
Think your game is "too weird" to be marketable?
...If so, you're not alone. At least once a week I see people on here, and in most of the other game dev subs, stressing out about whether their game is too weird or niche or esoteric to be marketable. And, well, there's a game that's genuinely impossible to market that was pretty damn successful that you can use as a case study.
Cultist Simulator is a cult classic that got about 160k wishlists on Steam, sold about twice as much, and made enough to support the devs making two more games. On top of that, it's a critical darling and has a small but very passionate fandom.
Cultist Simulator is a game that is very difficult to describe without spoiling it. It's in the same genre as Stacklands (though Cultsim came first) and these days we'd probably call it a metroidbrainia; it's like if a game of solitaire made sweet, sweet love to HP Lovecraft. It's a cult management sim with a heavy narrative component. It's very heavy on reading and figuring things out with zero handholding. It's a roguelike with almost no meta progression. The less you know about it going in, the better.
Oh, and did I mention there's next to no visually interesting gameplay? Most of the game is sorting cards on a virtual table. CultSim is un-TikTokable. By most modern advice, it's unmarketable.
But its steam page gets around all these issues with incredible grace. First, there's the blurb:
"Seize forbidden treasures. Summon alien gods. Feed on your disciples. Cultist Simulator is a game of apocalypse and yearning. Play as a seeker after unholy mysteries, in a 1920s-themed setting of hidden gods and secret histories."
The "[Verb] [evocative noun]. [Verb] [evocative noun]. [Verb] [evocative noun]." template for a short description is so good I genuinely wonder why more people don't use it. It immediately establishes what you'll be doing narratively (and to an extent, mechanically) in the game, that this is a horror game with some disturbing content, and that there is more to this game than is immediately apparent from the gameplay.
The capsule art is also quite good. It's made by the game's artist; it evokes the art style and vibe of the game, but is more detailed and eye-catching than any individual card. It's beautiful, horrifying, and immediately conveys the themes of the game without any spoilers.
After that, you have the long description. It first advertises, "this is a game with zero handholding". This filters out players who would not enjoy the game at all and entices the target audience to read more. Then you get the hook- this is a narrative, Choices Matter card game about pursuing unholy mysteries and messed up appetites, while managing a cult.
You then get a bullet-pointed list of the game's key features that manages to tell you everything about what this game is thematically, while spoiling nothing. It tells you how long the game is, gives a bit more detail about the mechanics, and shows off a bit more of the art. It ends on a few incredibly evocative lines that make you curious for more. If you're the kind of person who would like this game, you'll want to play the game just to figure out what the Crucible Soul and the Dawn are.
Now, Weather Factory has some advantages that you probably don't. This was the team's first game, but they're industry veterans and had worked on another beloved cult classic. Their writer is very, very good, one of the best in the industry, and evocative, haunting, punchy descriptions are kind of his specialty. And, you know, the game's been out for a decade and got showered in praise, so they lead with that these days.
But if you've got a game with a hook you can sum up in one sentence, or a game with visually interesting gameplay, you're already way more marketable than CultSim. You've just got to figure out how to translate that into something other folks can understand- and using CultSim's steam page as a template might help you do just that.
(PS: mods, I'm in no way affiliated with Weather Factory, this is not an ad, stealth or otherwise, I just saw Yet Another "My Game Is Too Weird" Post and was cranky enough to pull the trigger.)