


Blue-eyed first-time solo dev: did zero marketing before launch. Here's what worked post-launch, and what I learned for next time
For context: this is my first shipped game, solo dev, and I just crossed 200 units sold and 273 wishlists on Steam. Small numbers, but the shape of how I got here might be useful to someone about to make the same mistakes I did.
I hit "Publish" the moment Steam allowed it. Up until then I'd been heads-down on the dev side only, zero marketing. I didn't have a demo until 4 weeks after launch. Before launch I'd collected maybe a handful of wishlists, nowhere close to hundreds.
So launch day was basically silence. No wishlist runway, no audience, no plan beyond "ship it."
What actually worked afterward:
- Posting to r/tetris. By a wide margin the best channel for this specific game. Most other subreddits I tried did poorly by comparison.
- Improving the trailer and store page. Still plenty of room left to improve both, but even the first pass made a visible difference.
- A small Discord community that formed on its own. Not big, but genuinely helpful, several bugs and balance issues got caught there before they became bigger problems.
I'm still committed to developing and polishing the game. Currently building an asymmetric multiplayer mode (attacker vs. defender), the biggest addition since launch.
The thing I keep telling myself: I think I got away with a lot of this because the game is niche. A Tetris roguelite hybrid isn't competing for attention the way a deckbuilder or a metroidvania is, so my marketing mistakes cost less than they would somewhere more contested. Not a strategy I'd recommend on purpose, more an honest read on why the damage wasn't worse.
What I'd actually do differently next time:
- Start building wishlists months out, not from zero.
- Have the demo ready at launch, not 4 weeks late.
- Post to the genre-specific sub (r/tetris here) early and often, it's clearly where the real audience lives.
Screenshots attached are today's Steamworks stats, for anyone curious what "small but real" looks like in numbers.
PS. Tetrogue is a Tetris roguelite: clearing lines damages the enemy you're battling across the board, with relics, gems, and a branching map layered on top https://store.steampowered.com/app/4871260/Tetrogue/