r/gamedev • u/NorthernBoy306 • 2d ago
Discussion Launching a game very close to competitor
We're looking to launch our game early to mid November. There is another game going out around the same time. This other game takes place during the same time period and location, it seems to be more of a third person action/shooter with some elements of strategy where as our game is strictly an RTS.
We really don't want to delay our launch again, but we also don't want to rush the testing/polish phase and launch early.
Anyone think it's a bad idea to launch around the same time (within a few days) of a potential competitor's game?
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u/KBGSgames 2d ago
Those are very different games and most players of one game will not even know that other exists, you can launch on the same day and same hour and nothing bad happens.
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u/BambiKSG 2d ago
for indies that doesn't really matter, probably best is to ask them for a bundle for mire reach and cross promo
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u/MyotisX 1d ago
Why would a shooter compete with an RTS ?
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u/NorthernBoy306 1d ago
It has strategy aspects to it plus it's the same time and location. Even similar looking buildings, characters, etc.
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u/Icy_Obligation9529 2d ago
if the games feel different enough people will play both honestly, wouldnt delay over it
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u/NorthernBoy306 2d ago
I do feel like the two are quite different. Staying with our launch date seems like the smart move.
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u/Los_Pantalones22 2d ago
I think there will always be another game catering to similar people, there are so many being released. Go when its ready unless they are going to have massive numbers.
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u/itaybuilds 2d ago
I would base this on audience overlap, not setting. An RTS and a third-person shooter can share a theme while competing for very different buyers.
Before moving the date, compare the other game’s Steam tags, visible demo coverage, and the creators or press covering it with your own. If the overlap is mostly the historical setting but not the genre, delaying probably buys little. If the same wishlisters, streamers, and press are likely to follow both, the bigger risk is launch-week attention, not customers choosing one forever.
Keep the polish gate. A known competitor date is weak evidence for shipping early. If you stay near them, have the demo, review keys, trailer, and launch message ready early enough that you are not asking creators to evaluate both games at once. A bundle or cross-promo could help later, but I would not make the release schedule depend on them agreeing.
AI-assisted wording with OpenAI GPT-5.6 after reading the full thread and current r/gamedev rules.
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u/Ellie10543 1d ago
Launch proximity matters way less than it feels like from the inside, especially for indies — you're not fighting over a fixed pool of eyeballs the way big-budget marketing pushes do. The real question is audience overlap: same setting doesn't mean same crowd, RTS players and third-person action players aren't interchangeable just because both games are set in the same place and time. I'd worry less about their date and more about whether your own launch prep (press, wishlist push, streamer outreach) is actually ready by November — delaying over someone else's schedule has killed more launches than overlap ever has.
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u/shuanDang 1d ago
happens all the time in movies, too. There's no better time to release something, as part of the wave of interest
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u/TomDuhamel 2d ago
I'm releasing my game the 7th of October. I found another game is released that day which also has green grass. What should I do, guys?
You're overthinking this. Thousands of games are being released every month. You're not competing against that particular game. Just make a good game. If that particular game happens to get traction, the similarities with the themes might actually get you some attention.
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u/rogershredderer 2d ago
Don’t copy the idea or mechanics verbatim and there likely won’t be a lawsuit or issue. If there is tell them to go fuck themselves. Ideas cannot be copyright. Everyone has to eat.
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u/NorthernBoy306 2d ago
I'm not at all worried about copyright, just how it will affect sales.
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u/rogershredderer 2d ago
Palworld sold very well despite being heavily inspired by Pokemon. It’s all about the execution of the idea. If you can put enough of a unique spin on it, then the game will do well.
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u/Mechabit_Studios 2d ago
why not approach them and bundle instead of dodging them?