At a glance
| Dimension | Immutable | Gamesight |
|---|---|---|
| Primary job | Owned audience capture and conversion for prelaunch Steam games | Cross-network marketing attribution and creator campaign management |
| Best-for stage | Prelaunch and early post-launch | Any stage, strongest once paid UA spend is live |
| Data ownership | Studio owns the player profile (email, Discord, wishlist, onchain) | Studio owns attribution reports, plus a daily raw data export to a customer-controlled S3 bucket (touchpoint, event, and goal records) as of September 2026 |
| Audience activation | Built in: Engage sends lifecycle emails to convert wishlists | Not a core function as of September 2026; Gamesight measures campaigns, it doesn't run audience re-engagement |
| Attribution scope | Steam link-tracking plus ad spend, tied to one player profile | Full-funnel across 80+ networks (Steam, Xbox, PlayStation, Switch, Epic) as of September 2026 |
| Pricing model | Free tier to 1,000 sourced players, then $499/month self-serve | Sales-led; no public pricing as of September 2026, contact for a quote |
| Buying motion | Self-serve sign-up | Request-a-demo, enterprise sales cycle |
Where Gamesight wins
Gamesight is a genuinely strong performance marketing attribution platform for games. Its engine processes touchpoints across more than 80 ad networks.
It reports first-touch, last-touch, and multi-touch attribution for the same campaign. That matters once a studio runs paid UA across several platforms at once.
Its network coverage is broad. Gamesight supports Steam, Xbox, PlayStation, Nintendo Switch, and the Epic Games Store, plus automated cost aggregation that pulls spend directly from ad platforms.
Gamesight also runs creator and influencer programs at scale, managing sponsored-content campaigns for publishers who need volume across many creators at once, not a handful of hand-picked partners.
Its customer list reflects that scale. Krafton, Netflix, ATLUS West, Wizards of the Coast, Avalanche Studios Group, and Reddit are named publisher customers, as of September 2026.
Gamesight reports its platform touches over 1,000 games and more than $1B in tracked marketing spend annually, as of September 2026.
That makes Gamesight the stronger fit for a studio or publisher already running meaningful paid budgets across console and PC, needing one attribution layer over campaigns that already exist.
Where Immutable wins
Gamesight measures marketing spend that is already happening. Immutable exists for the stage before that: building the owned audience a studio converts once paid spend starts.
Most prelaunch Steam studios do not have an 80-network paid media problem yet. Their problem is fragmented audience data.
Wishlists sit on Steam, members sit in Discord, subscribers sit on email. Nothing connects them to one player identity.
Immutable's Audience product links those signals into one player profile per game. A studio can see which specific channel actually produced its highest-intent players, not a blended attribution report.
That same profile feeds Engage: welcome, nurture, re-engage, pre-launch hype, and the Day 1 push. Steam's own notifications are limited to four documented trigger events (release, the Early Access to full release transition, a qualifying discount, and a one-time demo alert), each gated by a two-week cooldown per App ID; none of that is a nurture sequence.
Example: Ubisoft, Might & Magic: Fates
Ubisoft ran Immutable Audience, and its Engage email sequences, on the launch of Might & Magic: Fates, measured against a cohort on the standard storefront flow. This ran alongside Ubisoft's own publishing and marketing, so the lift below is not attributable to Immutable alone.
- Day 1 player conversion: 6.64% with Immutable Audience vs 2.37% on the standard storefront flow, a 2.8x lift.
- Day 14 player conversion: 10.22% vs 3.43%, a 3.0x lift.
- Email open rate: 14.38% vs 6.55%, a 2.2x lift on the engagement metric.
Immutable also runs a self-serve buying motion: free until a studio sources 1,000 players through the platform, then $499/month. There is no sales call required to start.
Best for prelaunch Steam studios vs. active paid-media publishers
Gamesight is the better fit if: you are already spending real budget on paid UA across PC plus at least one console. You need cross-network attribution for a media buying team.
Immutable is the better fit if: you are a 1-to-5 person marketing team on a prelaunch or early-stage Steam game. Your problem is fragmented audience data, not paid-spend measurement.
A studio can genuinely need both at different points: Immutable to build and convert the owned audience pre-launch, then a spend-measurement layer like Gamesight once paid media scales post-launch.
The proof point behind the wedge
Ubisoft's Day 14 result is the sharper number for this comparison, because it shows the gap widening over time rather than narrowing.
At Day 1, the Immutable Audience cohort converted at 6.64% against the standard storefront flow's 2.37%. By Day 14, it held at 10.22% against the standard storefront flow's 3.43%.
That is a 3.0x lift, up from the 2.8x measured on Day 1. A lifecycle email sequence keeps working after launch day in a way Steam's own trigger-based notifications, each gated by a two-week cooldown, are not built to.
Conclusion
Gamesight built a genuinely strong attribution business by measuring the marketing spend studios are already making. That is a real, defensible strength, and if you are running paid UA across several networks today, it is worth evaluating on its own terms.
Immutable exists for the stage most prelaunch Steam studios are actually in: before that spend, when the real problem is a wishlist here, a Discord server there, and an email list nobody has connected to either.
Robbie Ferguson, Co-Founder and President at Immutable

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