r/gamemarketing

▲ 139 r/gamemarketing+47 crossposts

We just released a new trailer for our retro shop sim!

Hi friends! What do you think?

Shop Crush is a mysterious shop simulator with psychological horror elements, set in the early 2000s.

In this hybrid visual novel, you run a small thrift shop, get to know your customers, figure out what they really want, and decide what to put in front of them. Every customer has their own personality, preferences, and hidden motives - and it’s up to you to figure them out.

Behind each customer is a small psychological mystery waiting to be uncovered. Read their behavior, make the right calls, and balance profit against customer trust as you try to keep the shop running for one more day.

u/badfantasyrx — 4 days ago
▲ 449 r/gamemarketing+4 crossposts

A desktop pet... Turret? Still early in development, looking for feedback/ideas.

I started this project about a week ago, and its my first attempt at a transparent desktop game. Trying to do something a bit different, so instead of cute pets its just a zombie massacre at the bottom of your monitor.

I have got a few ideas of my own, like shooting based on key presses, or maybe a typing speed mini-game. But I wanted some fresh eyes to get some feedback on its current state, new ideas, or anything that I might've missed.

I have a very basic test build as well, with a debug menu that I'll be linking below:

https://tornadosike.itch.io/pet-turret/download/dGzx0p8EEKxssWKsho22CCb2HscbtKOmhU6oqxuS

u/shubhu-iron — 10 days ago
▲ 3 r/gamemarketing+3 crossposts

I'm building a Rusty Lake inspired surreal puzzle game set in a desert hot spring resort. What do you think? [demo available]

Hi, everyone! I'm a solo developer working on a surreal eerie puzzle game inspired by Rusty Lake. Checkout the Steam page and the demo (also on itch.io) if you are interested.

Rattle Spring is a surreal, eerie, point-and-click puzzle game inspired by Rusty Lake. When your cousin vanishes from her family’s desert health resort, you must adventure into unsettling spaces, cryptic characters, and generational trauma to solve the interconnected puzzles and uncover the truth.

store.steampowered.com
u/OddGingerGames — 7 days ago

Our playable demo is out. What should we focus on before bringing Eternal Eclipse to Steam?

The first public demo of our indie game Eternal Eclipse is live today.

It’s a 2D dark fantasy creature-catching RPG that combines:

  • Creature collecting and battling
  • Dungeon exploration
  • Dungeon bosses
  • Farming
  • Crafting
  • Creature breeding and daycare
  • Creature management

The demo is free to play on itch.io:

Eternal Eclipse Demo

Our next major goal is bringing the full game to Steam.

We’re trying to figure out the best way to approach the next stage, including building Steam wishlists, creating the Steam page, marketing the demo, finding playtesters, and preparing for the full release.

If you’ve taken an indie game from an itch.io demo toward Steam, what would you prioritize first?

u/BudClips — 9 days ago

Sometimes the marketing is not the problem with your wishlist count.

I had two realizations this week :

  • Marketing cannot rescue a game that fundamentally does not appeal to people.
  • Good polish is often almost invisible.

I sometimes see posts from developers saying their game is not getting traction, even after they changed the trailer, rewrote the description, updated the screenshots, tried different tags, posted on Reddit, ran ads, and basically touched every marketing lever they could find. Then I look at the game and sometimes the real problem is immediately obvious: the art is inconsistent (or made by AI), the UI looks unfinished, the animations are rough, or the game simply does not have a strong visual hook. Marketing can expose a good game to more people, but it cannot manufacture demand for something people do not find appealing. I had a similar realization about polish after spending around six hours tweaking a single defeat screen. I was adjusting music timing, fade-ins, fade-outs, animation timing, and probably a dozen tiny variables. Before the changes, I showed it to someone and they immediately said it looked shabby. After the changes, I showed it to someone else and their reaction was basically, "Okay, it's a defeat screen. What do you want me to say?" At first that sounds disappointing, but I think that is actually what good polish looks like. Bad polish makes you stare at the feature because something feels wrong. Good polish lets you ignore it and stay focused on the game.

So I think the takeaway is pretty simple: polish your game before you worry about showing it to more people. Marketing is an amplifier. If the game looks great, more exposure gives more people the chance to discover something good. If the game looks unfinished, more exposure just means you are paying, posting, and hustling to make a larger number of people notice that it looks unfinished. Polish usually will not give you some dramatic "wow" reaction either. Most of the time, it just removes the reasons someone might immediately write your game off. Get the game to the point where people can stop noticing the rough edges, then worry about putting it in front of a million people.

Oh and please, be concise inside your game. People don't have time to read your novels. When you increase damage by 10%,

  • Don't say: "Additive Damage Augmentation I Increases all outgoing damage dealt by the player by 10%, applying the bonus as a separate final damage modifier rather than adding it to existing additive damage bonuses, thereby ensuring that the resulting damage increase remains proportionally consistent regardless of previously acquired damage-enhancing effects. This effect was inspired by my wife's boyfriend."
  • Instead say: +10% DMG
reddit.com
u/MildlyConcernedMan91 — 9 days ago

I missed the Steam Next Fest deadline, asked anyway, and my game got in

I almost didn't send the message because I thought I already knew the answer.

I'm Alex, the solo developer of Wildixir, a fantasy survivor roguelite. Most of my work on it happens in the evenings and on weekends. My demo was only ready in late September, sometime in the twenties. The official registration deadline for October's Steam Next Fest was August 31, 2026, at 11:59pm PDT, so I was already several weeks late.

To be clear, the demo didn't have to be ready by August 31: that was the registration deadline. Valve requires a publicly playable demo by the start of the festival. I had missed registration, not a requirement to release the demo in August.

I really wanted the game to be part of it. With a November 4 release planned, this felt like an important chance to put the demo in front of players before launch. I'd put so much of myself into the project that I decided to at least ask.

So I wrote to Valve explaining my situation, that the demo was available, and why participating in this edition mattered to me. An appeal, for lack of a better word. I knew I was late and that they could simply say no.

They sent me an invitation. I've now completed registration, and Wildixir is taking part in Steam Next Fest on October 19–26. That was a very good email to open :)

I wouldn't plan around getting an exception or assume this will work for everyone. Next time I'm putting the registration deadline in my calendar much earlier. But I'm glad I sent that one honest message instead of ruling myself out.

Now the challenge is making the most of the time left: polishing the demo, listening to feedback, and helping people find it.

For developers who've done Next Fest before: what would you prioritize in the final two weeks, and what turned out to be less useful than you expected?

reddit.com
u/Alexframe_ — 10 days ago

I made a game about UK politics- in one day I've been banned, called a liar, accused of using ai and been told i'm gross. Its not going well.

In one day I've been kicked out of politics groups and despite being a female dev have had my post deleted from a female gamer group after the responses from their community got a lil spicy.

I don't think I've made a bad game, in fact its a genuine commentary on the state of our country and I've loved creating it over the past year.

I'm still looking for feedback and and am still working on it, and I've finally got my Steam page up.

Would appreciate any advice on getting this to market and navigating communities as its clearly not my forte 🙏

u/Jazzlike_Run2338 — 10 days ago
▲ 55 r/gamemarketing+1 crossposts

Looking for feedback on the Steam page, great traffic and click-through but low conversion.

We released our second game last week.
Feedback on the game is great, we get good traffic and and great click-through rate. (for our scale of studio, we are a very small indie studio).

But we get fairly low conversion, so I thought I'd ask some feedback on the page!

https://store.steampowered.com/app/3264960/Cardburners/

Thank you!

u/GrosChevaux — 12 days ago

Game in closed playtest - When to contact content creators ?

Hello

my game is in closed playtest with not a lot of testers, but that's not the point here :)

I'm planning to contact some content creators on YT/Twitch and I'm wondering when is the best moment to do so : now while in playtest ? Or later, once the game is out.

I expect the game to be out next month (around 15th of November) if it matters...

reddit.com
u/Pix4Geeks — 10 days ago

I’m trying to grow my game’s wishlists, and honestly, I could use some marketing advice

Hey everyone!

I’m a solo indie developer working on Packsmith, a spatial-puzzle roguelike where you play as a medieval merchant. Customers come in with orders, and you have to pack their requested items into their inventories as efficiently as possible, kind of like a mix of inventory management and Tetris.

The game is still in development, and I’ve been trying to improve it week by week. My current plan is to release a small update or patch every week with new content, mechanics, balance changes, or general improvements.

The game already has a free playable demo on itch.io, and the Steam page is live as well

Steam: Packsmith on Steam

Demo: Packsmith by LuquitasDev

So far, I’ve mostly been trying to share the game across different communities and social media, but honestly, getting people to actually play the game and turn that into wishlists has been harder than I expected.

What has actually worked for you when marketing your game and getting wishlists?

I’m especially interested in things that worked for small/solo indie games without a huge budget. Social media, Reddit, TikTok, demos, festivals, influencers, Steam events, anything really.

I’d love to hear what worked for you, and what you wish you had started doing earlier!

reddit.com
u/Top_Investment_1708 — 9 days ago
▲ 4 r/gamemarketing+1 crossposts

Just launched my new platform fighter. Tell me what you guys think!

Hey everyone, I’m working on Galactic Mayhem, a 2D platform fighter with aliens, weapon pickups, and some pretty chaotic stage events.

The trailer shows a few of them: giant walkers, a Kraken, and a space yeti that can grab you mid-fight. I like the idea of players having to deal with each other while something else throws the match sideways.

There’s melee and ranged combat, up to four players locally, and LAN/direct-connect play.

Galactic Mayhem Trailer

Curious what you think, especially about the stage events. Do these kinds of interruptions look fun to you, or do you prefer the arena to stay out of the fight?

If you want to take a look, here’s the Steam page

https://store.steampowered.com/app/5121060/Galactic_Mayhem/

u/drunkdogpeeing — 10 days ago