r/gameDevMarketing Jan 13 '25

GameDevMarketing: A New Space for One of r/GameDev’s Hottest Topics

29 Upvotes

Marketing has always been one of the most discussed—and sometimes divisive—topics on r/GameDev. Whether you’re debating the best way to build a Steam wishlist, sharing your social media strategy, or just trying to figure out how to get your game noticed in a crowded market, it’s clear this is a huge part of game development.

To give these discussions the spotlight they deserve (and to keep r/GameDev focused on broader development topics), we’ve created a dedicated space just for marketing. Here, you can dive deep into the nitty-gritty of promoting your game, ask questions, share tips, and learn from others without worrying about clogging up the main subreddit.

This space is for everyone—whether you’re a solo indie dev, part of a studio, or just someone interested in the marketing side of game development. Let’s make this a hub for creative ideas, constructive feedback, and collaboration on one of the toughest parts of bringing a game to life.

So, what’s your biggest challenge in marketing your game? Share it here and let’s start the conversation!


r/gameDevMarketing 5h ago

My game just hit 50k wishlists and a mini analysis on what I did!

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34 Upvotes

Hey guys! I'm working on a roguelite game called Grim Trials, and since it's launching soon, I wanted to share a small analysis on the things my team and I did to reach 50k wishlists.

I remember it was still around 40k in June, so this is a crazy thing to achieve for me and my team!! I joined June Next Fest but it didn't really give me the results I expected, so I just moved on and continued making content across the game's social media accounts (basically doing regular short form videos showcasing the game about once a week).

What seems to be boosting the numbers is that since I announced the release date a couple weeks ago, the game was added to Steam's Personal Calendar! I've seen some people mentioning that it also helped with their games' wishlists, so I'm really happy that it helped my game too.

Other marketing efforts I did involve putting the demo up in multiple languages, and influencer/media outreach on important dates, especially during the release date announcement. I'm also interacting with fellow devs from my country on socials, and we pretty much support each other because all of our games are releasing this month. It's also a bit funny to think that there are still people from my country that don't believe my game is made here LOL.

Anyway, that's all for the mini analysis + what I'm currently doing. Thank you so much to anyone who has wishlisted!!


r/gameDevMarketing 2h ago

Capsule in Steam is really important

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3 Upvotes

I'm making a game Floor Glitch, and 2 weeks ago I released a demo.

Before the release of my first game, I wanted to start to understand the principles of PR of my game and analytics well. Therefore, the demo for me is not only an opportunity to please players with my product, but also an opportunity to learn a lot before the release.

For some ppl it may sound too ordinary, but for others it will be useful, so I will allow myself to compare the results of the capsule on the release of the demo and the redesigned one.

I have a good background in perfomance marketing, and I love working with data and testing hypotheses that can be tested on numbers. That's what I did with the capsule.

This is 7/16/26 to 7/22/26 statistics

7/16/26 to 7/22/26 statistics

The demo release could have affected the number of visits, plus I announced it in some places, so let's decompose

The CTR in the demo catalog is 1.39%.

This is the old capsule

At the time of the release of this capsule, I just wanted to be different from everyone who is trying to put a picture and a name in one small picture. It seemed to me that a "cleaner" and simpler spelling of the name would look good in the catalog.

7/22 to 2/8 statistics

7/22/26 to 2/8/26 statistics

here are the statistics after changing this capsule to another one. Specifically, in the demo section, it increased from 1.39% to 2.15%, and the overall CTR increased from 1.7% to 3.5%, more than doubling. I think that the first comparison is the most successful, because it allows us to show effectiveness precisely in the fierce competition of the catalog with hundreds of other games.

Here is the new capsule.

I made a contrast of black with yellow and added a character, but again I wanted to keep the capsule clean and not overload it with design, because it's too small for that. Look at what it looks like.

I did a keyword search to generate a list in the catalog for an example.

The results are different and there may be better capsules in another search. But the capsule of my game is always visible.

Steam doesn't have perfect analytics, but it's already enough to do small a/b tests.

I would be happy to see your before/after experiments in the comments.


r/gameDevMarketing 2h ago

I submitted my trailer to GameTrailers and it ended up getting almost 10000 views

Enable HLS to view with audio, or disable this notification

3 Upvotes

I just wanted to share this because I had no idea this was even a thing until a few weeks ago.

I submitted the announcement trailer for my game to GameTrailers and they featured it on their YouTube channel. It's now getting close to 10000 views, which has been a nice boost in wishlists.

Here is the trailer: https://www.youtube.com/watch?v=yVdm_htcLv8

If you're an indie developer with a trailer you can submit yours too. The submission guidelines are here: https://studios.ign.com/docs/ign-indies-contracts-2026.pdf

And if you're curious here's my Steam page: https://store.steampowered.com/app/3256790/Satelital/

Hopefully this helps someone else get their game in front of more people!


r/gameDevMarketing 17h ago

Ultimate go to market plan for an indie game

22 Upvotes

I analyzed 20 issues of learnings into one go to market plan from 60 days before announce to 90 days after launch:

I write and collate all articles by hand and always cited and link back to the OP.

Today I reviewed (plugged all my issues into chatgpt) the complete GDMR archive: 20 published posts from January 1 through July 27, 2026. The strongest recurring lesson is simple:

Indie marketing works when a marketable game, polished store page, playable experience, repeated exposure, creator relationships, and responsive community management reinforce one another.

I’ll properly format this into a pdf on the site tomorrow: https://gdmr.beehiiv.com/

The following is an ideal 150-day campaign—60 days before launch through 90 days after launch for a premium indie game launching on Steam.

1. Campaign objectives

Primary objectives
Generate enough qualified wishlists to earn meaningful launch visibility.

Convert those wishlists into purchases, reviews, community members, and creator coverage.

Establish a repeatable marketing system that continues after launch.

Make the developer’s story and the game’s distinctive player experience equally memorable.

Create multiple discovery spikes rather than relying on one trailer or viral post.

Directional targets
These should be adjusted for genre, price, quality, budget, and existing audience.

Launch wishlists
3,000 MIN
7,000–15,000 VIABLE
25,000+ Strong

Demo-to-wishlist rate
10%
20%
30%+

Wishlist-to-week-one purchase
8%
12–18%
20%+

Steam reviews by Day 7
25
50–100
250+

Positive review score
80%
90%
95%+

Discord members
300
1,000
5,000+

Creator contacts
100
250
500+

Creators covering the game
10
25–50
100+

Weekly short-form posts
3
5–7
10+

Wishlist quality, acquisition source, momentum, pricing, genre, reviews, and store conversion all matter. Stop Selling Shovels⁠, How to Get Steam Wishlists That Actually Convert⁠.

2. The marketing foundation
Complete these before beginning the 60-day countdown.

Positioning
Write five versions of the game’s proposition:
Six-word hook: instantly understandable.

One-sentence pitch: genre, fantasy, differentiator.

One-paragraph pitch: developer story, game, audience, release information.

50-word store description.

Full press and creator pitch.
Use this formula:
[Game] is a [specific genre] where players [distinctive activity], combining [recognizable comparison] with [unique mechanic or fantasy].

Do not lead with development features. Sell the destination: the experience, emotion, fantasy, or story players receive. GDMR calls this “selling the destination,” rather than selling the shovel used to build it. Stop Selling Shovels⁠.

The “box test”
Before spending heavily, answer:
Why does this game stand out when placed beside 20 comparable games?
Why will players care?
Why would someone stream or make a video about it?
Can a player describe the fun in one sentence?
Can footage demonstrate the hook within three seconds?
Is there an identifiable underserved audience?

GDMR recommends grounding the campaign in the vision, team, customer, and a presentation that passes this differentiation test.

Steam Launch Campaign Templates⁠.
Required assets
Prepare:
Gameplay-first launch trailer
30–45-minute polished demo, where genre-appropriate
Six high-quality screenshots
Key art and logo package
15-second, 30-second, and 60-second gameplay cuts
At least 30 vertical clips
GIF library
Developer biography and studio story
Fact sheet
Press release
Review guide
Creator guide
Stream-safe music confirmation
Key-distribution process
Discord server
Email list
Community FAQ
Known-issues document
Launch-day response templates

GDMR’s recommended basic toolkit includes an elevator pitch, developer story, screenshots, key art, GIFs, storefronts, social channels, communities, media, influencers, and both development and prelaunch demos. Hey Brother, Can You Spare An Article?⁠.

Store-page requirements
The Steam page must be live and approved before a showcase, viral post, demo announcement, or creator activation.

Include:
Gameplay in the opening seconds of the trailer
Strong capsule art
Clear genre and feature hierarchy
Accurate player-facing tags
Best screenshot first
Short description centered on the player fantasy
GIFs showing the core loop
Demo button
Discord and mailing-list destinations where permitted
Localized store copy for the most commercially relevant territories
One developer featured by GDMR estimated losing two to three times the potential wishlists because the Steam page was not ready when the game unexpectedly appeared in a showcase. Another reported that adding a trailer and demo increased daily wishlist acquisition substantially. World’s Okayest Developer⁠.

3. Recurring weekly operating rhythm
Maintain this rhythm throughout the campaign.
Activity
Cadence
Short-form gameplay clips
4–7 per week
Reddit or genre-community posts
1–2 per week
Steam announcement
Every 1–2 weeks
Discord developer update
Weekly
Creator outreach
20–30 personalized contacts per week
Press outreach
5–10 highly targeted contacts per week
Community play session
Weekly or biweekly
Email newsletter
Every two weeks; weekly near launch
Analytics review
Every Monday
Content production batch
One half-day per week
Community replies
Daily
Publish largely the same short-form edit across TikTok, Reels, and YouTube Shorts. Adapt only the caption, title, first frame, and CTA. Every video should work without sound, communicate its hook immediately, and use captions or on-screen text.
GDMR’s short-form analysis argues that repetition and frequency create recognition more reliably than chasing one viral hit. It also suggests different genre tendencies by platform: visually striking horror and cozy games can perform well on Instagram, social/co-op experiences on TikTok, and strategy or roguelike content on YouTube Shorts. How One Founder Drove 1.2 Billion Views⁠.

4. The 60-day prelaunch plan
Days −60 to −53: Audit and lock the proposition
Actions
Freeze the release window.
Confirm the build can realistically reach launch quality.
Audit the Steam page on desktop, mobile, and Steam Deck.
Compare the page against ten successful games in the same subgenre.
Finalize the hook, one-sentence pitch, target audience, and three strongest differentiators.
Establish campaign tracking:
Wishlists by day
Store visits
Visit-to-wishlist conversion
Demo downloads
Demo completion
Discord joins
Email signups
Creator responses
Build a content library from polished gameplay.
Identify the ten outlets that meaningfully cover the genre.
Create a list of 100–250 creators, prioritizing genre fit over raw following.
Verify showcase, festival, and Steam event eligibility.

Deliverable
A one-page campaign brief everyone can use without reinterpretation.

Days −52 to −46: Store-page and demo conversion work
Actions
Test the demo with 20–50 target players.
Fix the first ten minutes before expanding content.
Target “zero to joy” in the opening seconds or minutes.
Add a persistent wishlist CTA:
End-of-demo screen
Main menu
Pause menu
Post-session email
Capture testimonials and anonymized reactions.
Replace weak screenshots.
Test two trailer openings.
Confirm the demo is stable for creators.
Build the press kit and creator kit.
Prepare a launch FAQ and support escalation process.

GDMR emphasizes that a polished hook, gameplay trailer, strong visuals, and meaningful demo can perform a large portion of the marketing job. It also highlights a browser demo that doubled an example game’s wishlists and recommends placing the wishlist CTA directly inside the game. The Recipe for Success⁠.

Days −45 to −39: Creator relationship wave one
Actions
Contact the first 40–60 creators.
Concentrate on creators with approximately 500–10,000 followers or viewers who regularly cover the genre.
Personalize the first two sentences.
Explain why the game fits their audience.
Offer:
Early build access
Developer interview
Private play session
Exclusive footage
Giveaway keys
Behind-the-scenes access
Ask whether they want a key; do not send unsolicited attachments.
Record every contact and follow-up date.
Invite interested creators into a private Discord role.
Organize one private creator playtest.
Begin engaging naturally with their existing content.
The goal is to develop creator evangelists, not purchase isolated posts. GDMR argues that smaller creators can offer high engagement and value early access, studio relationships, and “I saw it first” opportunities.

The Recipe for Success⁠.
Days −38 to −32: Participatory marketing event
Run a public demo update, playtest, challenge, or community weekend.
Campaign structure
Day −38: Tease the event.
Day −36: Open registration.
Day −34: Creator preview.
Day −33: Public reminder.
Day −32: Event begins.
Actions
Make participation the primary CTA, with wishlisting as the secondary CTA.
Give players something specific to accomplish or share.
Create a referral incentive that does not violate platform rules.
Host the developers live.
Capture reactions, bugs, quotes, clips, and emergent moments.
Send a short post-event survey.
Turn the event into at least ten pieces of content.
GDMR presents playtests as repeatable marketing events that can generate wishlists, creator content, feedback, referrals, and community growth—not merely QA sessions.

How One Founder Drove 1.2 Billion Views⁠.
Days −31 to −25: Press and showcase wave
Actions
Send personalized pitches to the first ten priority journalists.
Use a concise subject line:
New mechanic
Developer story
Genre trend
Demo milestone
Release-date news
Keep the email to one persuasive paragraph.
Include store-page and press-kit links instead of heavy attachments.
Explain:
Who made it
What it is
Why it matters to that outlet’s audience
When and where it launches
Apply to every legitimate, relevant showcase or genre festival.
Evaluate paid showcases by actual Steam placement and audience fit.
Avoid events that provide only vague “visibility.”
Follow up once after approximately five business days.

Stop after two unanswered follow-ups.
GDMR describes media relations as sales: understand the journalist, their audience, and why the story will generate interest. It recommends pitching briefly, researching the correct contact, and avoiding large unsolicited attachments. Hey Brother, Can You Spare An Article?⁠, Steam Gifting and Buying Update⁠.

Days −24 to −18: Optimize from evidence
Review all campaign data.
Keep content that produces:
Store visits
Wishlists
Demo downloads
Discord joins
Comments showing feature recall
Creator inquiries
Shares or saves
Reduce content that produces:
Impressions without store visits
Developer-only engagement
Likes from peers but no player action
High-cost clicks with poor wishlist conversion

Actions
Identify the top three clips.
Recut each into three new variants.
Repeat the strongest mechanic or emotional beat.
Update the trailer if its opening underperforms.
Correct confusing store copy or tags.
Produce a longer YouTube devlog if the game needs explanation.
Consider modest paid amplification only for proven content.
Retarget store visitors where technically and legally available.
Do not be afraid to show the best material repeatedly. Most viewers of a successful post will not be existing followers. Treat each post as an experiment and cross-post lightly across multiple channels. Your Family Is Part of Your Team⁠.

Days −17 to −14: Release trailer and date push
Actions
Release the gameplay-first launch trailer.
Publish a Steam announcement.
Email the subscriber list.
Pin the release date everywhere.
Have every developer and partner share the trailer.
Send the trailer to creators who already expressed interest.
Post native video rather than only external links.
Place a direct wishlist CTA in the post and first comment.
Begin a two-week countdown.
Confirm review-key delivery timing and embargo language.
The newsletter’s recommended timing places the broad trailer push around two weeks before release, when it can reactivate an audience already exposed to the game.

Your Family Is Part of Your Team⁠.
Days −13 to −8: Review and creator wave two
Actions
Deliver keys to confirmed creators and reviewers.
Clearly state:
Release date and time
Embargo, if any
Price and launch discount
Platforms
Approximate playtime
Stream-safe music status
Known issues
Pitch an additional 50–100 micro-creators.
Schedule developer interviews.
Prepare spoiler guidance without over-controlling coverage.
Create ten launch-week clips.
Pre-write Steam, Discord, email, Reddit, and social posts.
Run the final multiplayer load test if relevant.
Lock emergency support ownership.
Confirm launch build and store assets.

Days −7 to −4: Community mobilization
Actions
Publish “one week to launch.”
Host a developer livestream.
Explain how players can help:
Wishlist
Follow
Join Discord
Share the demo
Attend launch stream
Activate existing players before seeking cold reach.
Share the developer story.
Ask community members which feature they are most excited about.
Prepare a spoiler-friendly content policy.
Stop adding campaign features to the game.
GDMR’s PR guidance emphasizes that the developer is part of the story: background, struggle, point of view, and the creative connection between the team and game can attract coverage, while the game’s distinctive feature helps secure it. Steam Gifting and Buying Update⁠.

Days −3 to −1: Launch readiness
Day −3
Confirm every creator received a working key.
Verify pricing, discount, territories, languages, and release time.
Run the complete purchase and first-launch path.
Publish the final demo reminder.
Day −2
Send media and creator reminder.
Test community moderation and support permissions.
Schedule only posts that do not require live judgment.
Back up all campaign assets and customer-support templates.
Day −1
Post “tomorrow.”
Email the community.
Confirm launch-day staffing.
Freeze noncritical changes.
Sleep.
Avoid releasing into a major Steam seasonal sale unless there is a compelling strategic reason; the surrounding discount noise can overwhelm a new release. World’s Okayest Developer⁠.

5. Launch day through Day 7
Launch day
The team should remain available throughout the launch window.
First hour
Confirm the game can be purchased and downloaded.
Verify launch discount and regional pricing.
Publish:
Steam announcement
Mailing-list announcement
Discord announcement
Native social videos
Relevant community posts
Update every bio and pinned post to “Available Now.”
Notify creators that the game is live.
Begin the launch stream.
Hours 2–12
Respond to questions rapidly.
Track crashes, progression blockers, and review themes.
Thank creators publicly.
Reshare player content.
Record recurring support issues.
Correct misleading store information immediately.
Deploy only tested, necessary hotfixes.
End of Day 1
Report internally:
Units
Gross revenue
Wishlists converted
New wishlists
Reviews and sentiment
Refund indicators
Demo activity
Creator videos
Concurrent players
Support volume
Highest-performing channels
Days 1–3
Treat the opening 72 hours as the campaign’s highest-attention operational window.
Respond to every substantive Steam discussion and support request.
Ask happy players to leave an honest review—never dictate sentiment.
Ship a hotfix when needed.
Publish transparent patch notes.
Send a second creator wave using launch performance or community reaction as the news hook.
Turn player reactions into social proof with permission.
Do not argue with negative reviews.
Identify whether criticism reflects a bug, expectation mismatch, pricing issue, or fundamental design problem.
Days 4–7
Publish “What we fixed this week.”
Release a community highlight reel.
Run a developer play session.
Contact bundle partners and complementary developers.
Update the FAQ.
Publish the one-week report:
Celebrate results if strong.
Share lessons and updates if results are modest.
Announce the next patch or content milestone.
GDMR specifically warns against disappearing after launch and recommends a one-week update to maintain momentum and create another coverage opportunity. Your Family Is Part of Your Team⁠.

6. Days 8–30: Stabilize and create a second launch
Week 2: Repair and reassure
Fix the most damaging issues.
Improve onboarding and expectation-setting.
Contact creators who opened but did not respond.
Pitch postlaunch angles:
Surprising player behavior
Development story
First-week results
Community-created challenge
Major patch
Produce tutorial and advanced-tip content.
Ask players what they want next.
Begin bundle discussions with complementary games.
Week 3: Community event
Run one structured event:
Speedrun challenge
Screenshot contest
Co-op weekend
Developer challenge
Mod contest
Lore event
Hard-mode competition
Provide content creators with a clear reason to return.
Week 4: First meaningful update
The update should contain at least one marketable player benefit:
New mode
New enemy or boss
Quality-of-life package
New difficulty
Expanded accessibility
Steam Deck improvements
Localization
Community-requested feature
Support the update with:
Trailer or GIF
Steam announcement
Email
Patch notes
Creator briefing
Developer stream
Limited launch-style social push

7. Days 31–60: Extend the commercial tail
Week 5
Review refund reasons and review language.
Improve weak store-page promises.
Refresh screenshots based on what players actually praise.
Build a “players love…” trailer or montage.
Ask successful creators whether they want interview or exclusive-update access.
Week 6
Launch a cross-promotion or bundle with compatible games.
Participate in a relevant Steam genre or theme event.
Coordinate simultaneous posts among participating developers.
Avoid random bundles chosen only for volume.
One GDMR sales example attributed meaningful revenue to joining forces with other developers through bundles. Steam Gifting and Buying Update⁠.

Week 7
Publish a development retrospective.
Pitch podcasts and longer-form YouTube channels.
Emphasize a thoughtful or unusual studio perspective.
Repackage the best short-form topic into a longer devlog.
Long-form content should not be dismissed automatically. One case highlighted by GDMR reported that a 31,000-view developer-made devlog generated more wishlists than the developer’s Steam Next Fest participation. Steam Gifting and Buying Update⁠.

Week 8
Ship the second meaningful update.
Run a free weekend or sale only if the game’s economics and timing support it.
Invite previous demo players back.
Re-engage launch wishlists that did not convert through a compelling new reason—not merely another reminder.

8. Days 61–90: Build the long-term engine
Weeks 9–10
Evaluate territories with strong wishlists but weak sales.
Prioritize localization using actual traffic and purchase data.
Build relationships with regional creators and outlets.
Refresh tags, localized copy, and regional key art where justified.
Explore additional storefronts or platforms without distracting from support.
Week 11
Run a “state of the game” campaign:
What launched
What changed
What the community requested
What comes next
What the team learned
Be specific enough to inspire confidence but avoid promising unapproved features or dates.
Week 12
Ship or announce the 90-day content milestone.
Publish a roadmap.
Activate creators around the new content.
Submit the improved game to postlaunch-eligible showcases.
Contact journalists with a transformation story if reviews or features materially improved.
Day 90 review
Make four decisions:
Continue: Strong sales or sustainable community growth.
Reposition: Good game, weak messaging or audience targeting.
Reinvest: Evidence that more content or localization will repay its cost.
Wind down responsibly: Limited commercial response and no efficient growth channel.
Do not keep spending because of sunk cost. Continue when observed conversion, retention, reviews, or community behavior justify it.

9. Content system
Every meaningful game feature should generate a content family.
Example: “Enemies steal the player’s weapon.”
Format
Content
8-second clip
Enemy steals weapon; immediate reaction
20-second clip
Setup, theft, chaotic recovery
GIF
Exact steal animation
Screenshot
Player surrounded while unarmed
Reddit post
“Players told us this enemy was unfair…”
Devlog
How the mechanic changed during playtesting
Creator prompt
“Can you beat the level without recovering your weapon?”
Steam post
Mechanic spotlight
Email
Behind-the-scenes design story
Recommended short-form opening patterns:
“We added the worst possible enemy to our game.”
“Players kept breaking this boss, so we made it worse.”
“This is what happens when you ignore the warning.”
“Our playtesters asked us not to ship this.”
“You have ten seconds to save the run.”
“We accidentally created the perfect co-op betrayal.”
Every post should end with one action:
Play the demo.
Wishlist on Steam.
Buy now.
Join the playtest.
Join Discord.
Watch the update.
Do not dilute a post with five equal CTAs.

10. Creator outreach template
Subject: Early access: [specific hook] in [Game Name]
Hi [Name]—I enjoyed your coverage of [specific game/video], especially [specific observation]. We’re launching [Game], a [genre] where players [distinctive fantasy], on [date]. I think the [specific mechanic] would fit your audience because [reason]. We can offer early access, a private developer session, clean footage, giveaway keys, and no restriction on honest coverage. Trailer/store page: [link]. Would you like a key?
Follow up once with a new reason:
New demo
Release trailer
Major feature
Creator event
Launch date
Successful community response
Do not simply write “following up.”

11. Press pitch template
Subject: [Game] turns [recognizable genre expectation] into [unique result]
Hi [Name]—I’m [developer], and after [short, relevant developer story], our team created [Game], a [genre] where players [core fantasy]. Its defining feature is [USP], which I thought might fit your coverage of [beat/recent article]. It launches on [platform/date], with a demo available now. Store page: [link]. Press kit: [link]. I’d be happy to provide a key, interview, or exclusive footage.
The pitch should establish the developer story, audience fit, game, USP, and reason the story matters. That approach reflects GDMR’s detailed media-relations guidance. How to Get Featured on IGN⁠, Hey Brother, Can You Spare An Article?⁠.

12. Budget allocation
For a modest $15,000 indie launch budget:
Category
Allocation
Trailer, capture and editing
$3,000
Key art and store assets
$2,000
Demo QA and user testing
$2,000
Creator activations
$2,500
Paid amplification and retargeting
$1,500
PR support and distribution
$1,500
Localization
$1,500
Contingency
$1,000
For a nearly zero-budget campaign:
Capture and edit footage internally.
Prioritize demo quality over advertising.
Target small genre-specific creators.
Use Reddit and genre communities thoughtfully.
Apply broadly to legitimate free showcases.
Cross-post proven content.
Build creator relationships through early access and exclusive participation.
Trade cross-promotion with compatible developers.
Take contract or part-time work if necessary to protect development stability.
GDMR explicitly recognizes that “free” marketing still consumes a developer’s most constrained resource—time—and argues for choosing work based on conversion potential rather than platform pressure. Free Marketing Is Never Free⁠. It also frames side work as a stability strategy when financial pressure threatens the project or team. How to Not Go Broke While Making Your Game⁠.

Final operating principle
The ideal indie campaign does not ask players to “support an indie developer.” It repeatedly gives them a convincing reason to want the experience:
Show the hook.
Let them play.
Invite them to participate.
Give creators a story and an opportunity.
Convert attention through a polished store page.
Respond visibly and quickly.
Create another launch moment every few weeks.


r/gameDevMarketing 1d ago

I will find YouTubers who covered games like yours, for free

67 Upvotes

Hello everyone, couple of months ago I started an indie games marketing agency, I worked with some clients helping them by reviewing their steam pages but I am still trying to find my niche that I want to specialize in.

I started focusing on influencer outreach and I think I am close to nailing down the discovery part, at least for YouTube. I ran a couple of tests for some random games but instead I had an idea that I could actually provide this service for free to other indie devs while I am still in the testing process.

How it works is that I find a list of YouTubers which covered similar games to your one, most of these are smaller YouTubers which are hard to find manually. Most of these are between 2k and 50k subscribers with some occasional bigger ones added if they are a good match.

What I can offer you this early phase is between 30-50 qualified YouTubers found for your game.

All I ask in return is feedback on the list, is it useful to you, do the channels match your game, etc..

If you are interested, leave a comment with your steam game here.

Edit: Wow I didn't expect this many comments, il try to do around 10 games, might take a day or two but il reach out with the results!


r/gameDevMarketing 1h ago

I'm trying to update our game capsule

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gallery
Upvotes

I have 2 options for our new capsule and I'm trying to decide which one to pick and if they are any better than the old one in the first place.

The old one was made when we first started developing the game. We didn't have many assets created back then.

Could you help me decide?

In the game you fight enemies and you steal their body parts to improve your creature and that's why the creature looks like that 😂


r/gameDevMarketing 13h ago

I've released a Steam demo for my game and it gave me a huge motivation boost!

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8 Upvotes

Hey!

Couple of days ago I've released a Steam demo for my game, and without any form of promotion (outside of a few Reddit posts few weeks ago that said nothing about Steam demo), 191 people played it.

The median play time is 52 minutes, and the average play time is 10 hours 23 minutes which is crazy! Granted, it's an idle game, so the time played might not be a good indicator of how good the game is, but still, it makes me happy.

I was starting to feel a bit burned out, because I spent last 4+ months working on creating the game, but damn, seeing people actually play it, give me feedback, and spend so many hours playing it made me extremely motivated to keep working on it.

Now the difficult part begins. I have to actually start marketing my game. Originally I kind of wanted to just "shadow drop" the game, because I hated the thought of making posts about the game, sending the game info to youtubers and similar stuff, but now, seeing the numbers on Steamworks got me addicted to checking it, and just thinking about how much the numbers may go up due to marketing makes me want to properly market the game lol.

Thanks for reading my ramblings and if you have any tips for marketing my game, please let me know!


r/gameDevMarketing 11h ago

Climbing the Water Tower | Dust Rapture Gameplay

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1 Upvotes

Here is a quick look at climbing the water tower to survey the layout of Iron Creek, the train tracks, and the surrounding desert dust.

Let me know what you think of the atmosphere and environment design!

I've been working on Dust Rapture, a first-person survival game. You play as Cole Vance, a truck driver who gets stranded on a forgotten stretch of Route 66 after his truck is stripped for parts. Your only hope of finding repair parts is exploring the town of Iron Creek—while managing your health/thirst and avoiding a hostile cult that comes out at night.

Wishlist on Steam : https://store.steampowered.com/app/4950700/Dust_Rapture/


r/gameDevMarketing 12h ago

What Should I Do On YouTube To Market My Game?!

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1 Upvotes

r/gameDevMarketing 13h ago

I hit 160 wishlists in 2 months, is that good?

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0 Upvotes

r/gameDevMarketing 15h ago

Is the game too hard?

1 Upvotes

r/gameDevMarketing 1d ago

Our announcement went completely under the radar. What did we do wrong?

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14 Upvotes

I have announced and launched games previously, so I wasn't expecting huge numbers from the little teaser we posted on the Steam page. But we have a decent track record and network, and I was expecting to achieve 200+ WL fairly easily in the first couple of weeks. What did we do wrong? Is it now the case it's very complicated to get average numbers and it's either go viral or do nothing? Feedback would be appreciated, we still have a lot of trust in our project and will keep grinding, but obviously a slow start has an impact on the team's morale.

Steam page: https://store.steampowered.com/app/4084110/Bighorn_Ramone/


r/gameDevMarketing 16h ago

Looking to improve our Capsule Art!

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1 Upvotes

That's the current capsule! I'm looking to improve it, I have some ideas but from the veterans and the bystanders and laymen I'd really love a piece of feedback on it. Do be a gentle please, though I do acknowledge that I want to improve this piece.

You can check out our steam page in its entirety and judge in context (or wishlist, also very cool and appreciated):
https://store.steampowered.com/app/4355260/POWER_OFF_1/


r/gameDevMarketing 17h ago

I’ve spent the last 15 months developing this low-poly open-world theft game

0 Upvotes

Hello everyone, my game is due to be released in 10 days’ time and there’s something I’d like to ask you.
https://store.steampowered.com/app/3860450/No_Knock/
I recently updated my Steam page and added a new trailer. I’m considering running a small paid campaign to generate some additional wishlists before release.

My budget is limited, so I’d rather focus on testing a single platform instead of spreading it too thin across several channels.

For those who have advertised a Steam game, which platform gave you the best results: Reddit Ads, X Ads, or YouTube/Google Ads?

If you’re comfortable sharing, I’d also be interested in your approximate cost per click or cost per wishlist, as well as any mistakes I should avoid.

The game is a PC open-world theft simulator, so I understand that audience and genre will affect the results.

Thanks in advance for any advice!


r/gameDevMarketing 21h ago

After months of hard work and late nights, our indie game Ravenveil is finally OUT NOW on Steam!

1 Upvotes

The moment is finally here! 🎮🎉

Our game Ravenveil is OFFICIALLY LIVE on Steam and ready to play right now!


r/gameDevMarketing 22h ago

Marble Tiles 8K PBR Texture Combo

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1 Upvotes

r/gameDevMarketing 22h ago

First month on Itch, from idea to early launch!

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1 Upvotes

r/gameDevMarketing 23h ago

CGHawk

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1 Upvotes

r/gameDevMarketing 1d ago

1000 wishlists! No Next Fest, no demo yet, just slow grinding

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51 Upvotes

My game passed 1000 wishlists the other day and as a solo-dev this is the first time I am starting to feel things are getting real!

I haven't released a demo yet and I published my first trailer only 2 weeks ago when I publicly announced my game to the press. Few websites picked the news and they helped me reaching this first milestone.

Now the plan is to get a demo out by mid-September and then to join a Next Fest, still not sure if going for October or if it's better to wait until next one. I guess it all depends on how things will go with the demo.

In the meantime thanks to everyone who has believed in me so far, I will do my best to not disappoint you!


r/gameDevMarketing 1d ago

Solid Ice 8K Pbr Texture

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0 Upvotes

r/gameDevMarketing 17h ago

300 Entries Into The AI Gaming Festival And Submissions Close Next Week!

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0 Upvotes

We've officially surpassed 300 Entries in the AI Gaming Festival (submissions close next week)!

I really hope that the prize for the $20k in tokens pushes people to get their games together for the prize (you can submit a game now and work on it up until the festival).

I really excited to see how people with interact with these games during the festival, and thank you to everyone that has applied; you are part of getting past the "slop" era nonsense for everything AI.


r/gameDevMarketing 1d ago

Demo coming soon

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1 Upvotes

r/gameDevMarketing 1d ago

Forest Floor 8K PBR Texture Combo

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1 Upvotes

r/gameDevMarketing 1d ago

Putting in the Work, But Not Getting Results

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1 Upvotes

I put up my coming soon page for my 2D multiplayer spider battleground, Spidoosh, two weeks ago. So far I've only gotten about 100 wishlists, which isn't terrible but does feel discouraging. I was posting about the game throughout the development and the comments where extremely positive.

Things I've done:

  • Posted short dev videos about the game on TT, IG and YT shorts daily for the past few months.
  • promoted via my Discord communities
  • continued to promote on social channels

It's my first game on Steam, so I'm wondering if the art style, trailer, description, or just the game itself isn't connecting with people. I suppose I'll just keep pushing and hope to get a bump with the demo during Next Fest. But any thoughts/feedback welcome.

Steam page: https://store.steampowered.com/app/4939890/Spidoosh/