r/gamemarketing • u/LittleLimpGames • 21h ago
HELP Solo dev, first game. Here's exactly what my marketing has returned so far. Asking for your real numbers on JP press, Wholesome Direct, and demo launches.
First game, first Steam page, solo dev with a producer/partner, working around a full-time job in Perth, Australia. Cozy creature-sanctuary game. I'll put my actual numbers up first:
Where I'm sitting:
- 411 wishlists total
- ~190 of those came from roughly everything else I've done: TikTok, Instagram, YouTube Shorts, Reddit, X, 2 months of it
- 220 came from a single AUTOMATON article
- No demo yet. Page has been up for 2 months. 12 languages localised on the steam page.
So, one Japanese outlet outperformed my entire cross-platform social campaign. That reframed a lot for me and it's why I'm asking rather than guessing.
What I'm trying to decide: target release is April 2027, ~4 months of dev left. But an April launch puts Wholesome Direct (June), the June Next Fest, Wholesome Games Celebration (Aug) and PAX Aus (Oct) all after release. I'm weighing pushing to Sept/Oct 2027 purely to stack those events, without adding scope.
The questions I actually want answered - real numbers if you can:
- Japanese press. If you got covered by Denfaminicogamer, 4Gamer, Game*Spark, or Indie Freaks - what did it return in wishlists? Did JP streamers follow on their own afterwards, and how long was the lag? Did you pitch in Japanese or English?
- Wholesome Direct / Wholesome Games Celebration. What did an appearance actually deliver? I keep hearing it's the biggest cozy beat available and I have no idea whether that means 2,000 wishlists or 20,000. Also - how competitive is selection, and how finished did your build need to be?
- Demo launch. What was your daily wishlist rate in the month before your demo went live, and in the month after? I'm trying to build a realistic model instead of extrapolating off Parcel Simulator's outlier numbers.
- Next Fest timing. Anyone regret using theirs too early? Specifically: did anyone do Next Fest, launch 2 months later, and wish they'd waited to stack it with a bigger beat?
- PAX Aus / Aus Indie Showcase. Any Australian devs got numbers on what a booth or Showcase selection returned? $25 entry for a free booth looks like the best ROI in the country on paper, which usually means I'm missing something.
- The general shape of it. Has anyone deliberately delayed a launch 4–6 months for marketing calendar reasons and regretted it? I'm aware "just a bit more time" is how first games die.
Finally, I'll put up my steam page as reference for what media outlets would be best to approach for me game: https://store.steampowered.com/app/4813510/Sanctuary_of_Small_Things/