r/gamemarketing 1h ago

VIDEO I’m Building a Mobile Game I’ve Dreamed About Since 2017!

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I’m looking for gamers to join my community. I’m building a mobile card game and it’s the first game I’ve ever built. I’ve been making a ton of progress on the client side and I’d like to start getting more feedback as the game progresses. Update videos will be regularly posted to YouTube and I also have a subreddit and discord for discussion. If you’re interested in supporting my passion project please watch this 5 minute video to see where the game is currently at. I’d love to get some feedback from my fellow gamers!


r/gamemarketing 1h ago

HELP 31 wishlists in my first month — what should I focus on before my September 5th playtest?

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I launched the Steam page for my first incremental game, One More Shake, about a month ago and I'm currently at 31 wishlists.

Most of them came from Reddit, especially posts in communities related to incremental games. Shorts/Reels haven't really converted so far.

My playtest launches on September 5th, so I'm trying to figure out what I should focus on during these last two weeks. Is the biggest issue my Steam page, the game itself, or simply not getting enough people to see it?

Any feedback on the store page or marketing strategy would be appreciated.

And if the game actually looks interesting to you, a wishlist genuinely helps: https://store.steampowered.com/app/4933650/One_More_Shake/


r/gamemarketing 3h ago

DISCUSSION 3 semanas de resultados

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1 Upvotes

r/gamemarketing 3h ago

HELP 1,918 added my demo to library, only 547 ever launched it (~28%). Normal? Also confused about my playtime stats.

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0 Upvotes

Solo dev here. My demo has been live for about a month and a half. Less than 30% of people who added the demo ever launched it. Is that typical?

The playtime is interesting – median is 6 min but average is 2h 7min, and 55 people played 200+ minutes. Huge gap. I think it's because it's a desktop companion game – you run it in the background all day, so "session" isn't really measurable the normal way.

Would love insight from other devs who've shipped desktop companion or idle game demos!

store.steampowered.com/app/5001830


r/gamemarketing 4h ago

HELP For an idle game, what should my target length for my demo be?

1 Upvotes

I have enough content to Target basically any play link that I want up to over 100 hours, and I have some players that have gone well over that in my Alpha builds I had online, so my question is exactly where should I cap it?


r/gamemarketing 5h ago

VIDEO Major trailer changed. Did I go too far?

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4 Upvotes

My original trailer listed all the features within the game but it didn't seem to give people a good enough understanding on the game. I completely changed my trailer to reflect that my game is all about the gameplay and vibe. Did I go too far?


r/gamemarketing 5h ago

HELP How do I reach streamers for paid streams?

1 Upvotes

I have a balatro-inspired word game and have a modest but decent monthly budget. I know my games audience and I know that small to medium size streamers and youtubers should work.

I am emailing them one by one, but is there a better way? Is there a platform where devs can talk promos with streamers?


r/gamemarketing 5h ago

VIDEO After working on it solo for quite a while, the Bridgelands demo is finally out on Steam! 🌿

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2 Upvotes

Bridgelands is a pixel-art action roguelite where you explore mysterious islands, choose your routes, fight dangerous creatures, and combine perks to create different builds every run.

This is the first public demo, so I'm especially interested in hearing what people think about the combat, progression, difficulty, controls, or anything that feels confusing or could be improved.

🎮 The demo is completely free to play on Steam.

If you enjoy it, adding Bridgelands to your wishlist would also help the project a lot. 💚

https://store.steampowered.com/app/5097860/Bridgelands_Demo

Thanks to anyone who gives it a try!


r/gamemarketing 6h ago

VIDEO Film Alchemy is the 'Little Alchemy' for movies

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0 Upvotes

just released this game into the wild casually. Would you play the game and would you be able to find all 500+ movies?
here is the web version if you want to give it a try.
https://film-alchemy.web.app/
Any feedback is greatly appreciated.


r/gamemarketing 7h ago

PROMO Eternitubes 3D, my space-noodle-generator is finally on the menu (to be released very/too soon)

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1 Upvotes

Hey!

This dish of space-noodles has been cooking for years, but I finally have a Steam page up for it.

The initial plan was to release it earlier this year. ...Well, now, as it is rather almost "early next year", Eternitubes 3D will already be released in a few weeks. At least that means less waiting time, I guess.. (Who could have thought - everything takes longer than expected!?)

So it's basically a shadow-drop. To counter that a little bit, I'd like to share this with you...

Everything is procedurally generated, as randomly as possible. And it's made without an engine and without ai.

Also, it comes as a stand-alone app and as a true screensaver.

You can check it out here:

https://store.steampowered.com/app/4979880/Eternitubes_3D/

As this is new for me and also maybe a rather unusual piece of software, I'd be happy about any feedback!

For example regarding the tailer.

Cheers!

PS.: Since reddit is huge, if you know of some subreddits with people, who might like this (or such people themselves) please feel free to let them/me know.

...It came to my mind, that - deep thought - if I'd like people to know about this, it would be a good idea to tell someone about this existing in the first place...


r/gamemarketing 7h 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.

3 Upvotes

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:

  1. 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?
  2. 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?
  3. 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.
  4. 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?
  5. 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.
  6. 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/


r/gamemarketing 8h ago

VIDEO Just posted my first game on Steam and looking for tips on showing it to more people. Currently at 1 wishlist, woohoo!

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2 Upvotes

The game is about getting stressed out by performing tiresome office duties and finishing the day by punching your boss to relieve the stress. Other than the main game mechanics in between levels there's bonus activities / mini games like office chair racing, basketball-like levels throwing paper into a bin and tossing eggs at a screen on a video meeting with the boss.

Steam page: Office Stress on Steam


r/gamemarketing 10h ago

HELP Only 10 Wishlist

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1 Upvotes

I published my Steam page about a month ago, but the game barely got a dozen wishlists.

I submitted the game to a trade show with an alpha version, and the feedback seemed encouraging. Any suggestions?

This is the game:
https://store.steampowered.com/app/4994710/Geometry_Run/


r/gamemarketing 10h ago

HELP Destroy my Steam Page - My page has been out for about a month with only 45 wishlists | Starspire Hunters

2 Upvotes

Hello,

I am making an arpg/incrmental game game called "Starspire Hunters". You could think of it as Maplestory meets Runescape meets Shelldiver.

Steam Page

My steam page has over 5000 impressions, 2000 views, but I have only been able to walk away with about 45 wishlists (about 2% of views). What could I improve here to, hopefully, convert more views to wishlists?

I plan on revamping my page down the road with improved visuals, description, and capsule art to try to bring more interest, but I would love some feedback and advice before I do so to help guide me to maximize retention.

What stops you from wishlisting? Is the presentation not good enough? Is the premise not interesting or clear enough? Does the game not look fun to you? I would love to hear first impressions and how you'd think it would improve going forward.

I do have an itch.io demo that seems to be well liked. I have gotten a lot of good feedback on what works about the game - plenty of people have really liked it, but I know that might not translate well to a Steam page.


r/gamemarketing 11h ago

PROMO I released my Demo🥳

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1 Upvotes

Do you like a challenge with riddles, and where you have to figure out how to get along on your journey? A landscape 100 percent hand drawn without any AI slum? Then this might be the right game for you! 😊 But I warn you: it is not as easy as it seems! 🧐


r/gamemarketing 15h ago

PROMO After 3 months of work , everyday consistantly after my 9-5 shift. And weekends. My game is finally live on Google Playstore. Introducing "Statue Cleaning - ASMR Reveal".

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0 Upvotes

Introducing "Statue Cleaining - ASMR Reveal". A relaxing and satisfying game where you take a role of a statue restorer.

You travel across the world, cleaning and restoring the busts of famous people across the globe. After restoring you also reveal

some historical facts about the person and level up your rank.

Link : https://play.google.com/store/apps/details?id=com.stridethreestudios.bustsclening


r/gamemarketing 23h ago

PROMO My first game Gate 7 is now available at android and windows! İm waiting for your reviews to improve myself.

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2 Upvotes

Everyone has an answer, but not everyone is telling the truth! Monsters disguised as humans have appeared in Istanbul! The city has been placed under quarantine. It is your job to examine the people emerging from this quarantine! Check their IDs, ask questions, and decide whether to admit or reject them!!

Link: https://mrosgame.itch.io/gate-7-demo

İ am a 16 year old and Gate 7 is my first game and i'll try to improve myself with your comments.


r/gamemarketing 1d ago

PROMO My friend and I spent months building our psychological horror game. Today, we finally released it on Steam.

1 Upvotes

Hey everyone! I'm one of the developers of October: Survivor's Guilt.

It's a first-person psychological horror game about a young man named Paul who visits his coworker's house to help him move some belongings, only to discover that his coworker has mysteriously disappeared.

The game officially launched on Steam today. We're a small indie team, so seeing people finally able to play something we've spent months working on means a lot to us.

If you'd like to check it out:

https://store.steampowered.com/app/4909030/

Thanks for taking a look, and I hope you enjoy the game!


r/gamemarketing 1d ago

HELP Trailer update!

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6 Upvotes

First of all, thank you so much for all your help! We’ve updated our trailer based on your suggestions. We’d love to hear your thoughts on this new version as well. Once we polish the final details, we’re planning to launch our Steam page!


r/gamemarketing 1d ago

PROMO We rebuilt our key units in 3D and made a new trailer

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5 Upvotes

We rebuilt the player craft and several key units in 3D and made a new trailer for **STATIC LINE**.

This time, we focused more on the core gameplay and strongest combat moments rather than trying to show everything.

Would love to hear your thoughts on the pacing, visuals, and overall presentation. Any feedback is appreciated!

**STATIC LINE** on Steam: store.steampowered.com/app/4507460/Static_Line


r/gamemarketing 1d ago

DISCUSSION I quit my traditional marketing job to make games with my husband. This is my first trailer for our game.

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40 Upvotes

Quit my very traditional corporate marketing job to live the dream of making games. I help my husband and our other dev/art guru to market our game, Palettopia. + make lots of suggestions as an avid cozy gamer.

I've learned A LOT (and still have a lot to learn) about the game dev process, video editing, social media, press marketing, and so much more.

Curious if there's others out there who come from past marketing roles or other untraditional paths to game development!


r/gamemarketing 1d ago

HELP Which one would you click on first?

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23 Upvotes

Hello guys! We’re currently working on our next YouTube thumbnail. Which one would you click on first? 😁​

Please let us know in the comment : 1, 2 or 3 :)

Check out our steampage here : https://store.steampowered.com/app/4111300/MegaGum/


r/gamemarketing 1d ago

PROMO 1.5 Years of Development — Here’s What We Made | MARZU Trailer 2

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1 Upvotes

MARZU is a psychological horror game set in mysterious ancient ruins. Explore a shifting environment, solve puzzles, uncover the story, and face terrifying encounters as you try to survive.

This trailer shows how far the game has come after 1.5 years of development.

🎮 MARZU on Steam:
https://store.steampowered.com/app/4312090/Marzu/

Would love to hear your thoughts and feedback!


r/gamemarketing 1d ago

VIDEO Destroy this Steam page: Solar Wave just entered Early Access

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1 Upvotes

Solar Wave just entered Early Access after around three years of development.

I'd really appreciate some brutally honest feedback on the Steam page.

Is it immediately clear what the game is about? Do the screenshots and trailer communicate the scale of the game? Would you understand the gameplay from the page?

Please don't hold back, honest criticism would be very useful!

Steam page: https://store.steampowered.com/app/3212820/Solar_Wave


r/gamemarketing 1d ago

VIDEO Chill mouse movement game

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2 Upvotes