creative snapshot closing on September 12. 86 of those creatives and 103 of those ad plans were first seen on September 8, the game's public release date.

Is the copy really identical across the creatives?

Across the 40 highest-exposure creatives returned for the window, yes: every one carries the title “Crush all zombies” and the body “Collect resources, craft, build and survive!” This article makes no claim about the remaining creatives, which were not individually reviewed.

Which markets and networks are involved?

Thirteen markets appear in the target lists, led by Norway and Singapore at 27.2% of ad-plan coverage each, with the United States, Canada, Australia, Finland, the Netherlands, and Sweden close behind at 26.4%. All 125 ad plans run across Audience Network, Facebook, Instagram, Messenger, and Threads, and no other network appears in the window.

Does this show that the launch is working?

No, and the data cannot support that claim. Five days of tracked delivery on a title whose public store label is 1,000+ downloads is enough to describe how a test was built, not whether it succeeded. CreativeScope exposure figures are delivery-scale estimates, not platform-reported impressions, installs, or revenue.

Track launch windows before they are written up

CreativeScope follows ad creative delivery across global markets, including titles in their first week. See what is live right now at creativescope.ai, or query the same data programmatically through the CreativeScope MCP integration.

More ad creative breakdowns: Age Reign: Rising, a 4X builder that soft-launched across Southeast Asia, and Top Survivors. Browse the full archive at Creative Intelligence Reports.

Data notes

All figures come from CreativeScope first-party tracking for Quarantine: Sporefall, queried for the window August 17 to September 16, 2026, with the creative snapshot closing September 12 and the ad-plan snapshot in September 2026. Estimated exposure is the lifetime estimate for creatives active inside that window; it is not a period increment, and it is not country-level exposure.

Market and platform shares reflect overlapping ad-plan target lists and do not sum to 100%. Target-list coverage means a market appears on an ad plan; it does not mean the budget was spent there, and it does not establish audience preference. Ad plans are tracked records and are not spend, budget, installs, or revenue.

The figures cover Android delivery only, so they should not be read as a complete global total. The four spotlight creatives were downloaded, decoded, and reviewed frame by frame at six timestamps each; game-tracking timestamps in this article are CreativeScope publication dates, not spend dates.

The cover image was generated for this article because CreativeScope returned no static image-format creatives for this game in the window. The creative references, publication dates, delivery platforms, and target-market lists behind every figure are on file with this article.

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Maya Chen

Content Editor, Mobile Game UA

Maya edits CreativeScope blog content on mobile game advertising, creative testing, and campaign analysis. Her work focuses on turning campaign data into clear takeaways for UA teams and creative strategists.