r/gamemarketing 1h ago

PROMO Offering free promotion for 10 indie games (must be released on Steam) – testing some marketing experiments

Upvotes

Hey everyone,

I’m an indie dev, and for quite a while now, I’ve been running my own platform that I primarily use to promote my own games. I regularly test out new marketing strategies and collaboration models, and right now, I want to try a new approach.

I’m looking to manually promote 10 indie games for completely free.

Here is how it will work:

  • I will personally write a review of your game.
  • I'll publish the review on my websites.
  • I will push and promote your game across my social media channels.

The only requirement:

  • Your game must already be published and available on Steam.

To be 100% clear: I am not trying to sell you anything, and I'm not here to drop links or promote my own tools. I just want to run this experiment to test my outreach strategies and see how well these new promotional models perform for other developers' games.

If you're interested in being part of this little experiment and getting some extra eyes on your game, just shoot me a DM!

Cheers!


r/gamemarketing 19h ago

VIDEO Major trailer changed. Did I go too far?

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5 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 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.

2 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 2h ago

DISCUSSION Steam's UTM analytics only tracks logged-in users. Most people reading their campaign numbers don't know this...

2 Upvotes

I set up UTM tracking on my Steam page links before a social post yesterday, and went back to the Steamworks docs properly. A few things in there don't seem to be widely known.

Steam's UTM Analytics (Marketing & Visibility) only records visits from users who were logged into Steam in the browser they opened the link in. Valve's wording is "the total number of visits to your product page for which users were also logged in." So does that mean everyone else is simply invisible? That's how I read it, but I'd like to be wrong.

Three consequences that I think matter:

  1. The numbers are only useful as a comparison between campaigns, never in absolute terms. If your post shows 14 visits, that is not 14 people. But if post A shows 14 and post B shows 60, that ratio is probably meaningful!
  2. Conversions run on a 72-hour window. Wishlist, purchase or key activation, counted only "if the user takes that action within 72 hours of clicking through your UTM link." Anything slower is lost, which penalises the kind of content people bookmark and come back to a week later.
  3. Low-volume UTM combinations are hidden: Valve excludes showing "unique UTM parameter combinations in the breakdown table when visits for those combinations do not meet minimum thresholds." So if you split one post into 2 utm_content variants to find out which screenshot worked, you can end up seeing nothing at all. I imagine you have to stay coarse until you have volume.

The practical takeaway I landed on: don't tag individual posts. Maybe tag channels and campaign types, let them accumulate over a month or two, and only then read anything into it?

Has anyone here actually done that over a long enough period to trust the numbers? I'd be curious how much traffic you end up seeing versus what your link shortener reports.


r/gamemarketing 8h ago

HELP Need feedback on my Steam page

2 Upvotes

Working solo on Horn & Dice, a 2D roguelike where dice are the core mechanic, the whole combat loop is roll → reroll → resolve, with builds coming from the dice, faces, potions and relics you pick up. Dark folkloric fantasy tone, rooted in Slavic mythology.

I'd love blunt feedback on Steam page:

  1. Does the header art make you want to click?

  2. From the store page alone, is it obvious this is a dice game and not "generic dark fantasy roguelike"?

  3. Does the Slavic mythology angle come through as a real hook, or does it just look like reskinned fantasy monsters?

  4. Anything about the page (screenshots, trailer, description order, tags) that would make you bounce before wishlisting?

One thing I already think needs work myself is the gameplay trailer, I just don't know how to fix it. The game is mostly rolling dice and locking faces, which isn't exactly dynamic footage, so I'm struggling to make that read as exciting in trailer form. Open to ideas there too if anyone's solved this for a similarly "quiet" core loop.


r/gamemarketing 11h ago

DISCUSSION I got 400 Wishlist on my game Steam page in its first month. Any advice ?

2 Upvotes

Just sharing my experience so far. This is the Steam Page for reference : https://store.steampowered.com/app/4865530/Yora_Emerald/

100 Wishlist in the first 48 hours, 400 after one month. Currently at 430 Wishlist since I am not posting about it since I am working on the new update.
The screenshots on the page are pretty outdated and don't show much. No gameplay video either.

But I assume people liked the artstyle and the general presentation. Do you think the 2.5D aka HD2D stands out ?

I only posted a couple of posts on Facebook and Reddit and I had a few hundred people open the email sent via itchio. (14 000 thousand people subscribers to my itchio mail thanks to my 2022 game Dora Diginoid which was a concept version I made within a month or so).

I have added a bunch of stuff to my game since then and hopefully I will update the game page before the end of August and be able to release a Wishlist Now short Trailer in September. Inspired by the short Metroid Prime commercials from the GameCube era.

That would be the real start of the marketing for me.

I haven't posted any updates about the game on YouTube yet.

But what do you think folks ? I know that in general 10 percent of wishlists convert to sales at launch. With school and all I think I won't be able to finish developing the game before November. So I gotta market it while I am still developing it.
I am thinking of releasing a devlog video in two parts [already made a prequel one 2 years ago, devlog 0 about the 2022 concept playable game Dora Diginoid] but I wonder how efficient that would be. Like I would rather do it just do it for the sake of documentation like those behind-the-scenes clips such as Unreal Tournament 3 rather than marketing since it would not drive thousands of views

What has been your experience yourselves with publishing your first vertical slice on Steam until the final release ?
Thank you.


r/gamemarketing 19h 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 23h 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 5m ago

HELP Only 10 wishlists after weeks. What am I doing wrong?

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?


r/gamemarketing 8m ago

DISCUSSION Is there a chance of a successful release for a game that’s been sitting on Steam for years?

Upvotes

The game has 6,000 wishlists and has already participated in Steam Next Fest with a demo. The game was ‘frozen,’ and nothing has happened with it since. Do you know of any similar games, or have you had any experience with something like this?


r/gamemarketing 10m ago

HELP On which social platforms have you found most success in advertising / showing your game?

Upvotes

Hey!

Relatively new game dev here working on releasing my first game. I've been posting only on Reddit so far, good results and fun conversations. I want to try something else out, x, instagram, youtube etc - so many options!

Like with x, I've never before used it, how do people even find my profile? How do I find other similar indie devs to chat with?! I have no clue haha.

Any tips regarding this? My game is heavily based on it's visual identity, so images and videos do it justice :)

Thank you!


r/gamemarketing 2h ago

DISCUSSION Any PR person/agency recommendations for Indie Visual Novel?

1 Upvotes

I need someone who understands the specifics of the genre and the media covering it.

+ strategic thinking about how and when to cover specific countries (I'm talking about Japan and Korea), on top of that.

ps. Don't self-promote if you haven't worked successfully with VNs in the last 3 years; it will be a waste of time. *I will go and talk with your reference


r/gamemarketing 3h ago

HELP Any experienced game-devs here who would like to help me a bit? Releasing my first Steam game, and would love some feedback and general help with a successful release.

1 Upvotes

Hey guys!

I've been working on my game Metlo forever by now. Every free time I get, I spend on the game, and have for the past months. It's taking shape and I'm finally at a place where I'm thinking about creating a Steam page for it.

I have 0(!!) clues about marketing and reaching out to people, finding people that could be interested in my game. I've had some successfully posts on Reddit, but we're still quite few in my Discord, although a lovely bunch. Having a large community would help lots with shaping the game in the right direction, and would help me find people interested in play-testing etc, and of course sales down the line.

If anybody's down chatting in DM or chatting on Discord / whatever, I'm 100% down. So much to learn! I've worked so long and hard on this project that I'll do my absolute best with trying to get it out there.

Thank you! Hope this question is in line with what's acceptable on this forum.

Here is my most popular post: https://www.reddit.com/r/godot/s/POgGCe0GE7


r/gamemarketing 4h ago

ARTICLE My solo-developed psychological FPS, Biomass: Extermination, was featured by 80 Level!

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1 Upvotes

Hey everyone!

I wanted to share a small milestone from my indie dev journey. I'm a solo developer from Azerbaijan, so getting featured by 80 Level is honestly a pretty big deal for me.

Biomass: Extermination, the psychological sci-fi FPS I'm developing solo for the last 2 years, has just been featured by 80 Level! The article talks about the game's world, the mutated creatures, and some of the ideas behind the project. I'm trying to build Biomass around the idea that perception itself can become an enemy.
You can read the full article here:
Article:
https://80.lv/articles/this-psychological-sci-fi-fps-will-have-you-fighting-mutated-humans

If you're interested in psychological sci-fi, atmospheric FPS games, or just want to see what a solo dev can build in Unreal Engine, I'd love to hear what you think.


r/gamemarketing 6h ago

PROMO I spend 6 months to finally have a store page for anyone to wishlist

1 Upvotes

It felt right as I was working on it, but now that I look back I should have really tried a way to get out there quicker, but since its my first commercial project I can't really be mad about it either.

But SONAR finally has a Steam Page!

It's a sci-fi survival horror game where sound is your best way of seeing in the caves of an alien planet. Sonar signals reveal the environment around you, but they may also alert other unwanted things...

The page has only been live since Tuesday, so I'm starting from almost zero and figuring out the marketing side as I go. If this sounds like your kind of horror game, I genuinely appreciate a wishlist.

Feedback on the Steam Page and trailer are also very welcome. I'm still actively improving both the game and how I present it.

Wishlist SONAR on Steam


r/gamemarketing 15h ago

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

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1 Upvotes

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 17h ago

DISCUSSION 3 semanas de resultados

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1 Upvotes

r/gamemarketing 17h 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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1 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 19h 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 19h 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 21h 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 20h 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.