Join The Pilot
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A game character holding a branded can

Reach Players That Ad Giants Can't

Indie VR is a fast-growing audience, and nobody is selling ads in it. Your brand goes into the world itself — a sign on the wall, a product in the player's hands — and we count only what players actually saw.

New Reach Around 20,000 games ship on Steam every year and almost none of them sell ad space. Their players are outside every media plan you run today.
All Counted Signage is counted by time on screen, angle and size. Branded objects are counted again when a player picks one up, uses it or wears it.
Right Scene Placement rules, scene and rating filters and sign-off from both sides. Your brand cannot be distorted or dropped into a scene it doesn't belong in.
The Market

Long Sessions, Players Who Pay, No One Selling Ads

Indie games have a large and fast-growing player base, and almost none of it is sold to advertisers. We start with indie VR, then expand across mobile titles.

~20,000 Games released on Steam in 2025. Around 99% of them are indie titles.
30–45 Minutes in a typical VR session, against five or six in a typical mobile game.
76% Of VR users are Gen Z or millennials, and 37% of US VR users earn over $100k.
171M VR users worldwide in 2025, with roughly 216M expected by the end of 2026.

Sources: SteamDB and Alinea Analytics (Steam releases and indie revenue, 2025), Video Game Insights (indie share of releases), SQ Magazine and National Research Group (VR users, session length and demographics). Indie games earned about $4.4B on Steam in 2025 — roughly a quarter of the whole platform. This is an audience that already pays for what it plays.

Platforms

Meta Quest SteamVR PlayStation VR ByteDance PICO iOS & Android
Ad Formats & Measurement

Three Formats, Counted Two Ways

Branded products the player picks up, wearables they put on, and signage built into the environment. Every format is restyled to each game's art style by our AI, inside the rules you set, then measured by what players see and, where the format allows, by what they handle.

A branded drink can rendered as an in-game pick-up

Branded products

Your packaging wraps a prop the player picks up, buys or is handed by an NPC. Every one of those moments is counted as an interaction.

Views + interactions
A game character wearing branded apparel

Wearables*

Outfits, props and mascots carrying your identity — worn by the player and seen by everyone else in the session.

* In development

Views + interactions
An in-game billboard along a street

Banners & environment

Signage where the eye already travels, counted by time on screen and angle rather than by requests served.

Views

You Get Both Numbers

Views and interactions are reported separately, broken down by game, placement and format, in your dashboard the same day. Nothing is estimated and nothing is counted on requests served.

Seen Views

Time on screen, viewing angle, distance and apparent size. A placement nobody actually looked at is not counted and not charged.

Reported and billed as verified impressions.
Handled Interactions

Picked up, held, used, worn or bought from a vendor. When the player handles your branded object, that contact is logged as its own event.

Counted separately, and priced separately.

Views follow the IAB in-game measurement model: continuous time on screen, share of the viewport and viewing angle, with a minimum threshold per placement. Raw event logs are available on request.

Brand Safety

Your Brand Will Land Where It Should

Two things are non-negotiable: the identity stays intact, and the scene around it stays appropriate.

You see it first

Before launch you review every styling variant — one per art style, not one per title — and strike out any you don't like. Nothing goes live without your sign-off.

Your rules bind the AI

Locked colours, fixed logo geometry, safe margins, minimum size and a list of effects it may never apply. The restyling changes the world around your identity, not the identity.

Approved surfaces only

Studios can only put placements where our guideline allows — lit, unobstructed, at eye level.

Scene and rating filters

Age rating, genre and scene type are all filters. Violent or adult contexts are excluded by default.

Contextual, not personal

Targeting works from the game and the scene, not from an advertising ID.

Pull it any time

One title or the whole flight, switched off from the dashboard without a game update.

How It Works

One Upload. We Handle The Rest.

You upload the creative and your brand rules. We handle the matching, the AI restyling, approvals and measurement — while everything stays visible in one campaign manager.

1You

Upload the creative

Your asset and the brand ruleset — locked colours, logo geometry, effects that are off-limits — plus budget, dates and anything you need to stay away from.

2DeusADS

We pick the worlds

We match titles by scene, audience and age rating. You approve the shortlist before anything is booked.

3DeusADS

We restyle the creative

Your asset and your brand rules go to our AI, which restyles it into each art style on your shortlist. You review every variant and sign off, and so does the studio.

4You

You get the numbers

Views and interactions land in your dashboard the same day. Only verified activity is billed.

Campaign Manager

Views And Interactions, Game By Game

One place for the whole flight: where you are running, what it looks like there, and what the players actually did with it.

  • Two counters, not oneVerified views and object interactions are reported separately, per game and per placement.
  • Live controlBudget, pacing and exclusions are editable mid-flight, and take effect without a game update.
  • What you see is what you payThe numbers on the screen are the ones your invoice is built from — no separate reporting, no reconciliation.
The DeusADS campaign manager showing budget and campaign performance
Targeting, creatives and results live in the same place, updated the same day.