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REVIVE TANKIONLINE


VaVyLoN
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Official Proposal: Hiring Streamers to Revive Tanki Online

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1. Introduction

Tanki Online, an iconic tank battle game with over a decade of history, is experiencing a decline in its active player base and presence on streaming platforms and social media.

Despite this, it maintains a loyal community and high potential for revival, especially with a modern digital marketing strategy based on popular content creators and streamers.

The objective of this proposal is to revive interest, increase visibility, and attract new players through a coordinated campaign with influencers and micro-creators.

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2. Current Situation

Progressive decline in organic traffic and the number of active players.

Limited presence on Twitch, YouTube, and TikTok.

Active community, but with limited exposure to new audiences.

Lack of viral events or collaborations with established creators.

Opportunity: Leverage the nostalgia and classic gameplay of Tanki Online to attract both veteran players and new audiences who enjoy retro, free-to-play, or competitive titles.

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3. SMART Objectives

Increase daily active users (DAU) by 20% during the 3 months following the campaign.

Increase new account registrations by 25%.

Achieve 100,000 combined watch hours across Twitch and YouTube.

Improve 7-day retention by 10% for new players.

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4. Target Audience

Veteran players (18–35 years old, Eastern Europe and Latin America).

New players (16–30 years old, interested in arcade shooters, free-to-play games, and competitive content).

Streamer audience: viewers of esports, classic shooters, and retro content.

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5. Streamer Strategy

1. Anchor Partners: 1–2 large streamers (20k+ followers) for launch events and tournaments.

2. Creator Core: 6–10 mid-sized streamers (2k–20k followers) for weekly streams for 8–12 weeks.

3. Local Creators: 10–20 microstreamers per region (PT/ES/UK/EN) who produce casual content.

4. In-game Integration: Rewards, drops, exclusive codes, and events visible to the streamers' audience.

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6. Proposed Activations

Launch event (48–72 hours) with tournaments, giveaways, and prizes.

Weekly "Revive Nights" streams with challenges and rewards.

Streamer collaborations (clan battles, cooperative missions).

Incentive campaign: Twitch Drops, registration codes with rewards, and temporary bonuses.

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7. Key Metrics (KPIs)

Watch time, average viewers, and peak concurrent viewers.

New sign-ups during the campaign period.

Retention (1/7/30 days).

In-app revenue and ARPDAU.

Community activity (Discord, social media, forums).

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8. Estimated Budget

Streamer Type Quantity Cost per Event Estimated Total

Anchor (Large) 2 USD 2,500–8,000 USD 5,000–16,000
Midstreamers 6 USD 400–1,200 USD 2,400–7,200
Microstreamers 10–20 USD 50–300 USD 1,000–4,000
Production/Assets — — USD 2,000–5,000
Advertising and Promotion — — USD 3,000–10,000
Estimated Total (3 months) USD 20,000–80,000

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9. 12-Week Plan

Phase Weeks Activities

Preparation 0 Creatives, agreements, test servers.

Launch 1–2 Main event with anchors.

Consistent pace: 3–8 weekly streams, challenges, drops.
Closure and analysis: 9–12. Final tournament, reports, and metrics.

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10. Streamer Selection Criteria

Relevant reach (followers and average viewers).

Real engagement (active chat, shared clips).

Affinity for competitive or retro games.

Willingness to work in multiple languages and across multiple platforms.

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11. Risks and Mitigations

Risk Mitigation

Low viewer-to-player conversion Incentives, drops, registration rewards.

Technical issues or lag Dedicated servers and live support.

Negative community reaction Transparent communication and initial pilot programs.

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12. Results Measurement

Weekly report with hours watched, registrations, and retention.

Dashboard with data before, during, and after the campaign.

Final evaluation at 12 weeks with recommendations for a second phase.

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13. Next Steps

1. Approval of initial budget (USD 25,000 suggested).

2. Selection and contact with the first 12 streamers.

3. Development of creative and promotional materials.

4. Official launch of the “Revive Tanki Online” program.

 

Regards

 

VaVyLoN

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Valid

This seems feasible in an idealistic scenario, but it's hard to gain an audience, and such community outreach methods require specific time and monetary resources, which I don't think will be poured for the same. The Game is out to set marketing again, but what happens in the future is something to look out for.

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Meh, I'd leave the marketing strategies to the marketing experts...

On 10/29/2025 at 9:59 PM, VaVyLoN said:

Hiring Streamers to Revive Tanki Online

The general rule of thumb is that UGC comes naturally from a growing audience, not the other way around. But sponsored gaming content does exist, so what you're basically suggesting it to dedicate a budget to sponsored videos or streams. It's not worth it in the current state of the game and its place in the industry,

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tanki barely get a nice income ,as they gotta pay for making skins, converting non-hd cosmetics to hd ones , make remastered map etc , there is a fact, tanki online developing process is too slow as compared to Tanki X, and way too slow for Tanki Classic.
to get more players they're just launching *invite a player* kinda scheme, which players use it around their own accounts. 

i dont think tanki dev gonna do sponsored stream to streamers, because game is still under construction state and will remain to it for more few years.
upgrading a turret and seeing a visual modification too, take players attraction. 

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