Find out which creators sold copies, and which sold themselves.

For marketing teams at game studios, publishers and music companies. Your sales, wishlists, player data, streams and creator recaps all sit in different places. Arcus connects them into one place you own, adds what fans say on Twitch, Kick, Discord, Reddit and TikTok, and tells you what to keep, test and stop.

Free, no card. Pick a question and we answer it with your own numbers.

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Arcus

#marketing · Mon 9:02

You asked: What drove sales in week 3?

Week 3: sales up 18%. 1,240 TikTok and Reddit posts about one unpaid creator. Next: test paying them in half your regions.

  • From your sales + CRM
  • From TikTok + Reddit

Why nobody sees the whole picture.

Games and music launch into crowds that already have opinions, and the results come from everywhere. Wishlists and sales sit in storefront dashboards. Players, sessions and return rates sit in your own game data. Streams and saves come from music services, tickets from promoters, and email and fan lists from CRM. Each reports on its own schedule, in its own format, and often with its own idea of what counts. Players and fans, meanwhile, talk on Steam, Discord, Twitch, Kick, Reddit, Roblox, TikTok and YouTube.

Creators sit in the middle of all of it. A streamer plays your game, a creator uses your track, and the recap says it worked. Sometimes it did. Sometimes the stream landed on the same day a sale started, or the track was already climbing. Codes and links catch a slice of buyers, and wishlists and streams carry no code at all. With every piece in a different place, nobody can see which spend is working. Each ad platform gives itself credit, and two channels can count the same player.

Arcus connects those pieces into one place you own, inside your own setup: wishlists, sales, player data, streams, CRM, ad accounts and creator recaps, plus what players and fans say. The first question is usually simple: what worked at launch? Then you can ask the bigger ones: which creators bring players who stay, which wishlists turn into launch-day sales, and whether the loudest fans in your Discord are the ones who buy.

What you know, plus what people say.

We connect every piece into one place you own, inside your own setup. The answer draws on both halves.

What you know

  • Wishlists and sales
  • Players and sessions
  • Streams and saves
  • Email and fan lists
  • Ad accounts
  • Creator and agency reports

What people say

  • Steam
  • Twitch
  • Kick
  • Discord
  • Reddit
  • Roblox
  • Spotify

What teams like yours tell us.

Results come from platform holders

Storefronts, console platforms, music services and promoters each hold a piece. Their reports arrive on their own schedule and rarely line up by day or region.

Creators are hard to measure

Streams and videos drive attention, but most players and listeners never use a code. A creator’s recap can show views and chat activity with no way to see whether any of it became a wishlist, a sale or a stream.

Launch weeks blur everything

Launches, updates, sales events and tour dates stack up. Every channel looks good in launch week, and every report counts the spike as its own.

Communities move faster than reports

A Discord server or a Steam review section can turn in a weekend. By the time a monthly recap arrives, the conversation has moved on.

The numbers that matter.

The ones that show whether marketing worked in games and music, and where each one comes from today.

MeasureWhy it matters
Wishlists and followsFrom storefront dashboards. Wishlist adds by day, lined up with creator streams and trailers, show which pushes built demand before launch.
Sales and activations by platformFrom storefront and platform-holder reports, and key activations. We match them to campaign dates so each sale is counted once.
Players and return ratesFrom your own game data: daily players, sessions, how many come back. A launch that brings players who never return tells a different story than a sales total.
Streams, saves and playlist addsFrom music services. Saves and repeat listens say more than plays, because they show someone chose to come back.
Creator code and link useFrom your own sales data. We check uses against coupon and key-reseller sites, and note how much of a creator’s effect a code can’t see.
Steam review volume and topicsFrom Steam. Review counts and the topics in negative reviews often explain a drop in sales faster than any media report.

They don’t ask what to play. They talk under the thing itself.

This comes from an audience report we made for a streaming service, about the same young men who buy and stream games. We counted how men 18 to 24 talk across TikTok, Reddit, YouTube, X and Instagram. Of 4,283 questions they asked each other on a large men’s subreddit, 1.9% were about hobbies, games and entertainment, while four trailers drew 78,682 comments. Across 6,622 comments, one word in 62 was slang, and the glossary words brands love barely appeared. For games and music, that points your listening at the rooms tied to your title or artist, and it is a reason to keep slang out of your captions.

Audience report
1 in 62words they write is slang. The glossary words brands borrow barely appear
242 vs 3likes on the top comment under a bit, against under a sincere post
1.9%of what they ask each other is about hobbies, games and entertainment. They talk under the show instead

Where your audience talks.

The places we usually read for games and music brands. What people say there ends up in the same place as your own sales and customers.

  • SteamPlayer reviews, the topics behind the negative ones, and how sentiment moves after patches, updates and sales.
  • TwitchStream chat during creator sessions, which shows whether viewers are asking about the game or just hanging out with the creator.
  • KickStream chat from creators who stream there or on both platforms, read the same way as Twitch.
  • DiscordPublic community servers, and your own with permission, where the most committed players report bugs, organize and react first.
  • RedditSubreddits for your game, genre or artist, where long threads explain why people bought, quit or came back.
  • RobloxCommunity activity around brand and artist experiences on the platform, and what players say about them.
  • SpotifyCharts and podcasts that show where a track or artist is being picked up and talked about.

See everywhere we listen

What we look for first.

The patterns that most often explain the gap between what each channel reports and what your own numbers show.

  1. 1Creators streaming into a spikeWe check whether a creator’s stream landed on the same day as a sale, an update or a launch. If it did, we separate the two before the creator gets the credit.
  2. 2Chat that asks about the gameWe read stream chat during credited sessions. Questions about price, platform and release date are a different signal from chat about the creator.
  3. 3Wishlists that never convertWe line up wishlist adds with launch sales. A push that built wishlists from people who never bought gets read differently from one that did.
  4. 4The room where they talkWe check where the conversation happens. In our audience report, young men rarely asked each other what to watch or play, and talked under the thing itself. For games and music, that usually means your Steam page, your Discord, the stream chat and the comments under your trailer or track.

Questions worth asking.

Six questions for your next budget meeting, in your industry’s terms.

How to test before you move budget
For your next budget meeting
1.Which wishlists, sales or streams in our recaps come from our own platform data, and which are estimates?
2.Which creators streamed or posted during a sale or a launch spike, and how do we separate the creator from the sale?
3.If a creator and an ad both report the same sale or stream, which one gets it?
4.How many code uses came from coupon or key-reseller sites?
5.What did chat and comments say during the creator streams we’re paying for?
6.Can we hold a creator push back in a few regions and compare?

Try it free.Then we build it for you.

  1. Try it free

    Pick a question, like “which creators bring players who stay?” We answer it with your own wishlists, sales, players or streams, plus what fans say online. You get a few slides with the answer on top. No card.

  2. Walk through it together

    We go through it on a 30-minute call, including which numbers your storefronts and partners hold and where the data is too thin to call.

  3. We build it for you

    If you go ahead, we connect your storefront dashboards, game or streaming data, CRM, ad accounts and social accounts, plus what players and fans say online. It all goes into one place you own, inside your own setup: your own data lake. We build it around your releases, with your launch dates, platforms and creators written in, so every answer knows your business. It takes about three months. Before we connect anything, we agree with you on exactly what we can access. You approve each step, and answers arrive along the way.

  4. Ask anything, around your launches

    Ask before a launch, an update, a drop or a tour, and the answer sees the whole picture. Each one is a few slides: the answer on top, the evidence, then what to keep, test and stop. Regular answers can also arrive on a schedule you choose.

Questions games and music teams ask

More in the full FAQ, or ask us on a call.

Which streamers and creators drove sales?

We line up each creator’s streams and posts with wishlists, sales and activations by day, check codes and links against your own numbers, and separate streams that landed on sale days. Each result counts once. When you need proof of cause, we hold a push back in some regions and compare.

What are players saying in Discord and on stream?

We read Discord servers, Twitch and Kick chat, Reddit and TikTok, and count the topics, complaints and words that come up.

Did the launch week push work?

We line up launch media with sales and sign-ups day by day. When you need proof, we run ads in some regions and pause them in others, then compare.

Who are our real fans?

We find the small group that drives most of your sales or streams, and describe them in a sentence.

Can you track Steam wishlists against marketing?

Yes. Wishlist adds by day are one of the clearest early signals in games. We match them to trailers, creator streams and campaigns, then check which wishlists became sales at launch.

How do you measure music marketing when most listening happens on streaming services?

We use the data the services give you: streams, saves, playlist adds and listener locations. We line those up with campaign dates and regions, and read the conversation on TikTok, YouTube and Reddit around the track.

Can you read our own Discord server, or only public ones?

We read public Discord servers, yours included if it’s public, plus Twitch and Kick chat. If your server is private, ask us about it before we start.

Should our game or artist account use gamer slang?

Usually not. In our audience report, one word in 62 was slang, and the most searched slang of the year barely appeared. Players can hear a script. Reply to their lines, and let a fan’s words lead.

Other teams we work with

See the wholepicture.

Pick the question you’re least sure about. We answer it with your own numbers and what people say online, then walk you through it in 30 minutes. Free, no card.