

Hi everyone,
I’m a solo developer working on BROKEN SOUL : Boss Rush, a 2D soulslike boss rush game focused on pattern reading, dodging, parrying, and boss fights.
I recently opened the Steam page and uploaded a playable demo. I’m now trying to understand how to improve the marketing side before Steam Next Fest and full release.
Here’s the current situation:
- Steam page has been live for about a week
- Current wishlist count is still very low
- I tested a small YouTube ad campaign with a budget under $40
- The ad generated traffic, but almost no wishlist conversion
- Most of the traffic seemed to come from mobile users
- The demo is now available, so I want to retest the funnel properly
My current guess is that I may have a few problems at the same time:
- The traffic source may not be well-targeted enough
- Mobile traffic may not convert well for a Steam PC game
- The Steam page may not communicate the hook clearly enough
- The trailer/screenshots may need to show the core combat faster
- The demo should probably become the main call-to-action instead of just the store page
The game’s hook is:
A 2D soulslike boss rush where players read boss patterns, dodge/parry at the right timing, and survive through repeated attempts rather than grinding.
For people who have marketed Steam demos before:
- Would you focus first on improving the Steam page?
- Retargeting ads toward desktop users?
- Reworking the trailer and capsule art?
- Pushing the demo through Reddit/Discord/streamers instead of paid ads?
- Waiting until Steam Next Fest before spending more money?
I’m mainly looking for feedback on what part of the funnel I should fix first.
If helpful, I can share the Steam page in the comments for context.
Thanks in advance for any advice.