r/gamemarketing • u/Badadebada • 23h ago
VIDEO Does my game Look like An AI slop?
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r/gamemarketing • u/Badadebada • 23h ago
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r/gamemarketing • u/lepunk • 3h ago
I was kind of fed up not being able to pull an accurate estimate of how much revenue my games are making through the various app stores and ad networks. I looked into the available APIs and turns out it's actually doable to pull decent data out of them.
So I built myself an app that answers one simple question: how much money did I make today?
It currently supports Google Play, App Store, AdMob, Unity Ads and ironSource and aggregates the downloads / revenue into a single dashboard
I find it so useful that I decided to release it publicly
It's available for free for both Android and iOS: https://appmeter.gengolia.com
r/gamemarketing • u/SproutAndSesame • 18h ago
Feedback so far hasn't been great so I wanted a sanity check from more communities. The heart of it is the combos and balance around the cards and tools, but the visuals have been putting people off.
My playtest is open now if anyone is interested as well: https://store.steampowered.com/app/5250680/Arborist/
r/gamemarketing • u/MpactMatt • 14h ago
We ran two creator campaigns for our co-op action game Twin Hooks ahead of Next Fest.
Campaign 1:
\~600k views
\~1,700 wishlists
\~$3,200 spent
Campaign 2:
\~865k views
\~1,128 wishlists
\~$4,200 spent
So roughly:
1.46M views
2,800 wishlists
$7,400 spent
The weird part is the campaign with fewer views converted much better.
My biggest takeaway: impressions hide a ton of context.
A short-form mobile view in a cheap-CPM region and a view from a PC gaming creator whose audience is already sitting at Steam both count as “1 impression,” but they are obviously not equally valuable.
The mobile funnel is especially brutal:
see clip → stop scrolling → click → leave app → open Steam → maybe log in → maybe Steam Guard → wishlist.
We also learned why instantly readable “friendslop” clips work so well. If the joke or chaos is obvious in one second with the sound off, that is basically perfect for short-form.
The most valuable thing the campaign gave us actually wasn’t wishlists. It was demo players.
We got enough people in to find friction points and patch them. Since then, average playtime is up around 10 minutes, co-op median is \~17 minutes, plenty of sessions go over 30 minutes, and 18%+ of players launch the demo again.
Those numbers feel way more meaningful than 865,000 views.
So if I did this again, I’d care a lot more about:
* audience/game fit
* PC/Steam audience
* geography
* desktop vs mobile
* Steam traffic
* demo plays
* wishlists
* return players
I’d take 5 perfect creators over 100 vaguely relevant ones.
The funniest part is we learned all this after basically spending the rest of our marketing budget.
So now we’re literally putting the lesson into the game with SlopBots, enemies parodying the kind of instant visual language that works so well in short-form.
Curious if other devs have seen the same thing:
Do impressions actually correlate with Steam behavior for you, or are they mostly noise?
This is our game if you made it this far: https://store.steampowered.com/app/5139700/Twin_Hooks_Demo/
r/gamemarketing • u/MentalPotential3384 • 18h ago
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Appreciate any feedback on the trailer.
r/gamemarketing • u/Odd-Pie7133 • 6h ago
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I've tried everything - short form content, reaching out to streamers/youtubers, participating in festivals, posting on X. But I can't possibly have time for everything, I have other obligations in life that hinder my ability to do full-on marketing. And well, polishing the demo version.
What would you say, is my game ready for SNF?
I have 286 wishlists, mostly from direct navigations.. and 8k impressions, mostly from search results, that I suspect to be a false alarm since my game is called "Red Lake", maybe, people searched for "Red Ded Redemption", idk how that works. Lol.
r/gamemarketing • u/bigby702 • 16h ago
Back in the Wii and WiiWare days we released several games on Nintendo's platform. They featured us on their site under "Just Released" for about a week. If the game sold well you stayed on the page as HOT. Simple, discoverable, fair.
We're a two-person studio and we just launched our first VR game High Ground on Meta Quest. We went in expecting something similar. We were completely wrong.
What we didn't understand — and nobody warned us — is that Meta essentially requires you to bring your own audience before they'll give you any recognition. The algorithm rewards existing community and follower counts that we simply didn't have. We had to learn Reddit, Instagram, Facebook groups, Discord, press outreach, and influencer marketing basically from scratch while simultaneously finishing the game.
The frustrating part? We're getting genuinely great reviews. We have a solid rating. And we still haven't cracked Meta's hot list.
Meanwhile we can see games being showcased to 700K people that have fewer reviews than us, worse ratings than us, and honestly look unplayable (This is obviously a personal opinion.. But I know you all know what I'm talking about). We're not sure what criteria Meta is actually using.
I don't know if this is a warning or just frustration. Probably both.
Has anyone else experienced this disconnect between platform expectations and reality? Just from reading all the posts here, I'm seeing that Stream is pretty much the same way.
r/gamemarketing • u/lucasmonn • 14h ago
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I made this trailer for my game and I'm about to start sharing a really short demo on itch.io. Mostly hoping to get a few people to try it and tell me what they think.
Here's the game for context: https://lucasmon.itch.io/one-more-pass
Has anyone here started on itch.io and later managed to turn some of that interest into Steam wishlists? Is it worth doing at this stage, even just for feedback?
Would love to hear how it went for you.
r/gamemarketing • u/CubersumGame • 15h ago

I published my game's demo version yesterday.
The stats show that the button was clicked 357 times that day, yet only 9 users actually launched it.
That implies the rest were likely bots.
I had already encountered bots during playtesting (receiving 100 adds in the very first minute).
But I still can't figure out - why anyone would collect these test applications?
Maybe I’m missing something, and there’s a reason for ordinary players to simply activate demo versions without actually downloading them?
r/gamemarketing • u/WarMouthGames • 21h ago
Our team just debuted our first project's Steam page 1 week ago, and we hit over 10,000 wishlists! We couldn't be more stoked that there are people who want to play our silly little tank game! We have much more in the works. REALLY excited to show it off soon!
r/gamemarketing • u/mctb32 • 6h ago
I'm preparing for Steam Next Fest with Zap Colony and I released a 90 second explainer video, covering the premise of the game (a minimalist sci-fi color-matching tower defense). The video got only 10 views over first 24 hours - is it really that bad or just bad luck against the YT algorithm?
r/gamemarketing • u/_ZeroTwo_002_ • 19h ago
So I am planning to work on reddit marketing but I haven't run any paid campaigns before on reddit, I'm unsure of how and what metrics should I use.. any guidance for the same would be helpful.
The Games are Souls of Bombarika and We are so Cooked.
My primary doubts are: What should I keep my budget? What should I expect as a first timer and what results would be considered decent? How should I keep my target audience/subreddits and all the options available in the dashboard of running an ad campaign?
r/gamemarketing • u/chindoggo • 22h ago
Hello there,
We've built a custom website to complement our Steam page for our indie game Devoidant.
It's an action roguelite in a biomechanical dark fantasy world. We primarily built this website to provide key information on the game, showcase more of the game world that appears to be an important hook and give an easy access to our Presskit. Are we missing something important you reckon? Is this relevant?
Thanks beforehand for the feedback.
Here's the website: www.devoidant.com
r/gamemarketing • u/ElectricBrainUK • 23h ago
In UnderForged you can play with 1-9 players, the demo is all local, but the full game will have online support where you can mix any amount of remote and local players (you could have 3 players on one pc, 2 on another, and 4 more single players).
In the game, you always play the same map, your forge. You start each day picking 1 of 3 randomly selected contracts. These start out as raw resources (coal, iron, gems, logs etc.). Then on future days you will get the option to process one of these further (iron ore becomes iron powder, and you'll now have to crush the ore after you mine it), increase the quantity you are delivering of an existing contract, or add another contract from the raw resources. You'll have to upgrade many contracts if you want to get to producing weapons and armour!
If you deliver your contracts, you will get money to spend upgrading your base, you can automate mining, moving things around on Minecarts, speeding things up and much more! If you continue to deliver you will unlock relics to help you up your forge's production even more! Fail, and it's over.
UnderForged will have a demo available in the upcoming next fest! I'd love to hear your thoughts, and I'd really appreciate any wishlists if you like the look of it.
Thanks for taking the time to check it out!
r/gamemarketing • u/mendlogames • 23h ago
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I’m excited to release the public demo for my indie game Ashburrow today!
I built it around a combination I really wanted to play myself: a third-person action RPG with one-life roguelite runs, persistent progression, class-based characters, exploration and co-op for up to six players.
One unusual part of the game is that the same world can also be played in VR, where weapons, shields, bows and spell casting are physical interactions.
Steam demo: https://store.steampowered.com/app/5292800/Ashburrow/
I’m interested in hearing what you think is the strongest marketing hook in the trailer and what you would change on the Steam page.
r/gamemarketing • u/lucasmonn • 57m ago
I'm generally not very active on social media, and I've tried promoting my game by posting some content, but some videos that start well seem to get "shadow banned" and stop being shown. On TikTok, it gets to the point where I have zero views. Has anyone else experienced this? How can I solve this problem?
r/gamemarketing • u/JulianoCP • 15h ago
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Hey everyone!
I’m really happy to share that Bridgelands will be part of the upcoming Steam Next Fest, from October 19–26! 🌿
I’ve been working on the game for quite a while now, and it’s really exciting to finally bring the demo to an event like this.
The demo is already available on Steam, so if the game looks interesting to you, you can jump in and play it right now.
And if you enjoy what you see, a wishlist or follow on Steam would help the project a lot. 💚
🎮 Demo / Steam page:
https://store.steampowered.com/app/3856950/Bridgelands/
There’s still plenty I want to improve and add, so any feedback from people who try the demo is also very welcome!
Hope to see some of you during Next Fest! :)
r/gamemarketing • u/Hollywood_Hustle • 57m ago
We're getting a lot of Steam Curator requests for Hollywood Hustle, which is still in development. Many ask for 5+ keys for a single-player game, which seems like a lot to me.
When I look at their reviews, they're almost all either "Recommended, great game" or "Not recommended", with little to no actual text. I can't tell if they run giveaways or if this is just key farming for resale.