REWYND doesn't advertise your brand. It archives it
We restore lost films and music into a retro world. And now, we restore the time your brand has lived through — turning your history, products and story into a retro heritage people step into and play.
Not a passing ad, but a world that records the time your brand has lived through.
In-App Graphic Ads
Your brand on in-game marquees, billboards and posters
Custom quote per campaign
See ad slots ▼TYPE 02Brand World
A dedicated brand village with quests and items
From ₩20M · persistent
See Brand World ▼REWYND Square — see the ad slots for yourself
The original of the home map currently live in the game (1950s New York, Broadway). All three tiers — street, maintenance passage and Times Square station — are ad surfaces. Tap a number to explore.

+ Additional slots: cinema intermissions & screens, shop signage (pizza, coffee, newsstand), and in-game objects (taxi, props).

◈ EXTRA SURFACE
Village-Transfer Subway
The subway-car screen every player passes through when traveling between villages. The in-car ad panels, signs and route-map posters are all ad slots — a captive, repeated-exposure surface on every transfer.
▲ The actual transfer screen — every ad panel in the car is a slot
In-App Graphic Ads
Native exposure inside the world
Cinemas, streets, shops and plazas — we place brand ads inside the game world. Not immersion-breaking popups, but graphics crafted to fit REWYND's retro universe.
01
Cinema Intermission
Video or image ads before films or between features.
02
Cinema Screens
Brand videos and campaign imagery on shared-cinema and lobby screens.
03
Village Posters
Brand posters on building walls, alleys and cinema lobbies.
04
Billboards & Signs
Plaza billboards, neon signs and shop signage.
05
In-game Objects
Vending machines, vehicles, props and shop displays — branded naturally.
Measurable metrics
- ▸Ad impressions
- ▸Visitors to ad spaces
- ▸Average dwell time
- ▸Clicks & outbound links
Best for
Put your brand up — right now
Type your brand name and preview how it looks on the billboards and theater marquee of a REWYND street.

Backdrops are cropped from the live home map and cinema screens. Actual campaigns are produced as pixel art matched to your brand guidelines.
We look for brands with a story to revive
A Brand World means reviving a brand into a retro world — so the more time and story a brand has lived through, the more it shines. We don't screen brands. We start by looking together at how your brand's time could be brought back.
Brands that shine when made retro
A story to revive
Founding stories, signature products, the time lived through — a narrative to reinterpret is enough.
A sense of era
A distinct aesthetic and era that feels natural rendered in retro.
Memorable
Brands that live in people's memory, or defined a generation's taste.
In it for the long run
Brands that want a lasting space, not a short burst of exposure.
You don't have to tick every box. Even a young brand can be revived as "what if it existed back then?" Let's talk about how.
Not an ad — a way to keep your heritage
Built once, alive for as long as the service runs. Not ad spend that burns down, but a digital asset that keeps compounding.
Built once, seen continuously
It doesn't burn down like a campaign budget. Build it once and it keeps meeting users for as long as REWYND runs — with no monthly fee.
Content, not a banner
Not a banner you hang, but content users walk into and play. Your brand is remembered through experience, not exposure.
A fraction of a brand game
Building a standalone brand game costs hundreds of millions. On top of REWYND's world and systems, you build your own district for a fraction.
“One production cost — a retro heritage alive for as long as the service runs.”
Don't take our word for it — play one yourself
We built a full Brand World set for the fictional brand "MASIT DONUTS". Entry → founder NPC dialogue → retro minigame → avatar rewards → coupon conversion — the exact flow a brand receives.

MASIT DONUT STREET · 1967
MASIT DONUTS: The Lost First Ring
▶ Play the Brand World demoMASIT DONUTS opened at Busan Port in 1958. When the first recipe of its signature menu vanishes from the Memory Line, the memories people shared at the shop begin to fade too. Explore Donut Street, gather founder Han Doyun's memories, and restore the first ring.
- ✓Dedicated brand map (Busan Port, 1967)
- ✓Founder NPC · in-game dialogue
- ✓NES-style donut minigame
- ✓Avatar reward items
- ✓Coupon & store conversion screen
- ✓Measurement flow
MASIT DONUTS is a fictional brand created for this simulation and is unrelated to any real company or person.
When the campaign ends, your place in the world stays
Here is what a Brand World actually leaves behind — in the order a player experiences it.
Four steps a player takes — and what your brand gains at each
Discover
What the player does
While wandering the world, they walk into your street. They did not click an ad — they ran into you while playing.
▸ What your brand gains
A first contact with no resistance. Exposure nobody is looking to skip.
Experience
What the player does
They talk to your NPC and play quests and minigames built from your brand’s story.
▸ What your brand gains
Seconds of impression become minutes of dwell time. Your message is lived, not read.
Attachment
What the player does
They wear the branded costume they earned and carry it around the whole game.
▸ What your brand gains
Players advertise for you. When the campaign ends, the item stays in their account.
Action
What the player does
The final quest hands them a store coupon and sends them to your channel or shop.
▸ What your brand gains
Conversion, not just awareness. In-game behavior connects to a real purchase path.
Same budget — a very different residue
| Typical digital advertising | ★ REWYND Brand World | |
|---|---|---|
| Nature of spend | A cost that disappears once it runs | A digital asset that remains once it is built |
| After the campaign | Impressions and content end together | The world and items stay, and keep being visited |
| How people feel | Something to avoid, something to skip | A place they seek out, an item they show off |
| How it lands | Pushing a message within a few seconds | Letting people live the brand through story and play |
| What is measured | Impressions and clicks | Dwell, completion, wear rate and coupon use |
How brands put it to work
Launching a new product
How we build itThe new product becomes the goal item of a quest, with a trial coupon as the completion reward.
What it doesInstead of memorizing a product name, people end up holding the product.
Foregrounding heritage
How we build itWe rebuild the founding-era street, the first store and the earliest products as period pixel art.
What it doesBeing an old brand stops reading as dated and becomes a world of its own.
Driving store visits
How we build itQuest rewards connect to store coupons and limited-goods entries.
What it doesOnline play turns into an actual route to your storefront.
Reaching a younger audience
How we build itBranded costumes and seasonal events make the brand visible among peers.
What it doesRather than persuading with ads, the brand arrives on a friend’s avatar.
Corporate image & employer branding
How we build itYour philosophy and way of working are told through NPCs and story.
What it doesAn experience that outlives any company deck.
“Advertising disappears when the flight ends. A Brand World only starts once it is built.”
Brand World
Not a space that shows your brand — a space that plays it
We build your brand's history, products, philosophy and campaigns into an entire game district. Users meet brand NPCs, join quests and minigames, and earn avatar items inspired by your brand. Not a short-lived banner — a persistent digital brand space inside the REWYND world.
What goes into a Brand World
Brand Worlds we could build
The shape of the village changes with your industry and story.
Fashion · Retail
Brand Street
Your flagship rebuilt as a pixel street. Clear the lookbook quest to earn signature-item costumes.
F&B · Café
Recipe Kitchen
Your signature menu becomes a minigame. Complete the recipe combo to unlock a new-menu coupon.
Music · Entertainment
Live Stage
The artist's track becomes a rhythm stage. Clear it for limited light-stick and merch items.
Film · OTT
Premiere Theater
Experience a release’s world as quests, run alongside intermissions and the poster wall.
Games · Tech
Arcade Collab
Your IP ported into a retro arcade game — a new cabinet appears in the arcade.
Finance · Services
Mission Branch
Complex services turned into game missions, with real benefits for users who complete them.
Measurable performance data
- Brand World visitors
- New visits & revisits
- Average dwell time
- Quest start & completion rates
- Minigame plays
- Item acquisition & wear rates
- Coupon issuance & usage
- Friend invites & shares
Build cost
From ₩20M
Final quotes vary by brand scale, content scope, and whether new minigames are developed.
Base scope includes
- ✓One dedicated brand space
- ✓Brand-themed graphics
- ✓NPCs & story
- ✓Quests
- ✓Existing minigame integration
- ✓Brand digital items
- ✓Base performance report
- ✓Post-launch bug-fix period
How it operates — A Brand World can stay open for the lifetime of the REWYND service with no monthly maintenance fee. Costs apply only when you expand — new quests, seasonal events, items, minigames or major redesigns.
How a Brand World comes together
- 01
Brand review
We look together at whether your brand's story and era fit REWYND.
- 02
Concept & quote
We propose the direction, production scope and expected schedule.
- 03
Story & map design
We design your brand narrative into quests, spaces and NPCs.
- 04
Pixel art & build
We produce graphics and game systems matched to your brand guidelines.
- 05
Brand review
We finalize through the brand's sign-off.
- 06
Launch & report
We publish it in the REWYND world and report visits & engagement.
Production schedule depends on map scale and whether new minigames are developed; we share it once the project scope is confirmed.
Rights, clear from day one
REWYND contracts never blur into "everything belongs to someone." We separate three layers of rights — brand, REWYND, and users — from the start.
LAYER 01
The brand keeps
- ▪Brand name, trademarks, logos
- ▪Original brand characters
- ▪Signature product designs
- ▪All pre-existing IP
Brand-owned IP always remains with the brand.
LAYER 02
REWYND keeps
- ▪Game systems & code
- ▪Quest systems & UI
- ▪Generic maps, graphics & animation
- ▪Tools and production know-how
Deliverables combined with brand IP are used only within the contracted scope.
LAYER 03
Users keep
- ▪Earned avatar items on their account
- ▪Continued use after contract ends
- ▪Their acquisition history
When a contract ends, items users already earned are never revoked — only new sales and distribution stop.
Why REWYND
01
From exposure to experience
Regular ads show a message. REWYND lets users enter your space, hear your story, play, and earn.
02
A digital asset, not a one-month ad
Campaigns vanish when budgets end. A Brand World keeps meeting users as long as the service runs.
03
Lower entry cost than building a game
Instead of building a standalone brand game from scratch, you ride on REWYND's world and systems.
04
Retro reinterpretation, tailored
We study your brand's era and signature products, and rebuild them as pixel art that belongs in the world.
“Ads steal consumers' time. REWYND makes consumers spend time with your brand — willingly.”
Not a passing ad, but a world that records the time your brand has lived through.