Vampir's Launch Ads Bet Everything on the Avatar

Netmarble bet Vampir's global launch on avatars, not combat: its four biggest creatives lead with a character creator, a cinematic face or a class roster.

Emma Lee

Editorial Research Contributor

Published

Updated


Creative Breakdown

Vampir's Launch Ads Bet Everything on the Avatar

Netmarble's gothic vampire MMORPG spent more than a year opening market by market before a global push at the end of October 2026. In the 30 days to October 30, the account put 2,016 creatives and 3,856 ad plans into delivery across more than 140 markets, and the single biggest move of the window is the global opening itself: 618 new ad plans in one day. The bet inside that push is narrower than the map suggests: all four of the window's largest creatives lead with a face, a character creator or a class roster, and none of them leads with combat.

2,016creatives in delivery, Sep 30 - Oct 30, 2026 (CreativeScope, window count)
3,856ad plans in the same window; one plan is one channel-market-language configuration
279.8Mestimated lifecycle exposures attached to the window's creatives
140+markets covered by the plans' target lists
618new ad plans added on October 28, the global-opening day

Key takeaways

  • The rollout was staged, the buying machine was not. Per the company's launch announcements, Vampir opened Korea first, then Taiwan and Hong Kong, then Japan, before a worldwide release with PC and Epic Games Store versions on October 27, 2026. The plan structure across the window reads as one continuous buying machine that simply got bigger.
  • The Meta family is the core, and WhatsApp rides along. Facebook, Instagram and Audience Network each cover 2,141 of the 3,856 plans (55.52%), Threads 2,140, and WhatsApp 1,918 (49.74%). That is a broad, family-wide buy rather than a surgical two-surface one.
  • AdMob is the second engine; AppLovin barely exists. AdMob covers 1,703 plans (44.16%), while AppLovin appears in just 4 plans (0.10%). For a mid-core title, that inverts the programmatic-heavy stack many casual accounts run.
  • Coverage is wide and exclusives stay thin. The ten widest markets each cover 444 to 685 plans, and no market in that group keeps an exclusive block above 80 plans, under 12% of its own coverage.
  • No single creative owns the exposure. The window's largest file, a reused character-creator video on AdMob and YouTube, holds 12.99M of the 279.8M estimated exposures, about 4.6%. Supply breadth, not one hero asset, is the shape of this account.

Data scope

Vampir is a gothic vampire MMORPG credited to Netmarble. Creative, ad plan, market and exposure figures in this piece come from CreativeScope and cover September 30 to October 30, 2026 unless stated otherwise. The staged-release chronology (Korea, then Taiwan and Hong Kong, then Japan, then the October 27 global opening with PC versions) comes from the company's own launch announcements; CreativeScope's release-date field for this record is a placeholder, so this article does not date the game itself from that field. All counts describe one advertiser account, not the MMORPG category.

An ad plan is one buying configuration: a channel, a set of target markets and a language. It is a delivery structure, not a money figure, and none of the counts below measures what the campaign bought or what came back. The practice these numbers describe is user acquisition, often shortened to UA by practitioners, meaning the paid install-driving side of growing a mobile game.

A staged rollout you can see in the plan data

Vampir's launch strategy is unusually legible. Rather than a single worldwide day-one, the company opened regions in sequence and let each one season the product before the next: per its launch announcements, Korea first, then Taiwan and Hong Kong in early 2026, then Japan in mid-2026, and finally a global release on October 27, 2026, the same day PC versions arrived on stores and the Epic Games Store. By the time the world got the game, the account had a year of running ad plans behind it.

The window data shows what that final step looks like from the buying side. Through the first four weeks of the window, daily active ad plans drift down from 1,342 on September 30 toward 1,010 on October 26, a natural fade as older plans finish and retire. Then the board resets: active plans drop to 237 on October 27 and rebound to 712 on October 28, the day the account added 618 new plans, by far the largest single-day addition of the window. Two earlier pulses, 262 new plans on October 2 and 284 on October 14, look like preparation; October 28 is the opening itself.

A month of steady buying, then the global wave resets the board
Active ad plans per day, Sep 30 - Oct 30, 2026 (CreativeScope daily snapshot)
04008001,2001,600Sep 301,342Oct 11,294Oct 21,535Oct 31,482Oct 41,474Oct 51,467Oct 61,480Oct 71,478Oct 81,449Oct 91,433Oct 101,438Oct 111,391Oct 121,378Oct 131,291Oct 141,381Oct 151,285Oct 161,250Oct 171,233Oct 181,212Oct 191,298Oct 201,234Oct 211,174Oct 221,144Oct 231,121Oct 241,086Oct 251,060Oct 261,010Oct 27237Oct 28712Oct 29635Oct 302
active ad plans that day
Daily active counts decline as plans finish and retire. The October 27 dip and the October 28 rebound (618 new plans that day) mark the global-opening wave; October 30 is a partial day at the time of the snapshot.
Watch a rollout in the trend data. CreativeScope's daily snapshot makes a launch step visible as a dip-and-rebound in active plans. Try the MCP server

The plan lane: a Meta family core with a Google second engine

The 3,856 plans of the window spread across a familiar stack with one twist. The Meta surfaces dominate: Facebook, Instagram and Audience Network each cover 2,141 plans (55.52%), Threads covers 2,140, and WhatsApp, an unusual inclusion, covers 1,918 (49.74%). Messenger adds 1,023 (26.53%). This is a family-wide buy: the same plans list the Meta surfaces together, rather than splitting tests across one or two of them.

AdMob is the clear second engine at 1,703 plans (44.16%), and YouTube adds 49 (1.27%). What stands out is the absence: AppLovin covers just 4 plans (0.10%), and the other programmatic networks that carry so much casual-puzzle supply barely register in the top of this account's structure. A mid-core MMORPG buying reach through Meta's social surfaces and Google's inventory, and almost nothing through the mediation stack, is a deliberate route, not a default.

Where the 3,856 plans sit: the Meta family and Google inventory
Ad plans per network, window Sep 30 - Oct 30, 2026 (CreativeScope, overlapping coverage)
06001,2001,8002,400Audience Network2,141Facebook2,141Instagram2,141Threads2,140WhatsApp1,918AdMob1,703Messenger1,023YouTube49AppLovin4
ad plans covering the network
Facebook, Instagram, Audience Network and Threads each cover the same 2,141 plans; counts are overlapping, so shares do not sum to 100%.
Pull the channel structure for any title. CreativeScope returns per-network plan coverage with the same overlapping-coverage logic shown here. Open CreativeScope

Markets: broad overlap, thin exclusive layers

Coverage across markets is wide and mostly shared. Canada leads with 685 plans (17.76% of the account's plans), followed by Australia with 659 (17.09%), Spain with 640 (16.60%), Singapore with 638 (16.55%), the United States with 627 (16.26%), South Africa with 573 (14.86%), France with 534 (13.85%), Great Britain with 475 (12.32%), Brazil with 446 (11.57%) and Mexico with 444 (11.51%). The top ten sit within a 240-plan band of each other, which is the signature of broad multi-market plans rather than market-by-market budgets.

Exclusive layers stay thin everywhere in that group. Canada keeps the largest block at 80 of 685 plans (11.7%), Australia 57 of 659 (8.7%), Singapore 60 of 638 (9.4%), while Great Britain holds 13 of 475 and Mexico 15 of 444. Outside the top ten, the account does run some deeper single-market blocks, with Thailand holding a few hundred exclusive plans according to the same window pull, but the headline structure is clear: separation is the exception, shared reach is the rule.

Ten widest markets: mostly shared coverage, thin exclusive layers
Ad plans targeting each market (teal) with exclusive one-market plans (orange), window Sep 30 - Oct 30, 2026
0180360540720Canada765Australia716Spain685Singapore698United States666South Africa627France568Great Britain488Brazil487Mexico459
exclusive to one marketall plans covering the market
Exclusive plans list a single market; coverage means the market appears in the plan's target list. No top-ten market keeps an exclusive block above 12% of its coverage.

The creative lane: an honest hook and a cinematic push

The four spotlight creatives below are drawn from the window's top files by estimated exposure. The exposure side is flatter than most accounts this size: the largest file holds 12.99M estimated lifecycle exposures, about 4.6% of the window total, and the next three sit between 1.2M and 2.6M. Two of the four are launch-window files first seen in October; one is a reused file from September; one is a portrait sibling of the lead video, disclosed below.

Frame at 0:02 of the Vampir character-creator creative: a dark customization screen with a pale vampire character and slider panels Frame at 0:10 of the same creative: a close-up of an armored female vampire character against a purple backdrop Frame at 0:18 of the same creative: the VAMPIR end card with a red logo and a PRE-REGISTER NOW button under a blood moon
The character-creator honesty cut. AdMob and YouTube, delivered October 3 to 8; estimated lifecycle exposure 12,987,094, the largest in the window; a reused file, 21 seconds, landscape. Hook (0:00-0:06): the video opens directly on the character customization screen, a pale vampire figure on a dark stage with slider panels on both sides, no borrowed footage and no fake gameplay. Body (0:06-0:15): a grid of preset portraits with blond, crimson and white hair at 0:06, then a slow close-up of an armored female character with a sweeping cape against violet light at 0:10. End sequence (0:15-0:21): a red-moon cast shot resolves into the VAMPIR end card with a PRE-REGISTER NOW button and the netmarble logo. Takeaway: the account's biggest exposure file sells the one thing mass-market vampire MMOs are judged on, the character creator, by simply showing it.
Frame at 0:04 of the Vampir launch film: a knight in dark armor beside a pale young man in a forest Frame at 0:31 of the same creative: a tearful close-up of the live-action protagonist Frame at 0:39 of the same creative: the VAMPIR end card with PRE-REGISTER NOW over a blood-moon cast shot
The cinematic launch film. AdMob and YouTube, delivered October 14 to 25, first seen in the window; estimated lifecycle exposure 2,647,551; a 44-second landscape file whose internal name identifies it as an English launch video. Hook (0:00-0:12): near-live-action cinematography, a knight in engraved dark armor standing beside a pale young man, then a blood-red beam of light cutting across a night lake. Body (0:12-0:36): a live-action-styled protagonist walks a dark forest at 0:21, and a tearful close-up at 0:31 gives the film a melodrama beat rather than a combat one. End sequence: the blood-moon cast shot and the VAMPIR end card. Takeaway: the global push carried a produced, emotional film for Western audiences, a different register from the UI-first videos around it.
Frame at 0:02 of the vertical Vampir creative: The Vampire MMORPG header above a character customization screen Frame at 0:10 of the same creative: a vertical close-up of the armored female vampire character Frame at 0:18 of the same creative: the vertical end card with VAMPIR, PRE-REGISTER NOW and app store badges
The portrait sibling. AdMob, first seen September 16, active to October 24; estimated lifecycle exposure 2,196,601; a vertical re-cut of the same master as the first spotlight, with the copy line "The Vampire MMORPG." Hook: the header text The Vampire MMORPG over the same customization screen. Body: the same preset-portrait grid and armored-character close-up, reframed for vertical inventory. End sequence: the VAMPIR end card with PRE-REGISTER NOW and app store badges. Takeaway: disclosed as a same-master sibling rather than a fourth story, this file is the format-compliance cut, one master footage serving both orientations.
Frame at 0:02 of the Vampir character-card creative: a white-haired knight framed by thorn vines with the VAMPIR logo Frame at 0:12 of the same creative: a vampire woman in a dark red dress inside the thorn-vine frame Frame at 0:22 of the same creative: the VAMPIR end card with a Download Now button over the blood-moon cast shot
The character cards. AdMob and YouTube, delivered October 26 to 29, first seen at the global opening; estimated lifecycle exposure 1,187,606; a 25-second landscape file identified by its internal name as an English launch short. Hook (0:00-0:10): a white-haired knight surrounded by purple aura, framed by thorn vines with the VAMPIR wordmark, the first of a card sequence. Body (0:10-0:20): a blonde woman in a portrait card at 0:07, then a vampire woman in a dark red gown at 0:12, then a second armored knight, each card introducing a playable archetype. End sequence: the blood-moon cast shot with a Download Now button and store badges. Takeaway: the opening wave shifted the pitch from the creator to the cast, a roster-first frame for players choosing among classes.

What this rollout can and cannot tell you

The reading in one sentence: Vampir ran a staged regional rollout and then flipped the global switch, and its buying structure stayed constant through the flip, a Meta family core with WhatsApp riding along, AdMob as the second engine, and broad shared coverage with thin exclusive layers. For a UA team, the transferable question is whether your own structure is stable enough to absorb a market expansion without being rebuilt; Vampir's data suggests the team built one machine and let the rollout add floors to it.

Alternative explanations deserve their own paragraph. The October 27 dip and October 28 rebound could partly reflect snapshot timing or plan migrations rather than a clean launch step; the direction is unambiguous, but the exact boundary of the wave is not. The Meta-family dominance may reflect inventory pricing at the time as much as strategy, and the thin exclusive layers may simply mean the account has not yet needed market-separated tests.

The boundaries hold regardless. An exclusive plan shows targeting intent, never results; a market appearing in a target list does not imply a dedicated budget; estimated exposure is not a platform-measured impression count; and nothing in plan counts, market coverage or exposure estimates supports conclusions about cost per install, return on ad investment, or how any of these creatives actually performed.

Window. All creative, ad plan, market and exposure counts come from CreativeScope and cover September 30 to October 30, 2026. Window counts are observations of that period, except exposure figures, which are cumulative per creative since each creative's first-seen date.

Multi-attribution. One ad plan targeting several networks or markets counts once under each, so coverage shares do not sum to 100%. An exclusive plan lists one market only; coverage of a market means that market appears in the plan's target list.

Launch chronology. The staged-release sequence (Korea, Taiwan and Hong Kong, Japan, then the October 27, 2026 global opening with PC versions) is stated per the company's launch announcements; the article does not derive release dates from CreativeScope's placeholder date field.

Exposure and outcomes. Exposure figures are CreativeScope's estimated signals, not platform-reported impressions. The article contains no budget, cost, conversion or outcome data.

Media and cover. Creative descriptions come from the advertiser's own files. The cover image is AI generated and contains no in-game or advertising material.

Frequently asked

What counts as an ad plan in this article?
One buying configuration: a channel, a set of target markets and a language. Between September 30 and October 30, 2026, Vampir ran 3,856 of them across more than 140 markets. Plans measure delivery structure, not money.
How does the article know the rollout was staged?
The sequence of regional openings comes from the company's launch announcements. The CreativeScope data contributes the buying-side signature: a stable plan structure through the window, and a single-day addition of 618 new plans on October 28 after a dip in active plans on October 27.
Why does WhatsApp appear in the channel structure?
Because the tracked plans list it: 1,918 plans (49.74%) cover WhatsApp alongside the other Meta surfaces. That is where this account's buying appeared; the data records the coverage, not the reason.
Does 3,856 ad plans in a month mean a large advertising budget?
The data cannot say. Plan counts describe configurations, and nothing in them translates into budgets, cost per install or revenue. A wide plan spread is compatible with both large and small budgets.
Why is AppLovin nearly absent here?
That is what the tracked plans show: 4 of 3,856 plans (0.10%) cover AppLovin. Many casual titles lean on programmatic mediation; this mid-core account concentrated on Meta surfaces and Google inventory instead. The data shows the structure, not the motive.
Where does the data come from?
From CreativeScope, covering September 30 to October 30, 2026, for the single title Vampir. Scene descriptions come from the advertiser's own creative files, and no external numbers are mixed with CreativeScope figures.
Explore CreativeScope MCPPull the daily trend, the channel structure and the market coverage behind any MMORPG launch, and check whether your own buying machine could absorb a global opening without a rebuild.

Written by Emma Lee for CreativeScope. Creative descriptions come from the advertiser's own video creatives. Creative and ad plan counts are delivery-activity measures, not budgets or performance, and this article makes no claims about conversion, retention or commercial outcome. Cover image AI generated. All trademarks belong to their owners.

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