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March of Giants Creator Program: How to Join the Playtest and Get Noticed

A practical guide to the March of Giants creator program: how the closed alpha feedback loop works and how playtesters get their content noticed.

10/2/2026 Last updated: 10/3/2026 7 min read

FAQ

What is the March of Giants creator program?
It is the developer's push to bring content creators and testers into the closed alpha and collect structured feedback. The clearest official entry point is the "Inviting Creators' Feedback" news post, which directs players to the official Discord and the r/MarchofGiants subreddit.
How do I get into the closed alpha?
Participation is invite-based. Join the official Discord and subreddit, watch for playtest announcements, and follow the instructions on the official news hub. There is no guaranteed public signup.
What content should I make first?
Start with beginner onboarding and upgrade guides, since the search results are still nearly empty. After that, move into augment builds, Battle Works strategies, and match-length data — those niches have the least competition.
Where do developers actually read feedback?
Community reports point to the official Discord server and the subreddit, where devs are said to be active daily. Posting there gives you far better odds than dropping a comment on a video.
Is the March of Giants creator program worth it for small channels?
Yes — arguably more than for big ones. Alpha populations are small, feedback is visible, and a handful of well-documented posts can make a new channel a recognized name before the game even launches.

Why the March of Giants Creator Program Matters Right Now

The March of Giants creator program is the best reason to pay attention to this new mobile MOBA today. The game is still in a closed alpha, which means the people making content right now are the ones shaping how it gets talked about — and the ones the developers are actually listening to. Getting in early with the March of Giants creator program is about as low-competition as a gaming content opportunity gets.

If you have watched a single match, you already understand why. Three lanes, jungle camps, heroes with skill kits, towers to break, and a base to destroy — the skeleton is familiar. What sits on top of that skeleton is not.

Community reports from the alpha describe a game that borrows the language of League of Legends and Dota but rewrites the rules around upgrades, lane defense, and soldier command. That gap between “I know MOBAs” and “I don’t know this MOBA” is exactly the gap creators fill. Guides, tier lists, and first-impression videos all have an audience because almost nobody has solved the game yet.

What We Know About the March of Giants Creator Program

The clearest official signal so far is a news post titled March of Giants: Inviting Creators’ Feedback, which routes players toward two places where the team shows up daily: the official Discord server and the r/MarchofGiants subreddit. Those two channels are the spine of the program.

In practice, that means the creator relationship is less about earning a badge and more about showing up, testing hard, and reporting what you find where developers actually read it.

Element What community sources indicate
Game type Free-to-play mobile MOBA, three lanes, jungle camps
Current phase Closed alpha playtest (invite-based)
What creators are asked for Feedback, bug reports, guides, first impressions
Official hub “Inviting Creators’ Feedback” news post
Dev presence Official Discord and r/MarchofGiants, daily
Best time to join Now — small population, high feedback visibility

One honest caveat: early reveal coverage carried conflicting studio branding, while the official creator-feedback post sits on Ubisoft’s news hub. When publisher names, embargo dates, or asset-use rules matter for your videos and articles, confirm them through official channels instead of secondhand posts.

What the program is not

It is not a sponsorship pitch, and it is not a shortcut to early access for everyone. Alpha invites are limited, and community reports suggest selected testers were brought in directly. Treat your invite as a testing assignment with a content bonus, not the other way around.

Inside the Playtest: What Creators Are Reporting

Here is where the content opportunities live. The upgrade system lets a giant carry up to ten upgrades that grant stats and unique passives, plus four skill augments drawn from three cost tiers — some of which scale as you keep farming minions, others that pay off instantly. You can sell anything you dislike and rebuild on the fly.

Then there are Battle Works, the lane and base defenses funded by a supply currency that drops from certain jungle mobs and from collectible nodes at the top and bottom of lanes. The same currency buys siege tools: reinforcements, armored tanks, and the late-game pushing units.

System How it works Why it’s content gold
Upgrades Up to 10 stat/passive upgrades, sellable anytime Build guides, tier lists, “best first 10” videos
Skill augments 4 augments per giant, 3 cost tiers, some scale over time Theorycrafting, augment comparison charts
Battle Works Spend supply currency to build lane/base defenses Strategy deep dives, defensive setups
Soldier control Troops strip tower shielding and can chase kills Micro tutorials for new players
Siege tools Reinforcements, armored tanks, Colossus, Dozer Objective timing and comeback guides
Draft priority Star favorites to improve your pick odds Beginner onboarding explainers

Finally, soldiers. Every giant commands a squad that damages enemy giants early and, critically, removes the protective shielding on towers. Without soldiers, towers simply cannot be damaged. Battle Works and soldier management are the two systems that separate good players from great ones.

Per player experience, here is how the alpha currently shakes out:

Reported strengths Reported weaknesses
Step-by-step onboarding plus a Learn tab Movement and actions feel clunky next to PC MOBAs
Star system boosts your preferred giant picks Two auto-attack buttons (lock-on vs. free fire)
Freeform builds with no restrictions Ping system defaults require holding Alt, then clicking
Voice comms built in No text chat at all
Addictive core loop Matches routinely run 45+ minutes
New defensive and soldier systems to explore Queue/load bugs, AFK teammates, early forfeits

How to Stand Out in the March of Giants Creator Program

Showing up matters more than production value. The developers are reading the same channels you are, and a reproducible bug report with a timestamp often travels further than a polished video with vague complaints.

Step Action Why it works
1 Accept your alpha invite and join the official Discord Feedback only counts where devs read it
2 Play 20–30 matches to reach mid-game consistently You cannot review systems you have not touched
3 Document everything — screenshots, timestamps, clips Evidence turns opinions into fixes
4 Post weekly in Discord threads and the subreddit Consistency builds name recognition
5 Publish guides, tier lists, and patch reactions Own the search results while they’re empty
6 Keep a feedback log and track what changed Proves your reports had impact

Content ideas that fit an unreleased game:

Format Idea Why it performs
Long-form video “Is March of Giants worth playing?” first impressions High search intent, low competition
Shorts 30-second Battle Works tips Cheap discovery, easy to batch
Written guide Best first 10 upgrades per giant Evergreen, ranks fast
Stream Full-match commentary Shows the long-match problem firsthand
Data post Track average match length and forfeit rate Reddit rewards original data

Turning Feedback Into Influence

The most valuable thing a creator in the March of Giants creator program can do is turn complaints into specifications. “Games are too long” is a vibe. “Half my matches exceeded 45 minutes, and post-35-minute sieges still had long cooldowns” is a report a product team can act on.

Player-reported issue Community-suggested fix
45+ minute matches After 35 minutes, drop Colossus and Dozer cooldowns to 2–3 minutes
No text chat Add text chat or expand the ping wheel
Awkward ping defaults One-tap radial ping option
Clunky movement Input buffering and animation smoothing
Match-start disconnects Queue and load stability work
AFK players and 6-minute forfeits Stricter penalties, better surrender rules

Three habits separate useful feedback from noise:

  • Be specific. Name the giant, the upgrade, the minute mark.
  • Be reproducible. “Happened once” is not a bug report.
  • Be respectful. Devs are on Discord and the subreddit daily — that access is a privilege, not a punching bag.

Note that this is still an alpha. Community reports consistently say there is plenty of runway left for tuning, and the systems most likely to change — match pacing, controls, communication tools — are exactly the ones creators should be documenting now.

For a wider view, our official Discord guide, Reddit community buzz, next playtest guide round out the picture from different angles.

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