Case study · Ubisoft

How Ubisoft drove 2.8x higher launch-day player conversion for Might & Magic: Fates

Together with Ubisoft's publishing efforts, Immutable helped drive 2.8x higher launch-day player conversion for Might & Magic: Fates, increasing conversion of pre-launch interest into players through direct, consented player touchpoints and activation across email, Telegram, and Discord.

Might & Magic: Fates key art

2.8x

higher Day 1 player conversion

3.0x

higher Day 14 player conversion

100%

consented, first-party audience

Owned by Ubisoft and reusable for future launches

Results

Combined with existing storefront flows like Steam wishlists and mobile pre-registration, Immutable Audience lifted conversion sharply at launch and kept widening the gap in the days after.

Standard storefront flow

e.g. Steam wishlist only, mobile pre-registration

D1

2.37%

D3

2.84%

D7

3.15%

D14

3.43%

With Immutable Audience

Wishlists / pre-registration + Audience omnichannel marketing

D1

6.64%

D3

8.54%

D7

9.66%

D14

10.22%

Lift

D1

2.8x

D3

3.0x

D7

3.1x

D14

3.0x

Methodology & notes

  • Player conversion: share of users in each cohort who became active players by the stated day.
  • D1 and D14 are cumulative post-launch snapshots.
  • Standard storefront flow: the platform-storefront pre-registration flow players get by default, with no Immutable Audience activation.

At a glance

Company
Ubisoft
Game
Might & Magic: Fates
Franchise
Might & Magic
Genre
Trading card game
Launched
4 February 2026
Platforms
Mobile & PC
Model
Free-to-play
Platform used
Immutable Audience

Might & Magic: Fates is a trading card game developed by Ubisoft, part of the legendary Might & Magic franchise. It launched globally on 4 February 2026 across mobile and PC as a free-to-play title targeting franchise fans and new players.

Immutable and Ubisoft ran the launch go-to-market together. Alongside Ubisoft's own publishing and marketing efforts, Immutable's growth team designed and executed the audience-building activations through the Immutable Audience platform — the results that follow reflect that combined effort.

The problem

Game launches leak intent. A wishlist or pre-registration shows interest, but it does not give the publisher enough direct reach to reliably convert that player at launch.

  • Storefronts provide limited launch notifications, limited segmentation, and limited re-engagement, so interest captured before launch leaks away.
  • Publishers cannot capture player touchpoints (email, Discord, Telegram) directly, which means no owned channel to convert that interest at launch.
  • Engagement data cannot be carried forward across launches, updates, or titles.

Using Immutable Audience, Ubisoft tackled the problem in three ways. Each one delivered measurable gains that stacked into a better outcome at launch.

01

Optimised Landing Page + Email Capture

Product used: Conversion Funnel

Redirected pre-launch traffic to an Immutable Audience game page to capture multi-channel contact data (email, platform accounts, Discord, Telegram), letting the game own communication with players.

Context

Ubisoft had a large pre-launch audience following Might & Magic: Fates across platform storefronts, social media, and Discord. But platform storefronts retain all pre-registration data and do not share it with publishers beyond limited launch-day notifications, so there was no unified data layer Ubisoft could build on directly.

Without direct audience ownership, segmented pre-launch campaigns, behavioural targeting, and multi-channel retargeting are not possible.

Solution

Pre-launch traffic was redirected to the Might & Magic: Fates game page on Immutable Audience, where users completed quest-based onboarding actions to link their email, platform accounts, Discord, and Telegram. The indicative user flow can be tailored to each game:

  1. The user lands on the optimised game landing page.
  2. The user signs up for an Immutable Play account using SSO or email in one click.
  3. The user pre-registers for the game or follows it across socials.
  4. The user is incentivised to engage with the game via quests.

Each completed action enriched the user profile with behavioural data including engagement score, quest completion status, and platform linkage, enabling downstream segmentation and personalised messaging.

Might & Magic: Fates was also proactively featured on the Immutable Play front page at key campaign moments, providing additional organic visibility and driving incremental traffic into the onboarding funnel.

All audience data was collected on a consent basis in compliance with GDPR and applicable privacy regulations. Users opted in to each communication channel explicitly during onboarding, and all data processing was governed by a formal data processing agreement between Immutable and Ubisoft.

The Might & Magic: Fates game page on Immutable Audience, showing the trailer, gameplay tiles, and the quest onboarding panel.
The Might & Magic: Fates game page on Immutable Audience. Quest-based onboarding links email, platform accounts, Discord, and Telegram.

Result

The resulting audience is a persistent owned audience, retained beyond the launch window and reusable for post-launch retention, seasonal content, and future title launches.

02

Automated Personalized Emails

Ran a five-phase automated email sequence into launch day, with behavioural segmentation and escalating urgency through the final countdown window.

Context

Platform storefronts send one automated notification at launch. There is no pre-launch communication, no ability to segment by user intent or behaviour, and no re-engagement mechanism for users who do not convert on day one.

Because games do not own player emails, Discord handles, or Telegram handles, there is no way to directly contact the player or connect their pre-registration behaviour to future intent or segmentation.

Intent decays between pre-registration and launch. A user who pre-registered months earlier needs a structured reminder sequence to rebuild that intent and convert it to action at the right moment.

Marketing teams have different levels of skill in driving pre-launch engagement and conversion; templated sequences can drive more uniform results across games.

Solution

Using Immutable Audience's Engage functionality, Ubisoft deployed a five-phase automated email campaign across the treatment cohort, running from early December 2025 through one week post-launch.

The Launch Activation sequence in Immutable Audience's Engage, showing an entry trigger and the 30-, 21- and 14-day countdown emails.
The Launch Activation sequence in Immutable Audience's Engage: a 30-day countdown drip built to maximise launch-day conversions. Campaigns are fully configurable and use AI to optimise emails for specific events.

Phase 1: Warm Up

Timing
W/C 8 Dec
Objective
Establish baseline open rates. A/B test email content framing across variants.

Phase 2: Reward

Timing
W/C 15 Dec
Objective
Test incentive framing in the email content. The stronger variant drove a 61.8% CTOR lift.

Phase 3: Hype

Timing
Jan 1 to Jan 24
Objective
Weekly gameplay and feature emails. Drive pre-registration completions and build pre-launch intent.

Phase 4: Countdown

Timing
T-7, T-3, T-24hr
Objective
Daily countdown emails, segmented by engagement tier.

Phase 5: Launch + Retention

Timing
D0, D+1 to D+14
Objective
Launch-day trigger to the full cohort. Post-launch drip to non-converters with escalating urgency through D+14.
The five-phase automated sequence

T-7 (28 Jan)

Message focus
Pre-register on mobile app stores. Game already live in select regions for real-world social proof.
Segment
Full cohort

T-3 (1 Feb)

Message focus
72 hours to launch. Dual iOS and Android CTAs. Telegram mirror deployed the same day.
Segment
Full cohort

T-24hr (3 Feb)

Message focus
Final pre-launch reminder. Pre-launch checklist: pre-register, clear your schedule, log in with your Immutable account at launch.
Segment
Full cohort

D0 (5 Feb)

Message focus
Game is live. Launch-day download push.
Segment
Full cohort incl. control

D+1

Message focus
Sent only to users who completed pre-registration quests but had not yet launched the game. Personalised message referencing their quest completion.
Segment
Pre-registered, not launched

D+2 to D+5

Message focus
Sequential re-engagement to non-converters. Social-proof framing: thousands of players online. Increasing urgency across each send.
Segment
Non-converters

D+7 (11 Feb)

Message focus
Final re-engagement send, with hard-deadline urgency framing.
Segment
Non-converters
Countdown sequence detail: an example of the messages deployed for Ubisoft. The sequence is fully configurable and designed in conjunction with the studio or publisher.

Result

Email open rate reached 14.38% vs. 6.55% for the platform's default storefront notification: a 2.2x lift, driven by subject-line optimisation and countdown messaging relevance.

Click-to-open rate was 13.93% vs. 13.64% for the control, broadly flat. The primary lever in this campaign was open rate, not body-content conversion, which will be explored in a later phase of the project.

03

Omnichannel campaigns

Deployed coordinated Telegram and Discord campaigns in parallel with key email sends to maximise touchpoints before and after launch.

Context

Email open rates cap at approximately 14% for this audience type. A single-channel approach means the majority of the audience never sees the message, regardless of email quality.

Gaming audiences are active on Telegram and Discord and monitor these channels closely for launch news and updates. Email alone structurally misses a large portion of reachable, high-intent users.

Solution

Audience data captured through Immutable Audience onboarding (email, platform accounts, Discord, and Telegram linked at the individual level) was used to run simultaneous, channel-specific campaigns across all three channels:

  • Email anchored the sequence: longer form, with segmented personalisation per user tier.
  • Telegram served as a reinforcement channel, deployed on the same days as the T-3, D0, D+2, and D+3 email sends. Messages were short, direct, and social-proof-led.
  • Discord amplified the launch via the Ubisoft Fates server, timed to the launch window and surrounding days.

All linked profile data persists post-launch. The audience built during this campaign is reusable for retention, DLC, seasonal content, and future titles.

All cross-channel audience data was collected with explicit user consent and managed in compliance with GDPR and applicable data privacy regulations.

Result

Day 1 player conversion reached 6.64% with Immutable Audience vs. 2.37% for the standard storefront flow: a 2.8x lift.

Day 14 player conversion reached 10.22% vs. 3.43%, a 3.0x lift. The gap widens post-launch as the retention drip keeps converting, where a single-email approach never re-engages.

The Audience view in Immutable Audience, with a column group highlighting each player's linked devices and accounts.
The Audience view in Immutable Audience — every player profile carries linked devices and accounts (email, Discord, Telegram and more), enabling channel-specific targeting.

The bottom line

Together with Ubisoft's publishing efforts, each component of the campaign delivered measurable gains that stacked into a materially better launch. A larger owned audience, more effective pre-launch engagement, and broader channel reach compounded into more players acquired at launch.

The Immutable Audience cohort does not just convert better at launch; it keeps converting at a faster rate at every post-launch snapshot. The pre-launch nurturing sequence creates durable intent, not a one-time spike.

And the audience itself persists. What Ubisoft built for the Might & Magic: Fates launch is a reusable, consented, multi-channel audience, ready for retention, DLC, seasonal content, and the next title.

Immutable Audience helps games turn launch intent into launch players.

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8 Ball by Pokerist
Gods Unchained
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NomStead
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Meta Toy DragonZ Saga
Might & Magic Fates