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Watch-Drop Campaigns & Creator Giveaways

The fastest way to turn creators into your distribution channel is a watch-drop campaign: viewers earn a reward for watching a stream, and that reward also onboards them as a player. You build the campaign once — every creator who opts in runs the same one. It's a marketing motion, not a per-streamer chore.

One campaign, every streamer

A campaign is usually a set of tiered items — say four — that unlock in sequence the longer a viewer watches: the first at one hour, the next at two, and so on. You set the items, the milestone for each, and how many of each to mint. Then any creator can join it and run it on their channel — you don't configure anything per-streamer. One campaign scales across your whole creator roster at once.

The earn mechanic differs by platform — pick the gate that fits the channel:

  • Twitch — watch-time. Viewers earn by watching; lurkers count. Progress shows live in the stream overlay.
  • Kick — chat-active time. Viewers earn minutes while they're active in chat — the FlipKey.gg bot credits everyone chatting, announces each tier as it's earned, and viewers mint with !collect. Rewarding the chat activity streamers want anyway.

How viewers earn a drop

Viewers unlock each tier by hitting its watch-time milestone on any participating stream, fulfilled automatically when they link their account. Every claim is social-gated — one per account per tier, with bot-and-Sybil protection — so rewards reach real fans, not farmers.

When a viewer claims, they sign in — their FlipKey.gg account and wallet are created on the spot — and the claim is accepted instantly; the reward ticket mints to their wallet in the background and appears in their FlipKey.gg library as it settles (seconds to minutes on a busy drop). Every claim onboards a real, identity-linked player.

Tickets and redemption

What a viewer claims is an NFT ticket — not the item itself. Redeeming it has your SDK grant the item to their game account, and the ticket is burned. They enjoy it in-game. And a ticket they don't redeem right away isn't a leak: it waits in their library, pulling them back after the stream to redeem.

One rule to know: stream-earned rewards are soulbound — bound to the viewer, never resalable. Twitch and Kick both prohibit rewards that carry resale value (Kick's Drops terms make every reward “personal, non-negotiable, non-fungible, non-transferable”), so a watch-drop reward is pure utility: earn it, redeem it, enjoy it. FlipKey.gg enforces this for you — the campaign builder only accepts soulbound items, so a campaign can't drift out of policy.

The win is the same on both sides: the viewer gets a real reward, and you get an engaged, identity-linked player.

What it costs

Campaigns run on mint credits. Your first 1,000 promotional mints are free (lifetime, across all campaign types); beyond that, credits are $0.02 per mint, prepaid in packs. A campaign's budget — the sum of its quotas — is checked against your credits when you create it, so a claim never fails mid-stream and you always know a campaign's maximum cost up front (a 5,000-reward campaign is at most $100).

Viewers who watch but never claim still cost you $0 — earning a reward only records an off-chain entitlement; a credit is spent when a ticket actually mints. Compare that to $1–5 per install on ad networks: 2¢ per real, engaged, identity-linked player who claimed your reward is the cheapest acquisition you'll run. No ad spend, no per-campaign platform fee.

Creating campaigns and granting creator allowances needs the minting role (or admin) on your team.

Hand-claim giveaways — where tradable lives

Want something lighter than a watch campaign? Grant a creator an allowance and they hand items out — fans claim with one click, same social-gating, same ticket model. Good for spontaneous drops, AMAs, and small communities.

Off-stream distribution (Discord, socials, claim links) is also where tradable items are allowed. An unredeemed tradable ticket unlocks for resale after the lockup you set, and every resale pays a royalty you set back to you — turning a one-time drop into a recurring revenue stream (secondary marketplace coming). On-stream drops stay soulbound.

Items, not discounted keys

Campaigns hand out items through your SDK — never cut-price game keys. You protect your store price, reward your community, and — through your off-stream drops — seed the tradable tickets that will feed your secondary market.