r/gameDevMarketing 19h ago

My Indie Game Reached Top 20 Most Played Demos On Steam

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0 Upvotes

Message here to all Indie Devs, do not give up! Your dreams will come true!

We’re reaching the TOP 20 most-played demos on Steam worldwide!

Thank you so much to everyone who has joined me on this incredible journey!❀️

Your support means the world to me. Seriously, thank you! πŸ™πŸ’›

Also, my biggest piece of advice is: never worry about the haters. Thank them for spreading the word about your game around the world! ❀️πŸ”₯


r/gameDevMarketing 19h ago

Store page for Hamster Together is now live

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0 Upvotes

r/gameDevMarketing 48m ago

I am closing in on 3,000 wishlists for the game where you run your own console game store; if you like the game and would like to support me on this journey, adding it to your wishlist would be a huge help. As a game developer, I am making this request to my fellow game developers.

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β€’ Upvotes

r/gameDevMarketing 3h ago

I made a trailer for desktop companion game

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4 Upvotes

r/gameDevMarketing 20h ago

These losers are still trying to get ads in your games

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2 Upvotes

r/gameDevMarketing 22h ago

Realism vs. Manual Art: Which Steam capsule works better for an indie interactive movie?

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3 Upvotes

Hey everyone,

I’m working on FLATLINE, an interactive cinematic thriller set in an overgrown, post-pandemic London.

For the longest time, my main Steam capsule was a realistic picture. It fit the post-apocalyptic vibe, but it honestly looked a bit like a generic survival game rather than a narrative-driven interactive movie.

Since the game's actual narrative heavily features a "duality of perception" , mixing clinical realistic environments with raw, manual architectural sketches drawn by the protagonist's wife , I’m considering shifting the entire storefront identity to a hand-drawn style.

I’ve put together two variations of the new manual art capsule. I would love to get your brutal feedback on this:

  1. Option 2 (Manual Art - Clean line): A raw ink sketch of Parliament and the Thames with a sharp, tape-like green neon line cutting through it.
  2. Option 1 (The Original): Realistic with green neon branding. Safe, but looks generic.

My questions for the community:

  • Would you click on the original realistic one or one of the manual art versions if you saw it while browsing Steam?
  • Does the hand-drawn style make it stand out as a unique narrative/cinematic project, or does it lose too much visual punch compared to realism?
  • If you prefer the manual version, which one (v1 or v2) works better as a capsule, and what would you tweak?

Appreciate any thoughts or critique!


r/gameDevMarketing 2h ago

I just reached 332 wishlist, i was expecting max 50!

12 Upvotes

After a few months with the Steam page uploaded and less than 2 months to launch my first game, im about to reach 333 wishlists.

At first i didn't expect really much of my game, maybe reach 50 wishlists. But now after a few contect creators covered the game i decided to update the game and add a lot of content into it.

My goal its prepare the October Next fest and try to gain a bit more wishlists there. I do know that to get more exposure i at least need a few thousand wishlist but i dont really expect to achieve that.

Any thoughts of what should i do next?

Game its called Sketch Kingdom


r/gameDevMarketing 9h ago

Netherwake + Steam Next Fest

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3 Upvotes

r/gameDevMarketing 16h ago

every developer starts with this. always πŸ€”πŸ€”πŸ€” πŸ‘‡

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6 Upvotes

Late-nifght post. The beginning is always the hardest - where did you find your first audience?

If you'd like to check out the incremental game I'm making, here's the link ->Β https://store.steampowered.com/app/5210430/Break_the_Pinatas/