Campaign still in progess

Goblin Company
A countdown, a launch, and a co-op mining debut gone global

From "now hiring" to "open for business"

Goblin Company is BitBorne Studio's first game - a co-op mining survival title built by four developers in Italy, where digging deeper means things go wrong, beautifully and catastrophically. Months of relationship-building with press and creators set the foundation. The final stretch came down to three carefully timed beats, designed to build momentum ahead of launch day on June 12th.

Three beats in the final stretch

After months of laying the groundwork, the run-up to launch came down to three carefully sequenced press beats, each with a different job to do.

May 12 - the announcement. A release date reveal and a brand new trailer, landing with the game already sitting at 75,000 wishlists. This was the moment the date went into players' calendars and press's inboxes.

June 5 - one week to go. Pricing confirmed, and a deadline set: the demo would close its doors on launch day. At the time of send, over 54,000 players had already grabbed it. The "closing soon" framing turned a routine pricing update into a countdown clock.

June 12 - open for business. Goblin Company launched on Steam. The demo closed. And then the next 48 hours happened.

The spark that caught fire

The countdown worked exactly as intended. In the final week before launch, demo downloads jumped from 50,000 to 75,000 - a 50% increase, driven directly by the "closing soon" beat.

Then launch day hit, and the numbers exploded. Goblin Company landed on Steam's Popular Upcoming, then hit #1 on Popular New Releases, peaking at 925 concurrent players. Across social and video, the campaign generated roughly 2.15 million estimated combined views - 1,047,300 on Twitter/X, 768,500 on YouTube, and 106,848 on TikTok, spanning coverage from the weeks leading up to launch through to now. In just the first 48 hours after launch, Twitch alone saw 148 streams - 121 of them directly activated through codes we'd distributed - generating 33,000 watch hours, a peak of 5,200 concurrent viewers, and 228,996 VOD views. Press coverage spread across 82 pieces in 15+ countries, reaching an estimated audience of 26.2 million, with placements including Dexerto, 80 Level, IGN, and Denfaminicogamer in Japan.

During launch week, Goblin Company also attracted organic streams from a top 20 globally ranked Twitch streamer, coinciding with over 10,000 concurrent viewers across the platform at peak - appearing in the top three rows of Twitch's browse page alongside titles like Valorant, GTA V, and Fortnite.

Twitch figures reflect the first 48 hours post-launch (June 12-14, 2026) and continue to grow. Social and video view counts reflect the campaign to date. These will be finalised after the launch window has concluded.

Why it worked

It wasn’t luck. It was:

Key stats

Bonfire flame logo with decorative gaming silhouettes around campfire
26.2M
audience size
BONFIRE PR Estimated Views
2.15M
estimated views
Bonfire Pieces of Coverage
83
pieces of coverage

Bonfire Engagements
10,300
engagements
Bonfire Domain Authority
94
max domain authority

Bonfire Combined YouTube Subscribers
7.35m
combined creator subscribers

Bonfire Twitch Hours Watched
44,000
Twitch hours watched

Bonfire Additional Wishlists
25,000
additional demo
downloads
66%
email open
rate
1530
Personally pitched
emails
#1
#1 Popular New Releases and Featured on Popular Upcoming




Coverage Highlights

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