Went from 20 wishlists to 60 in a week after posting my trailer. Small numbers, big lesson.
▲ 24 r/gameDevPromotion+1 crossposts

Went from 20 wishlists to 60 in a week after posting my trailer. Small numbers, big lesson.

I know 60 wishlists is nothing compared to what some of you are pulling. But as a solo dev with zero marketing budget and no audience, tripling my wishlists in a week felt worth sharing.

I've been working on Dark Workshop Simulator, a first-person dark-fantasy shop sim built in Unity. Had the Steam page up for a while, sitting at around 20 wishlists.
Then I posted the trailer. That's it. No ad spend. No influencer outreach. Just the trailer on Steam and a few posts on social media.

Within a week: 43 new wishlist additions. Previous week was 3.
The takeaway for anyone sitting on a playable build without a trailer: just make one. It doesn't need to be cinematic. Mine is gameplay with text overlays and music. But it gives people something to actually react to instead of a description and two screenshots.

If you want to check it out: https://store.steampowered.com/app/4730290/Dark\_Workshop\_Simulator/

Happy to answer questions about the process. Still figuring most of this out honestly.

u/Tough-Bag-8494 — 12 hours ago
▲ 30 r/gameDevPromotion+1 crossposts

Thanks to everyone who helped me

Hey everyone,
A few weeks ago I posted here asking for advice about a publisher who reached out to me for my first Steam game. I got some really helpful responses, so I wanted to follow up.
After reviewing the contract, I decided to decline the offer and self-publish.
The exit terms were too one-sided: indefinite contract, expensive buyout clauses, and getting my own game back was nearly impossible if I ever wanted to leave. The deal looked good on the surface but the fine print told a different story.

So here I am, going solo. I just published the demo for my game Dark Workshop Simulator on Steam. I’m a solo developer and this is my first project.

If you’re curious, I’d love for you to check out the demo and let me know what you think. And if you like what you see, a wishlist would mean the world to me.
Thanks to everyone who helped me navigate that publisher decision. This community is solid.

https://store.steampowered.com/app/4730290/Dark_Workshop_Simulator/

u/Tough-Bag-8494 — 4 days ago
▲ 29 r/gamedev

Thanks to everyone who helped me!

Hey everyone,
A few weeks ago I posted here asking for advice about a publisher who reached out to me for my first Steam game. I got some really helpful responses, so I wanted to follow up.
After reviewing the contract, I decided to decline the offer and self-publish my work.
The exit terms were too one-sided: indefinite contract, expensive buyout clauses, and getting my own game back was nearly impossible if I ever wanted to leave. The deal looked good on the surface but the fine print told a different story.

So here I am, going solo. I just published the demo for my game Dark Workshop Simulator on Steam. I’m a solo developer and this is my first project. (can't post a link since it will break a rule)

If you’re curious, I’d love for you to check out the demo and let me know what you think. And if you like what you see, a wishlist would mean the world to me.
Thanks to everyone who helped me navigate that publisher decision. This community is solid.

reddit.com
u/Tough-Bag-8494 — 5 days ago

Please share your experience

Hey everyone,
I’m a solo indie dev working on my first Steam Game. A well-known publisher reached out to me offering a rev share deal: no upfront funding, just marketing support, QA testing, localization help, console ports, and access to their influencer/press network.
Sounds good on paper, but I’ve never worked with a publisher before and I want to make sure I’m not walking into anything blindly.
For those of you who’ve signed rev share deals with publishers:
• Was the support they provided actually worth giving up a cut of your revenue?
• Did they deliver on their marketing promises?
• Anything in the contract you wish you’d pushed back on?
• Any red flags I should watch out for?
I’m self-funded so I don’t need money from them, mainly interested in the marketing reach and publishing expertise. Just want to hear real experiences before I commit.

Thanks in advance!

reddit.com
u/Tough-Bag-8494 — 16 days ago
▲ 58 r/gamedev

Publisher reached out to me.

Hey everyone,
I’m a solo indie dev working on my first Steam Game. A well-known publisher reached out to me offering a rev share deal: no upfront funding, just marketing support, QA testing, localization help, console ports, and access to their influencer/press network.
Sounds good on paper, but I’ve never worked with a publisher before and I want to make sure I’m not walking into anything blindly.
For those of you who’ve signed rev share deals with publishers:
• Was the support they provided actually worth giving up a cut of your revenue?
• Did they deliver on their marketing promises?
• Anything in the contract you wish you’d pushed back on?
• Any red flags I should watch out for?
I’m self-funded so I don’t need money from them, mainly interested in the marketing reach and publishing expertise. Just want to hear real experiences before I commit.

Thanks in advance!

reddit.com
u/Tough-Bag-8494 — 16 days ago

Need help with my trailer

Hi everyone! I am finishing my game and now it is time to make a trailer, and I have no idea where to start. Do you just screen record a few minutes of the gameplay or do you cut the video into a fancy video with subtitles and audio effects? I am a first-time publisher so learning as I go.

Thanks everyone for suggestions and advice!

reddit.com
u/Tough-Bag-8494 — 28 days ago
▲ 31 r/IndieGameWishlist+3 crossposts

Steam page is ready and want to hear feedback! Demo soon!

Hello everyone! I recently had my page approved, and the game is almost ready (70-80%), so maybe I started the page a little bit late. I'd love to hear your feedback and, if it is not too much trouble, help with growing our wishlist!

Adding demo soon!

The game is a shop simulator set in a medieval dark magic world. You serve dark forces, react to exonomy, and build your workshop, decorating it and opening new rooms to explore!

store.steampowered.com
u/Tough-Bag-8494 — 12 hours ago