r/gameDevMarketing

🔥 Hot ▲ 226 r/gameDevMarketing+31 crossposts

¡Necesitamos playtesters!

Estamos buscando playtesters para la pre-alpha cerrada de nuestro juego indie de terror psicológico The Infected Soul.

Un pequeño aviso: las mecánicas cooperativas todavía no están implementadas en esta versión. Esta pre-alpha está pensada para mostrar la atmósfera, el gameplay principal y la dirección hacia la que vamos. Nos encantaría recibir tu feedback sobre lo que hay hasta ahora para poder dar forma a lo que viene.

Podés enviarme un DM para unirte al playtest. También podés ver el juego en el enlace de abajo; agregarlo a tu lista de deseados nos ayudaría muchísimo.

The Infected Soul – Steam Page

u/Guilty_Weakness7722 — 2 hours ago
🔥 Hot ▲ 189 r/gameDevMarketing+1 crossposts

5,000 wishlists for my upcoming game! Here some tips

i just reached the 5,000 wishlist milestone for my game, After the Wane, and i wanted to share a few things that actually made a difference for us. i know the industry is tough right now but these small shifts really helped the momentum.

first, finding what I call "orphaned communities" was huge. instead of just posting in general gaming subs, i looked for fans of older games with a similar vibe that haven't had a new release in years. for us, it was communities that love painterly art styles and complex character relationships. when you show them something that respects that legacy, they really show up for you.

second, shifting from a solo dev vibe to a studio name made a surprising difference in how people perceived the project. it just feels more stable to players. also, focusing on visual hooks like short loops of our specific art style worked way better than long text descriptions.

don't just pick the most obvious tags on your steam page. instead, look at the games that inspired you, like the ones with that specific painterly style or deep narrative focus, and check their top tags. if you match your tags to theirs, the steam algorithm is much more likely to show your game in the more like this section on their pages, which is essentially free advertising to your exact target audience.

another thing that really helps is being very disciplined with your call to action. whenever you post a cool gif or a bit of news on social media, always put the steam link in the very first comment or at the bottom of the post. it sounds simple, but you would be surprised how much traffic you lose just because people have to click twice to find your page. you want to make it as easy as possible for someone who liked your art to hit that wishlist button immediately.

lastly, i just wanted to thank everyone here for the advice over the last few months. it is a long road to that 7,000 mark but hitting 5k feels like a real win. if you want to check out the game it is called After the Wane, it is a narrative experience set in the world of contemporary dance in paris.

good luck to everyone else on the grind.

u/leftypower04in — 10 hours ago

Which capsule art would actually make you click?

I’m currently testing 3 capsule art versions for my game and could really use some honest feedback.

Version 3 is the oldest, version 2 is the next iteration, and version 1 is the latest version.

I’ve been trying to make the capsule more impactful, but I’m not fully sure whether it really captures the game’s identity yet.

Which one feels the strongest to you?
Which one best represents the game?
And if you think there’s a better direction entirely, I’d love to hear that too.
page

u/Secure_Shower_8637 — 5 hours ago

One of my games has hit 13k+ wishlists but the other one is still less than 300.

One of my games "Way of Madness" has hit 13k+ wishlists on steam which is a success and I'm proud of it but the fact that my other game "till death ROLLS us apart" has less than 300 wishlists makes me sad.

This is like an example of how horror game is self explanatory and gain more attraction than the other games. The main reason "Way of Madness" get this much attraction is the reels video I posted. Even though I make way more videos for "till death ROLLS us apart" and some get decent views no one wishlisted the game.

So long story short I'm not saying only make games that are easier to market but be aware your game is not less valuable or bad project if you're getting few wishlists. You have to find another way to market it (still not sure for my case though I literally have no idea how to market "till death ROLLS us apart" in the end xD)

u/teberzin — 3 hours ago

Do you email content creators for your game or use a platform?

Has anyone got any experience with using any of the these platforms to reach content creators vs. just emailing them?

Keymailer, Lurkit, Press Engine, Creators gg (seems new, not easy to tell if its legit or AI slop)

I find it real hard to get email contacts for my genre and then GDPR issues around legit use.

reddit.com
u/thefatkraken — 8 hours ago

I published my first Steam page with 0 marketing and got 13 wishlists in the first week. Is that normal?

Hello everyone,

I recently published my first Steam page for my game, Blacksmith Idle.

I had done basically 0 marketing and honestly expected 0 wishlists at the start, so seeing people actually add it to their wishlists felt huge to me.

After 1 week, the page has:

  • 13 wishlist additions
  • 2 deletions
  • 0 marketing

As a first-time solo developer, this made me feel like I at least got something moving.

For people with more experience: is this a normal level of organic traffic for a brand new Steam page with no promotion, or is it lower/higher than expected?

I’m also planning to join Next Fest, so I’d appreciate honest opinions.

u/AristocratMouse — 23 hours ago
▲ 30 r/gameDevMarketing+1 crossposts

First-time poster here. Solo indie dev from China. My wishlists drop to zero after events. Is this normal?

Hi everyone, I'm a solo indie developer from China. I'm working on a 2D anime style Boss Rush game. This is my first game. Before this, I was a programmer for nearly 20 years, and I started working on my own game full time two years ago.

Oh, and just a heads up, English isn't my first language, so please bear with me if my grammar or something sounds weird.

I didn't know anything about Reddit until last year. I found out about this community online, and I registered an account about 4 months ago following some guide. But I didn't really understand the culture or the rules in this community, so I've just been browsing other people's posts and occasionally leaving comments. I've learned a lot about game development and marketing from being here. One thing I'm really grateful for is that someone in this community helped me fix the German description on my game's demo page.

Today I'm posting because I want to ask for some advice about my game's numbers.

Basic info about the game:

The Steam store page went up in June 2025. The first demo came out in January this year, then I updated it once in February, and the third update just came out in April.

Some marketing numbers:

  • In December 2025, I joined an event in China (it had a Steam promotion page). Back then I had no demo, and the capsule art and store page were pretty rough. That event got me 120 wishlists.

  • In April this year, I joined the same event again. This time I had a demo, and the store page and capsule art were improved. I got 270 wishlists. What's interesting is that more than 80% of those new wishlists came from outside China. But I've barely done any overseas marketing, just occasional posts on X and YouTube, and almost no one watched them.

  • Then right after the event ended, my wishlist growth dropped back to single digits, sometimes zero.

So I have a few specific questions for you all.

  • Is this normal? Is my game only being carried by event traffic, or does it have potential but just lacks daily visibility?

  • Why is the wishlist share from outside China higher when I haven't done any promotion overseas? I checked and now over 70% of my total wishlists are from outside China. Is my game type (anime Boss Rush) just more appealing to overseas players naturally, or is there another reason?

  • What should I focus on next? Keep polishing the demo and store page, or try to get more daily visibility (like ads, streamers, etc.)?

Has anyone been in a similar situation or have any advice to share? Of course, if anyone has feedback on my actual game, I'd love to hear that too.

Oh, one more thing. If anyone has any questions about the Chinese indie game market (like platforms, marketing, that kind of stuff), I can share what I know. This community has helped me a lot, and I'm really grateful. I'd love to give something back if I can.

Thanks everyone.

reddit.com
u/Yang0205 — 1 day ago

Visibility for my Game in French and German

My game is localized to French and German, and we chose those languages as I am familiar with them to varying degrees.
TooneQuest on Steam 
As you can see from my Steam Store, the Languages my game is localized to are listed on the right hand side. Unless you are looking for it, you won’t even notice them.

I am currently looking for Wishlists around the Globe and I check the Wishlist numbers on Steam each day. So far not a single Wishlist is from Germany or France.

HELP!

I do not understand what I am supposed to do as far as advertising to foreign groups.

The Question is, how do I utilize my localized game to market in those languages?

Thanks for reading, and I look forward to the comments,
Enders Workshop

u/enders_workshop — 1 day ago
▲ 29 r/gameDevMarketing+3 crossposts

I paid an artist to do my steam capsules art as handmade. Was i scammed? I hope not!

As the title follows. I ordered my steam art to be handmade. Ordering stuff over the internet is a real struggle and I really dont want to pay if this was done by some AI. So did he scam me? Should I start a dispute?

I was encouraged to ask for sketches in the comments. Which I did indeed get vefore the final delivery and they do correapond well with eachother if that helps.

Also. I see a lot of people pointing out what to me seems as just bad art or revisions done in a hurry. How do you doffer mistakes from AI?

u/ChaoticPromiseTFA — 2 days ago

Looking for serious marketing tactics for a late-stage Steam indie horror launch

Hi everyone,

I’m looking for practical advice and marketing tactics for a Steam indie game that is now close to release. The game itself is a first-person psychological horror title called Reality Breach.

I’ll keep this straightforward.

I started developing my first Steam game in July 2024. Following a marketing advice at that time (which was quite against my knowledge but I followed anyway), I opened the Steam page quite early with limited content on July 2024. I released a demo (again early stages) in September 2024 and participated in Steam Next Fest in October 2024.

At that time, I had around 160 wishlists and reached ~477 after Next Fest, which was a strong boost. Now I don't have Next Fest opportunity.

However, after that, followed with unexpected positive feedbacks development scope expanded significantly, content was reworked, and progress slowed in terms of visibility and marketing consistency. As a result, the game has only grown organically to 576 wishlists as of April 2026. Mistakes were made yeah...

The original demo has been removed, and a new one is currently in polishing.

Now I’m at the door to finalize the game and have set a release date around late June 2026 (before the Steam Summer Sale period).

Current situation:

  • 576 wishlists
  • ~58 days until release
  • Very low to non-existing marketing & social media presence
  • Steam page has minimal traffic

I’m aiming for 3,000 wishlists before release, however this might not be realistic for my case. A more realistic target for me would be around 1,500 wishlists. But I deliberately set the 3K target for a challenge.

I’m now actively starting marketing efforts across:

  • Reddit (dev + story-driven posts)
  • TikTok / YouTube Shorts / Instagram Reels
  • Steam page updates and trailer improvements
  • X (announcements + dev updates)
  • Outreach to streamers / YouTubers once demo is ready

Given the short timeframe and current visibility, I’d appreciate any honest feedback or tactics. I’m open to blunt feedback as well.

Thanks in advance.

Link to Steam Page: https://store.steampowered.com/app/3118910/Reality_Breach/

u/Thebossaaa — 1 day ago
🔥 Hot ▲ 80 r/gameDevMarketing+1 crossposts

The effect of a demo on your wishlists

My game is called Gear Up Einstein! It's an auto battler roguelite where you recruit historical figures and turn them into badass soldiers to save the world. You travel across history, find ridiculous combos and master tactical over-the-top battles.

After a year of slowly getting wishlist, I recently replaced the placeholder assets on the Steam Store Page for better ones. Then last friday, I launched the demo after running multiple playtest.

Result is great, lots of people are playing. The game still need a lot of work, but from all the feedback I've received, people are plesently surprise by the dept, replayability and fun the game offers. I couldn't be happier :)

If you'd like to check out, you can jump in right now either solo or in multiplayer with friends: https://store.steampowered.com/app/2950410/Gear_Up_Einstein/

u/NoDeadlinesTeam — 3 days ago

I dont know IndieGameJoe but woah

This persons post has brought in a LOT of wishlists, and we weren't even following them. This is the kind of 'organic' promotion I wish we could encourage more of, but im so heckin happy whenever it happens

u/KittenCupStudio — 3 days ago

My First Game After 100 Days on Steam EA: 70+ updates since launched. almost 3K wishlist.

Before entering the game industry and building my own game, I never imagined there could be a kind of work that keeps you awake in the night, and makes you feel motivated to wake up in the morning.

Now, I have a community of 100+ players who actively contribute through feedback, ideas, and suggestions every single day. Some of them have even played 200+ hours in the game.

It feels like you couldn't wait to make your game better everyday!

u/AsparagusInner1344 — 3 days ago
▲ 3 r/gameDevMarketing+1 crossposts

Advice on marketing & cross-posting content

Hello

I'm a solo developer currently working on a mobile multiplayer game, a city builder - tower defense.

I've recently started my marketing journey by creating channels on TikTok, YouTube, Instagram, and Facebook. I'm posting the progess i am making every week. I'm publishing in both English and Italian to cover different markets.

Here are my questions:

  1. Cross-posting content: Is it considered spam if I repost these same videos here on Reddit (e.g., in r/IndieDev or r/gamedev), or should I create native content specifically for Reddit? I'd like to share my progress, but I don't want to get shadowbanned.
  2. Platform growth: For those who have launched mobile games recently, which social platform has given you the best organic reach or fastest growth? Is there any social that i should try that i didn't think about maybe?
  3. Multi-language strategy: I post the same video content in both English and Italian . Has anyone experienced issues with platforms like TikTok flagging this as "unoriginal content" or spam? Or is it safe to target different language audiences with the same exact video?

Any advice or resources would be incredibly good.

reddit.com
u/RisingRealms — 2 days ago