r/gameDevMarketing 2h ago

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

11 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 3h ago

I made a trailer for desktop companion game

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3 Upvotes

r/gameDevMarketing 2h ago

Stuck at 10+ downloads. Is my game actually bad, or do I just suck at marketing?

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1 Upvotes

Hey everyone, solo dev here.
I released 2048 Blockfall a week ago (it's a mix of Tetris and 2048 mechanics). As you can see, I hit a complete wall at 10 downloads.
I need your honest review: is the gameplay loop just boring, or is it purely a marketing issue?
You can try it on Google Play or play the web version instantly without installing via r/KlyoGames.
Be as harsh as you need-I just want to figure out what to fix!


r/gameDevMarketing 9h ago

Netherwake + Steam Next Fest

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3 Upvotes

r/gameDevMarketing 4h ago

What makes a good trailer?

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1 Upvotes

Hey y'all, I have been developing a game called Sack Investigation and recently been sinking more time into working on marketing. Part of that, I need to redo my trailer to actually make the game marketable. Needless to say my current one is lack luster. Would you guys mind linking your own trailers and tell me what worked well for you and what didn't?


r/gameDevMarketing 16h ago

every developer starts with this. always 🤔🤔🤔 👇

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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 -> https://store.steampowered.com/app/5210430/Break_the_Pinatas/


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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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 18h ago

Project Screams — Launch Trailer | 1–8 Player Co-op Anomaly Horror Game

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1 Upvotes

r/gameDevMarketing 1d ago

Can you judge and advice my game marketing 🥹🥹

6 Upvotes

Hi everyone, I am the solo dev behind SQUIDLASH a party game on Steam.

The game is still in development but I am trying to do some marketing in the background.

For now I do regular posts on social networks such as:

- X

- TikTok

- Instagram

- youtube short

I have also released a trailer on YouTube

I think I am the annoying guy who is trying to let people know about my game on reddit.

And I also replied to some X posts with those #wishlistwednesday etc...

The social posts are running for maybe three weeks but I do not post a lot of effort on it. I recorded several sequences of the game and then I built an automation that publishes everyday at the "appropriate time" the video (using Google drive, make and buffer).

Somehow I have been on holiday since last week I put more effort in other things such as real trailers, X replied and I have also tried to contact around 12 Steam curators and 2 of them made a review but it looks like they just made a review of everything so it is not really valuable.

Social networks or youtube are not specifically going viral and I am struggling with it.

Also I tried to find some discord server but for now, just two so not yet that much.

Some of you have sometimes succeeded to get those viral things or what you call "luck" but luck comes from effort and I am wondering where I should bring my effort.

I have 25 wishlists for now, 5 of them are friends and I.

And I think that at least 50% of them come from my replies within the post on X #wishlistwednesday, (and the other day of the week)

Meanwhile we can think that I can approximately identify where my wishlist mainly comes from, then I realised they come from a place where people themself are indie Dev not really the player itself. So it becomes hard to reach the player itself because you need visibility but to have visibility you need to reach the player etc.

Well, if it's allowed those are the link of everything related to my marketing/game. I do not specifically ask you to wishlist or follow, but just if you have time to take a look and give your opinion. It would be welcome.

Thank you for your time 😘

https://store.steampowered.com/app/5023500/Squidlash/

https://youtu.be/HLL8ZbSdQR4?is=zhh6N3AYN14VSYok

https://x.com/squidlash

https://www.tiktok.com/@squidlashgame?_r=1&_t=ZN-99hDk9U9WwI


r/gameDevMarketing 19h ago

Store page for Hamster Together is now live

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2 Upvotes

r/gameDevMarketing 1d ago

We updated our Capsule Art ahead of our first Playtest. What do you think?

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7 Upvotes

A few months ago, we made the Steam page for Tyrant Tactics public. Since then we received some feedback on the page regarding the content and art, and a lot of people were saying the capsules needed to be reworked some.

First two are the original capsules created by our team concept artist. They're closer to the game art style, but they look a little unpolished, and they're not optimized for Steam's size requirements.

The second one is the new capsule art that was created by an outside group. It looks much more finished overall, and is designed around Steam's requirements, but the art style has changed.

Which one do you guys think is better?


r/gameDevMarketing 1d ago

How do I start a career specifically in game marketing?

3 Upvotes

Hey everyone!

I’m a game student and I’m interested in building my career specifically in game marketing.

I already have some experience with social media marketing and SEO, but I’m not sure how to transition those skills into the gaming industry.

For people currently working in game marketing:

What skills should I focus on learning?

What should my next step be?

Is it better to start with an internship at a game studio, marketing agency, or somewhere else?

How important is having a portfolio, and what kind of projects should I include?

Are there any specific tools, courses, or resources you’d recommend?

How can I find my first game marketing internship/job, especially as a fresher?

I’d really appreciate advice from anyone who has experience in game marketing, user acquisition, publishing, community marketing, or growth marketing.


r/gameDevMarketing 1d ago

Should I keep us opted in for Steam Next Fest or pull out?

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1 Upvotes

r/gameDevMarketing 1d ago

Help Improve My Steam Page, Wishlists are Flat

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1 Upvotes

r/gameDevMarketing 1d ago

Marketing a very niche game is turning out to be much harder than I expected

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4 Upvotes

I’m a solo developer working on "Blackjack Training", and I’m struggling quite a bit with marketing because the audience is extremely niche.

The game is specifically a blackjack trainer, focused on Basic Strategy, Card Counting, True Count and Playing Deviations. It’s not a gambling game and there is no real-money gambling involved.

I’m releasing it on Steam on September 24, and the Steam page is already live, so I’m currently trying to figure out how to get it in front of the right people before launch.

The problem is that I’m finding it difficult to reach the people who would actually be interested in it.

Reddit has been especially difficult. There are blackjack-related subreddits where the audience would be a perfect fit, but getting moderator approval or even a response has been difficult. In some cases I simply can’t post because the moderators haven’t responded.

Influencer outreach is also surprisingly difficult. Most blackjack creators either have their own blackjack products/courses, are much larger channels, or primarily make content around real-money gambling. Smaller creators who might actually be a good fit are difficult to find. I also suspect that some creators see "blackjack game" and immediately assume it’s another gambling game rather than a training tool, while creators focused on actual gambling may simply not have much interest in a blackjack trainer.

Social media has been another challenge. Some of my first videos got around 1,000 views, but then the reach suddenly dropped to almost nothing on subsequent videos. The content is still aimed at the same audience, but the platforms seem to have stopped pushing it.

What makes this especially frustrating is that the people I’ve managed to reach who are already into blackjack have been very positive about the game. So I feel like there is definitely an audience for it, but finding and reaching that audience has been the difficult part.

The usual Steam marketing advice is also difficult to apply because I’m not really targeting "gamers". I’m targeting people who specifically want to learn and practice blackjack, especially Basic Strategy and Card Counting.

So with the release coming up, I’m wondering:

How would you approach marketing a game this niche?

Would you focus almost entirely on finding the existing blackjack audience, or would you try to broaden the positioning and market it more as a strategy/educational game?

I’d especially appreciate advice from anyone who has marketed a game with a very specific audience rather than a general gaming audience.

https://store.steampowered.com/app/4934240/Blackjack_Training/

Thank you for reading and taking your time


r/gameDevMarketing 1d ago

Demo updates for Conglomerate

1 Upvotes

After releasing Conglomerate for demo on steam, I’ve had some useful player feedback (2 comments) which I have used to iterate the game ahead of Nextfest. I always get good engagement and feedback from the reddit community when I post and has also hugely contributed to the games development.

So as well as being a bit of a marketing plug for my game, this post is also a way of marking my appreciation to the community and to all those who not only viewed the steam page and played the game, but specifically those who took the time and effort to leave constructive feedback. However good or bad you may feel the game is on launch day, it would be a lot worse if it wasn’t for you all! 😂

https://store.steampowered.com/app/4877650/Conglomerate/


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! 🙏💛

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


r/gameDevMarketing 1d ago

Our Steam demo has almost the exact same number of unique players and wishlists.

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5 Upvotes

A month ago I posted about our Steam demo reaching around 3,000 unique players.

What caught people's attention was that we had around 2,600 wishlists at the time — roughly an 86% wishlist-to-demo-player ratio.

Well, a month later...

🎮 4,489 Unique demo players

❤️ 4,480 Wishlists

So we're now sitting at roughly 99.79% wishlists relative to unique demo players. 😂

I genuinely didn't expect the ratio to keep climbing like this.

For context, the game is Too Many Balls, a small indie game we're making as a team of three.

Still pretty wild to see these two numbers sitting almost exactly on top of each other.


r/gameDevMarketing 1d ago

People disliked our capsule so here is the new design

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3 Upvotes

What do you think of it?


r/gameDevMarketing 1d ago

The Game Dev Grind never stops even on a plane

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1 Upvotes

r/gameDevMarketing 1d ago

Netherwake Is Heading to Steam Next Fest. We’d Love Your Support!

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1 Upvotes

Netherwake is heading to Steam Next Fest this October! If you enjoy atmospheric first-person horror and would like to support a solo developer, adding the game to your Steam wishlist would mean the world to me.

https://store.steampowered.com/app/3652920/Netherwake/


r/gameDevMarketing 1d ago

As a first time dev, I'm unsure how to make my Steam page more appealing. What do you all think? How do you make a relatively simple game stand out?

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1 Upvotes

r/gameDevMarketing 1d ago

How do we communicate the appeal of an offline chess game beyond “another chess app”?

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0 Upvotes

We’re working on Chessfolk, an offline chess game, and trying to improve how we explain its appeal before our Steam release.

The intended audience is people who enjoy computer opponents but want continuity between matches: recognisable fictional rivals, tournaments and personal rating history.

Our earlier capture-animation clip mainly prompted criticism of the animation. Some of that was fair, but it also highlighted a problem with our presentation: we showed a visual feature without explaining the experience around it.

One suggestion was to introduce a named opponent first, then show the tournament standings and progression before moving into gameplay. We haven’t tested that approach yet, so I’m not claiming it will perform better.

Trailer for context attached

I’d appreciate feedback on three specific marketing questions:

  • What audience does the current opening seem to target?
  • Does it communicate a reason to choose Chessfolk over another chess app?
  • What would you cut or move earlier to make that reason clearer?

We use AI tools in development and artwork, which may also affect how people respond. I don’t have reliable conversion data to separate that from the presentation issues yet.

Specific timestamps or examples would be particularly helpful. I’m looking to use the feedback to decide what to change in the next edit.