If you’re wondering how to market your game and seeking a roadmap of what to do, this article is for you.
Love it or hate it, marketing is an unavoidable aspect of game development. While I personally love marketing, I know that most game developers would rather focus on their game and worry about that “marketing stuff” later. Unfortunately, unless your very lucky, making a great game is not enough, people need to find your game amongst the thousands released every year. The good news is that marketing is not as complex as you may think and when done correctly it will not only increase the discoverability of your game but it’s quality as well.
Marketing is important, but I also don’t want you to burn valuable development time stressing about how to best market your game. My full time job is indie game marketing and I still never feel like I know enough, so believe me it can be very time consuming. I made this newsletter with the mission to provide a consumable way to learn & get inspiration on how to market your game.
This article is designed to be the starting point on your game marketing journey. Let’s get started.
Make A Marketable Game
What’s the first step in marketing your game? Do yourself a massive favor and make a marketable game.
Choose Your Genre and Art Style Carefully
Your choice of game genre and art style is the single most important marketing decision you’ll make. It changes your target audience, price, scope, and oh so much more.
So how do you decide your genre and art style? A combination of the following:
Interest
We all know examples of games that feel like soulless crash grabs. Choosing something with an addressable market is important, but make sure you balance that with your interest in it. Game dev is hard enough, don’t make it harder by working on something you’re not passionate about.
Skill Set
Learning new skills should be encouraged, but ideally you should lean into a genre or art style that fits your skill set.
Budget
If you have a healthy budget, then you can hire the talent needed to go for the genre or art style you want.
Market Research
The best case scenario is a genre that is popular with relatively low competition. Here’s two examples of this in action:
Create a game in an emerging subgenre
The explosive popularity of Vampire Survivors gave birth to a whole new subgenre: Survivorlikes. If you released a survivor like game in 2022 you would be releasing your game into a new and popular genre with low competition. However, fast forward to 2024 and it feels like a week can’t go by without seeing a survivor like game. Timing is crucial for this strategy.Reimagine and bring back an older game
Check out these two games: Gang Beasts (released 2017) & Party Animals (Released 2023). It’s pretty obvious that Party Animals was heavily inspired by Gang Beasts. By taking a game concept with proven success that had little competition and creating a new game years later they had a pretty safe bet that their was an audience for the game.
Do Preliminary Market Research
Ideally you should make two of these. One to choose the type of game to make and another to research the landscape of the game you choose. Your research should answer the following:
What game genre should I make?
What art style fits this genre well?
How many games in this genre were released recently and what was the median revenue?
What’s the balance between the popularity of the genre and the amount of games released (competition)?
How much should I charge for my game?
How much money could my game make?
Who are my competitors?
What game will mine be compared too?
What do I different from them? (see optimizer vs innovator below)
What elements of their game did the community respond positively and negatively too?
What were their marketing strategies?
Where and how did they announce major marketing beats (demo, playtest, announcement trailer, etc.)
What was their go to market strategy?
What steam festivals or other events did they join?
What caused spikes in their wishlists? (use third party data like Gamalytic.com)
SWOT Analysis (Strengths, Weaknesses, Opportunities, Threats)
Who is my target audience?
Where do they live?
UVP (Unique Value Proposition) and Positioning.
This is not an exhaustive list but it should give you an idea of what you should be looking for and why this research is useful. You might be wondering how you find answers to the questions above. I’ll be writing an article soon on how to do market research for your game, so make sure you’re subscribed. :)
Understand your positioning and have a good elevator pitch
Positioning
A drastically oversimplified definition of positioning (for video games) would be where you lay in relation to other games. Specifically through the players eyes. If your FPS game is closer to a tactical shooter like counter strike but your audience is comparing you to overwatch that’s a warning sign to work on your positioning.
If you want to learn more about positioning for your game I highly recommend giving this a read:
Elevator pitch
You likely already know why an elevator pitch is important for landing an investor or publisher, but it’s just as important in quickly capturing interest in your game. You often have seconds to capture the interest of potential players, whether its your steam page or a tiktok video you need to be able to quickly and accurately describe your game.
I’ll be borrowing a great framework (pictured above) for this that Jonas Tyroller used for his game Thronefall. Here’s how Jonas used it for Thronefall:
Thronefall is a minimalist strategy game about building and defending your kingdom. You construct buildings during the day and fight alongside your units during the night.
If you’re unable to sufficiently describe your game in two sentences or less, you’re going to have a hard time with marketing. This will also help with your positioning.
Make A Good Game
The final step in making a marketable game is to make a good game. This advice is not as obvious as you may think. The 4 ps of marketing are:
Product
Place
Price
Promotion
Most people, especially game devs new to marketing, primarily think of promotion when they’re thinking about marketing. However, Product (in this case your game) is by far the most important. You can nail everything else but unless your game is good it will never catch on.
So how do you make a good game? Beats me, i’m a marketer by trade not a game designer. So with that in mind ill be heavily borrowing from Jonas Tyroller again who has released multiple indie bangers. I’ll be writing a TLDR with a few extra thoughts, but I highly recommend watching his full video below.
To make a fun game and offer something unique in the market you need to either be an innovator (do something different) or an optimizer (do something better). Naturally you can do both of these at the same time as well. A great example of a company that follows this philosophy with nearly every game is Riot Games.
League of Legends innovated/optimized Dota
Teamfight Tactics innovated/optimized Dota Auto Chess
Valorant innovated/optimized Counter Strike.
Jona’s points out that a great game is built on 4 pillars:
Fun
The game needs to be fun to keep players playing.
Appeal
The game needs to be appealing to attract players
Scope
The scope needs to be manageable to finish the game
Monetization
You need to monetize your game to make money.
Check out Jona’s youtube video for a deeper dive into these pillars, but i’ll mention a few notes on each.
Fun
This is probably the most difficult one. It’s actually pretty hard to make a fun game. But your game is fun right? Of course it is, you made it, how could it not be. Hopefully you caught how sarcastic I was being, but seriously you cannot trust your own judgement that the game is fun. Of course you think it’s fun because your heavily invested in it. So how do you find out if it’s actually fun? Make an early prototype of your game and collect feedback. Having your friends or your mom play it does not count, put it on itch.io and collect real feedback.
Appeal
Having an appealing game means that someone can see a 10 second clip of your game and be interested enough to check it out. This will be decided by the genre of your game, it’s art style, and perceived understanding. If whoever sees your game is interested in that genre, likes the art style, and like’s what your game is about then congrats you probably have a wishlist or purchase. If you get 2 out of 3 of those things you probably earned at least a visit to your steam page.
To fully appreciate how important appeal is check out Ryan’s article on how it can decide if your game’s marketing will be on easy or hard mode:
Scope
The hidden killer of indie games. Do yourself a favor and make small games. Skip down to the bottom of this blog where I talk about how your first game will probably fail and you’ll see why spending 4 years making your dream game as your first game is an awful idea. Smaller scope also means less overhead and a lower bar for commercial success.
Monetization
You probably want to make money, so you’ll need to think carefully about how your game will make money. Unless your making a free to play live service, you usually just need to do some market research to determine a relevant price point. An underrated strategy for this: Just ask. Along side a demo or playtest include an optional survey with a question asking how much they would be willing to pay for the full version of this game upon release.
Marketing Your Game
Now that you did the most important step of making a marketable game, we’ll go into how to actually market it.
The End All Be All: Triggering the Steam Algorithm
This is the whole ball game folks. With today’s competition so fierce the only consistent way to succeed is getting Steam to market your game for you. This is why you pay them 30% of your revenue. The primary goal of your marketing efforts should be to bring enough traffic to your steam page that you give Steam a reason to then market your game for you. When Steam sees significant interest in your game it’s in their best interest to market your game further because you have proven that it will probably sell well.
So what happens when you trigger the steam algorithm? In short it means you end up on the front page of Steam with your game being shown to millions of daily visitors on Steam. You can be on the front page by being featured in one of the following widgets:
It’s important to note that no one except valve knows exactly how the algorithm works. The insights below are a combination of data collected from Valve Q&As, third party resources, and research from other marketing professionals.
Popular Upcoming
Games that are approx. 1 week from launch and deemed “popular” by Steam will be promoted in this widget. Getting on this list typically nets you thousands of wishlists per day. Appearing on popular upcoming is dependent upon a combination of your wishlist velocity and competition upon release. The numbers most commonly thrown around for this are 5,000 - 7,000 wishlists for a chance of appearing on popular upcoming. However, you could need closer to 10,000 or more if you release next to some tough competition.
New & Trending
It should come as no surprise that the way to get on New & Trending is to have great initial traction shortly after launch (page traffic, downloads, purchases, etc.). Two unique elements of New & Trending is that it’s country specific and is listed in chronological order. You will slowly drift down the chart as newer games get into the category. Games on this list are only updated on weekdays so if you have a lot of wishlists it’s worth releasing on Friday so that your game stays on New & Trending over the weekend. However, for this same reason I would avoid this if your wishlists numbers are low as Friday will be a highly competitive release date.
Trending Free
This is a new widget that Steam added after the great Steam demo update. This update resulted in the option for demos to have their own page and appear on New & Trending. This caused an issue where demos started pushing full games out of precious slots on the New & Trending widget. To address this a new Trending Free widget was added. This is a relatively new widget so there isn’t much data available on what it takes to get on it yet, but it seems likely that things like demo downloads and time played will determine if you qualify. Wishlists still matter here due to the fact that you can send an email to your wishlisters notifying them of your demo release.
Top Sellers
Getting in this category is huge but it’s very difficult for most indies. As the name implies, to be featured on the top selling widget your game needs to be flying off the shelves compared to other games.
Special Offers
This widget is unique where the other widgets are automated by an algorithm, games in this section are actually curated. The special offers on steam include Daily Deals, Weekend Deals, and Free Weekends. To get on this widget you must open a support ticket with valve and plead your case as to why you should be featured with a special offer. Chris wrote a great article on this if you want more insight on what it takes to get on this widget.
Discovery Que
The Discovery Que is a more personalized widget that shows a combination of popular games and games that the viewer is most likely to play. If a Steam visitor primarily plays games with the FPS tag then they will likely see a lot of FPS games in their Discovery Que. Although less than other widgets, being on the discovery que can still provide a significant amount of traffic. Once again wishlists are important to gaining access here. The Discovery Que is also why it’s really important that the tags for your game are accurate. If you use inaccurate tags you are missing the opportunity for the discovery que to market your game to your target audience.
How to Trigger the Steam Algorithm
How do you trigger the Steam Algorithm? Marketing. Duh. Many devs hear marketing and immediately think about posting on social media or ads. That however is only the tip of the iceberg and far from the most useful thing you can do.
You should approach your marketing like a deck building strategy game. The character your playing is your game, your cards are your marketing beats (releasing a demo, gameplay trailer, etc), and your win condition is getting as much wishlists as you can in the shortest amount of time possible (aka wishlist velocity). How and when you play these cards will ultimately determine if you win or not. Meanwhile, how marketable your game is determines the difficulty level.
Game Marketing Checklist
These are the main things that every game should do for the best chance at success.
Great Store Page
All of your marketing efforts will ultimately lead to your Steam Page. The quality of your Steam page will determine how effective it is at converting visitors to wishlist or buy your game. It would take it’s own article to explain how to make a great Steam Page, so instead i’ll link a great video on the topic below.
Great Trailer
Your trailer will live on your Steam page or Youtube, but it’s also what will be shown by press outlets and other media that talk about your game. Having a great trailer is vital since it’s one of the most informative things a potential player will consume to see if they’re actually interested in your game. I highly recommend checking out Derek Lieu for more info on how to make a great trailer. It’s harder than you may think.
Playtest Your Game
For the purposes of this article playtesting is referring to any time limited playable build of your game before release. This includes things like open & closed betas. There are 3 great reasons to playtest your game frequently.
Identify bugs
Your game may run great on your device but your only one person with one piece of hardware. Ideally hundreds of people should playtest your game so that you can identify problems with different hardware or weird bugs that appear in niche situations.
Improve your game
When you playtest you should also be collecting player feedback that you utilize to improve your game.
Marketing
Playtests (especially Open & Closed Betas) are great marketing opportunities. There’s a lot of ways you can promote your playtest but at a minimum you should promote your playtest on social media. Open or closed betas are also a great time to reach out to content creators you think may be interested in playing.
You can easily hosts playtest using the Steam playtest feature.
One clever tactic I saw from Tactical Breach Wizards was distributing keys through their newsletter. So not only did they gather playtesters and wishlists they also built up their newsletter!
One final note on playtesting. Playtest your demo! Before releasing your demo on Steam you should playtest your demo build so that you launch with the strongest demo possible. The last thing you want is to be in the middle of Steam Next Fest panic fixing a bug or trying to trim down your way too long tutorial after seeing the feedback.
Festival Participation
Next to contacting creators, festival participation is probably the most effective marketing tool you can do. You should aim to join as many relevant festivals as possible, they are free visibility and serve as great marketing beats. There are official Steam festivals that are announced early, but there are also a TON of other festivals that take place on and off Steam. Some of are themed around a specific genre, art style, or mechanic, while others are focused on indies or people of color. There’s a festival for everyone. Here’s some examples:
Official Steam Events
There are also a ton not sponsored by Valve
Pro tip: Head over to the HTMAG Discord and follow the event reminders channel to get notified about upcoming festivals. You can also try contacting Valve and pitching a Steam event you’d like to host, this a common move by Publishers who then use the opportunity to host a Steam event in the style of games they publish.
Reach out to Press & Content Creators
Reaching out to content creators (Streamers, youtubers, influencers, etc) is one of the most effective marketing efforts you can possible do. I’m not gonna lie to you the conversion rate for this is pretty low. Its fairly common to reach out to hundreds of content creators only for dozens (or less) to reply or cover your game, but it’s well worth the effort. You can increase your chances by writing a personalized email and targeting the right creators. Your email should include why you think their audience would enjoy your game. If you’ve had your game covered by games press or another big creator before its worth referencing that in the email as well.
Many creators will reply asking for an official sponsorship. If you have a marketing budget to work with it may be worth it but make sure whoever you sponsor is a great fit for your game. Content creators will openly tell their audience if a game their covering is sponsored making it less impactful then if they covered it out of their own interest.
Here’s an Email & Presskit Template For Contacting YouTubers & Streamers created by one of the biggest content creators out there: Wanderbots. This Reddit post has some handy step by step instructions on how to reach out to content creators:
The Press is worth reaching out to, but they have become far less effective than they were in the past. All the same getting your trailer featured by IGN or good reviews across various press outlets is of course good.
Launch a Demo
Launching a demo is pretty much a no brainer. Without a demo you will kneecap your marketing due to the fact that you won’t qualify for most festivals and content creators won’t cover your game. The great Steam demo updated provided even more reasons to have a demo.
Should you take down your demo? The prevailing advice is no, but you need to do what makes sense for your game. Tiny Glade took down their demo because they were worried players would get creatively tapped out and feel that they had their fill before purchasing the game.
Pro tip for demos: Provide a reason to play and finish the demo. Reward players who make it to the end with something special (in game cosmetic, free wallpaper, etc). If you’re working on a story driven game, create a side story or prologue that ties into the main story of the game giving players a reason to play.
Strategic Announcements
Remember the deck building analogy I gave earlier? Strategic announcements are the part about knowing when to play your cards. By strategic announcements, I’m referring to using your marketing beats strategically so that you deploy them at the right moment for maximum impact. Most of the time this is in service of wishlist velocity. Here’s some examples
Lining up various content creators before a major moment like festival participation or game release, then deploying them all at the same time.
Omega Strikers Creator VS Event: To help promote both their beta and launch, Omega Strikers hosted a wildly successful in game tournament with some of the biggest streamers out there.
Offering an exclusive drop like your launch date trailer or demo release to a festival in exchange for coverage.
Tiny Glade dropped the official announcement of their game during the Wholesome snack game show.
Drop updated trailers along side other major news like demo launch or festival participation
Tactical Breach Wizards regularly dropped new trailers ahead of Betas and updated their demo ahead of new festivals.
Website/ Press Kit
Another thing you need if you want content creators and press to cover your game is a Press Kit. Anyone that wants to cover your game is going to search for your press kit and you will make their life very difficult if you don’t have one. There are a lot of Press Kit templates out there but here’s a great one by Wanderbots.
Your website serves as a one stop shot for information on your game and can host important elements like your press kit and newsletter signup. A website is especially relevant if you have other games or launch across platforms. Here’s a great example of a simple but well done website for Yes Your Grace: Snowfall.
Active Social Media
Social media is useful for a few things:
Trying to go viral
If you have a visually pleasing game (Tiny Glade) or strong gimmick (Palworld, Oh Deer ) this is much easier.
It’s worth noting that going viral or being popular on social media in general doesn’t always translate to sales or wishlists. If the video about your cool optimization hack for your game goes viral in the UE5 subreddit it probably won’t convert well. It went viral due to game devs interest in what you did rather than a players interest in buying your game.
Building a community
Replying to users in your comment section is a great way to show the human behind the game and engage with your community. Reply like a human and avoid sounding corporate.
If you’re lucky enough to have players creating UGC (User Generated Content: Fan art, in game screenshots, etc) about your game make sure to reshare it on your socials! It helps build up your social media presence, motivates others to share, and makes the creator feel valued.
Catching misunderstandings about your game
You may know what your game is about but that doesn’t mean your doing a great job illustrating that to players. Tiny Glade realized after posting on social media that due to the towers in their game many people assumed it was a tower defense game. This prompted them to change their marketing materials and update their steam page description with “No management, combat or goals: just kick back and turn forgotten meadows into lovable dioramas.”
Steady Stream of Wishlists (potentially)
This is usually a byproduct of posting consistently over a long period of time.
It’s extremely useful to be on social media but don’t fall into the trap of only posting on social media and thinking you’ve checked the marketing box for your game. There’s a reason the meme above this section is so accurate.
Email Newsletter
One of the most underrated strategies used by indie game devs. There’s this weird notion that gamers and/or “young people’ don’t use email. Guess what wishlists are? An email list owned by Steam.
Paid Ads
This is by no means required and I only encourage diving into this if you have a budget and ideally a marketing professional on your team. This is because running effective ads is not easy and if you don’t know what your doing you will probably end up wasting money. If you have some budget to work with but don’t want to risk ads it may be more worth it to spend it on sponsoring content creators.
One noticeable element missing form the infographic above is reddit. Reddit ads can be effective if done right. Also remember that Google owns Youtube so when talking about gaming google ads really means Youtube.
Indie Game Dev in 2024
This a combination of prevailing advice echoed throughout the indie dev scene with a few hot takes by yours truly.
Your first game will probably be a commercial failure
You could be the next Stardew valley or tiny glade but statistically speaking it’s very unlikely your first game will be a commercial success. For every hit indie game there are hundreds of devs who spent years making a game that generated less than $500.
If you’re a small studio the situation is a bit different. On one hand you have the resources and expertise to have a much higher chance at making a great game, on the other hand you need to sell way more copies to be profitable due to your team size.
Please note that I specifically said your first game will be a commercial failure. Making games is super hard, releasing a game on Steam already puts you in a special club of people who actually finished and published a game. That in itself is a huge accomplishment to be proud of. If your first game fails, realize that’s completely normal and take what you learned into your next game.
Make Small Games
By small games I mean small polished games that take 6 months to 1 year to finish. This advice is born out of practicality. It’s better to fail fast and improve rapidly then spend years betting it all on one game.
Ironically for some indie devs these small games actually end up out performing their games that took years to develop. BiteMe Games made a game in one month that outperformed their previous game forge industry that took years to develop. Some personal friends of mine are experiencing this as well with their recent game SNØ: Ultimate Freeriding. While it has yet to release, it’s looking very promising and only took a few months to create versus their previous game that took years.
If done correctly releasing games every 6 months to 1 year can also build up a steady stream of passive income. Let’s say a solo dev releases 5 small games in the span of 2 - 3 years that all do “okay” and are bringing in around $500 a month each with spikes during sales. That may not be much to a big studio but for a solo dev that’s enough to start considering making indie games full time.
After making smaller less risky games and finally hitting a banger that brings in a decent amount of cash you can use what you learned, double down on what worked, and take a stab at making a bigger game with a 2 year dev cycle or something similar.
It’s Okay To Use Premade Assets
If you have artistic skills or have an artist on your team go ahead and skip this section. You should absolutely make custom art if at all possible, but if your a solo dev with no artistic skills I don’t think you need to spend years becoming a decent artist to make a solo game. Alternatively if you have a budget to work with considering hiring an artist. However, if you’re a broke dev with no artistic skill keep reading.
We all know of terrible “asset flips” and due to this many devs are scared to release games using premade assets. The ironic thing is those terrible asset flip games get a terrible reputation because they’re poorly made games with little soul, not because they’re using premade assets. There are plenty of great games out there utilizing pre made assets like the low poly assets available in the Synty store. The Bloodline and Polygon are great examples.
Premade assets are also great as placeholders while your game is in development. Remember the protoype I mentioned earlier? By using premade assets you can more more quickly develop your protype with the intention to swap them out for custom art later. This is exactly what Shogun Showdown did with great success.
While you can still make a great game with pre made assets it’s vital your game is still original and fun. If it’s within your skill set you should also customize the assets by using a custom shader or something else to make them unique.
My final argument for why you shouldn’t be scared of premade assets is that while game devs can often spot them a mile away, players often have no clue (or care) they’re premade assets. Here’s a great example of this in a Reddit post I spotted. Everything from the Paragon characters to the environment are premade assets. I even know the exact tutorials he used to set up some of his functionality because I followed them myself. But guess what? He got dozens of comments talking about how great the game looks. Most people had no clue and thought his game looked amazing even though he’s using some the most well known assets to game devs.
Prototype
Making games is very akin to releasing a product as a startup (especially true if you’re a small studio) and yet people shy away from using the same strategies. One of the most common strategies to help mitigate risk is building and testing a minimum viable product (MVP). The basic idea is to build a small slice of the product your planning on selling and testing it in the market to make sure there is demand for it before you commit significant resources. Games can and should do this same thing with prototypes.
More studios are starting to do this and I think it’s extremely smart. Ryan Rigney, Marketing Director for Odyssey Interactive, wrote a great article breaking down why their prototyping for their next game. In it he explains that he openly told players that the playtests they’re running on Steam will determine whether or not they move forward with development on it.
Start by rapidly prototyping ideas for your game with your social circle or studio. Check out Jonas’s video below to see how he went through a series of protypes before landing on the game that would eventually become thronefall. After landing on an idea you like and having a prototype I would consider uploading it to itch.io and posting on social media to gauge interest in it. A common strategy by big mobile game companies is to run ads for games that don’t actually exist yet to test user interest. Unless you have some money to burn its probably enough to just post on social media and gather feedback on the prototype however you can.
Verifying you’re on to something with a prototype can save you from getting over committed to an idea only to realize a year(s) into production there’s no audience for your game.
Start Marketing ASAP
AAA & AA studios often wait until they are significantly into development with finished characters and environments before they begin marketing. As an indie game with no prior following there is a very high chance that your amazing reveal trailer for the game you worked for years on may drop with a measly few hundred views. It’s far less risky to begin marketing early and building a following over those years than hope that the world will suddenly take notice when your game trailer drops. That works for studios like Riot Games or Blizzard, but not indies working on their first game.
For indies, success often lies in embracing their underdog identity and building their game with players from day one. It’s pretty much never too early to begin marketing your game. It doesn’t matter if you’re using Unreal Engine grey boxed environments and the game is still finding it’s identity, as long as you’re clearly communicating your in early development.
By marketing at this stage i’m mostly referring to posting on social media. Early development is not the right time to be entering festivals or contacting content creators.
Useful Resources
Great Social Media
Youtube
Tiktok
Steam Knowledge
How to get special Daily Deal featuring on the Steam Front page
What does it take to get in the Discovery Queue?
How To Market A Game: Benchmarks: How many wishlists are normal? How many reviews should I have? Some valuable numbers here from Chris who has lots of data to determine what “normal” numbers look for indie games!
What is wishlist velocity and is it a better indicator of success: A great article on the importance of wishlist velocity.
Market Research
Sully Gnome: A great tool for researching streamers.
Gamalytic, VGinsights, & GameDiscoverCo are all great tools where you can find information on other games such as copies sold, wishlists, etc.
5 Hard To Swallow Pills For Better Game Positioning
Great Blogs & Resources
Push To Talk: A fantastic weekly newsletter about the business of making and marketing video games.
How To Market A Game: A one stop shop for game marketing knowledge with regular blog posts, courses, and a very active discord I highly recommend joining.
Miscellaneous
How My Indie Game Hit 10k Wishlists: The Power of Demos, Festivals, and YouTube – A Postmortem
How to Properly reach out to content creators
5 Hard To Swallow Pills For Better Game Positioning
Games Marketing on Easy Mode, Hard Mode, and the Dark Valley Between
Final Thoughts
This guide gives you the big-picture framework for building your marketing strategy, but the details make all the difference. Subscribe and we’ll flesh them out by looking at the marketing campaigns of successful games.
1 The marketing strategies discussed in this article primarily apply to pc games releasing on Steam, but the large majority of it still applies to other store fronts and consoles.
I have a problem with this guide, and my problem is - it's an article I won't remember when I need it most...
This should be like an e-book, a web application, a Chat GPT model or something.
Great guide! I’ll be referring back to this as I interview more devs for my stack! Thanks for taking the time to pull it together!