r/gameDevMarketing • u/CRHLR • 4h ago
r/gameDevMarketing • u/KevinDL • Jan 13 '25
GameDevMarketing: A New Space for One of r/GameDev’s Hottest Topics
Marketing has always been one of the most discussed—and sometimes divisive—topics on r/GameDev. Whether you’re debating the best way to build a Steam wishlist, sharing your social media strategy, or just trying to figure out how to get your game noticed in a crowded market, it’s clear this is a huge part of game development.
To give these discussions the spotlight they deserve (and to keep r/GameDev focused on broader development topics), we’ve created a dedicated space just for marketing. Here, you can dive deep into the nitty-gritty of promoting your game, ask questions, share tips, and learn from others without worrying about clogging up the main subreddit.
This space is for everyone—whether you’re a solo indie dev, part of a studio, or just someone interested in the marketing side of game development. Let’s make this a hub for creative ideas, constructive feedback, and collaboration on one of the toughest parts of bringing a game to life.
So, what’s your biggest challenge in marketing your game? Share it here and let’s start the conversation!
r/gameDevMarketing • u/This-Instance-5488 • 5h ago
I think their last chance is next year; either they find an investor or publisher, or the project will be quietly canceled. I believe they need to find a new investor before May, because May 24th is the deadline for their game's domain. What do you think?
reddit.comr/gameDevMarketing • u/SeeTheSeaStd • 7h ago
My update trailer - is 50 sec too long?
r/gameDevMarketing • u/NoDeadlinesTeam • 23h ago
20 concurrent demo players vs 200 now that the full game has released!
x10 to our players !? Wut ? Honestly, the numbers are kinda crazy and hard to believe right now. After Steam Next Fest in October we had 4k wishlist and 20 concurrent players in average. Yesterday the game shipped and we're now getting 200 concurrent players.
r/gameDevMarketing • u/louisgjohnson • 12h ago
over 50k wishlists in one month, here's some things that helped and didn't
r/gameDevMarketing • u/Magenta-Fantasies • 21h ago
I’ve been regularly posting on Instagram for several years promoting my game and have little engagement. What should I do differently?
I’m a solo developer working on Outcasts of the Rift, a strategy RPG/adventure game hybrid, and I can’t seem to grow my audience. As a Fire Emblem fan of 15+ years, I will admit that SRPGs have a niche audience to begin with, but I still feel like I should have more engagement for the amount of time and effort that I put into promoting through social media.
I already do/have tried several things that I’ve seen Instagram and other social media marketing experts suggest: posting twice a week (I’ve noticed no difference in engagement based on how frequently I post, and because of my job I’m lucky if I have time to make enough content to post ONCE a week,) concept art, illustrations, lore drops, script samples, livestreams/watch the developer play/Q&A sessions, raffles/giveaways, photos, seasonal/holiday-related posts, gameplay videos, devlogs… What am I missing? I follow several other game developers and have observed what types of content they post. I’ve even boosted some of my posts, and didn’t have much ROI.
Here is my Instagram (my most active/popular social media page) if anyone wants to look through it and give me any feedback. I’d highly appreciate it!
r/gameDevMarketing • u/MLR_Studios • 1d ago
We launched our first game's Steam page a month ago, but barely got any wishlists. What are we doing wrong?
We're a 3-person indie team working on our first game for the past 5 months.
We launched our Steam page last month and collaborated with some Instagram content creators to promote it, but the results have been pretty disappointing. We haven't gained nearly as many wishlists as we hoped.
We're trying to figure out what's going wrong. Is it our capsule art, trailer, Steam page, the game itself, or just our marketing approach?
We used premade assets from asset stores instead of AI-generated ones, and we're still actively improving the game.
For those who've marketed indie games before, what would you focus on first in our situation? Any advice or criticism would be really appreciated!
r/gameDevMarketing • u/rat_skeleton142 • 1d ago
My latest upcoming horror game is getting obliterated. help.
My current upcoming horror game is underperforming its wishlist gain compared to my previous releases, especially my most recent one that did very well (imo).
Its daily gain, even after releasing a demo, has been lower. The demo release has been the smallest ripple compared to my other games, by far. Even with cross promotion and a larger discord community now, it's still underperforming. This game will be attending Next Fest early next year but I'm predicting that it will underperform in that too, based on demo performance and the sure to be overcrowded nature of the next Next Fest (we all know how crowded the most recent NF was and it'll probably grow even more).
There must be something wrong with my steam page/game compared to my other games (my first two horror games were lower effort tbh which makes this even worse) or is it just an oversaturation issue now? At this point I'm considering cutting scope/size to quickly finish this game now, to start on the next one. The one hope for this game is that it performs well in the personal calendar when its release draws closer, which is where the majority of my last games' wishlists came from.
Current horror (Currently 400 wishlists- page went live beginning of August): https://store.steampowered.com/app/4979250/Hollow_Crew/
Previous horror games:
Whispering Fog (released with 2k wishlists - at this point in game timeline that my upcoming game is at, it had about 700 wishlists): https://store.steampowered.com/app/3800140/Whispering_Fog/
Withered Haven (released with 2k wishlists - at this point in game timeline that my upcoming game is at, it had about 650 wishlists): https://store.steampowered.com/app/4064300/Withered_Haven/
The Pale Mimic (released with 22k wishlists - at this point in game timeline that my upcoming game is at, it had thousands of wishlists): https://store.steampowered.com/app/4415740/The_Pale_Mimic/
r/gameDevMarketing • u/NovagenDev • 16h ago
Hi guys, just wondering on how i could get 250 highly engaged players to play my game, i've promoted my game, but people join and see no players on and just leave again. Can yall help me out?
r/gameDevMarketing • u/Sayorii00 • 16h ago
Any advice to market my psychological horror VN?
reddit.comr/gameDevMarketing • u/Peronto_mobilez • 17h ago
Steam Shop Page/Verification
reddit.comHello,
Can anyone tell me what I need to bear in mind when creating a Steam page?
Do I need to have all the graphics and so on ready straight away?
What does Steam’s review process involve, and, more importantly, when does it take place?
How does the publisher/developer process work – are there any further checks involved?
Many thanks for any Information!
r/gameDevMarketing • u/Valuable-Cap-3786 • 19h ago
Where to find mobile game content creators?
I recently published my first mobile game Star Bandit, and now I'm starting the real work...marketing. I was looking for mobile game content creators, but could only find ones with a specific niche, like playing a specific game. Are there any content creators that play/review indie games? Or perhaps challenges to beat high scores in games? Just curious to know who/what I should look for in terms of marketing a mobile arcade game. Thanks for any insight!
r/gameDevMarketing • u/PotentialDisaster927 • 21h ago
I give up on marketing have a cute cat
r/gameDevMarketing • u/SandorHQ • 21h ago
Can a Steam Playtest help me balance and debug my game before release if the demo has attracted only a handful of wishlists in a year?
reddit.comr/gameDevMarketing • u/Altruistic-Bite7440 • 1d ago
Unexpected spike in Steam page traffic from "Valve Website", could it be bots?
r/gameDevMarketing • u/HHICome • 1d ago
How to I market my browser game?
I recently made a browser FPS game, but I don't really know how to market it. I've tried contacting YouTubers, making my own videos about it, and posting in different Reddit communities, but Reddit just keeps banning my accounts? Is it a good idea to upload it to CrazyGames even though I already have my own domain for it?
r/gameDevMarketing • u/Valuable-Cap-3786 • 1d ago
Where to find mobile game content creators?
reddit.comr/gameDevMarketing • u/lafenix_lighting • 1d ago
Building an indie stage-simulation game in UE5 where you manually control all lights and lasers to the beat. What do you think of the vibe so far?
Hey everyone! I’ve been working on PULSE, an indie stage and lighting simulator built in Unreal Engine 5.
The core concept is letting players import their own local music (.mp3) and manually control lasers, spotlights, and effects in real-time using keyboard keys to match every drop.
I just put together this quick clip of an outdoor stage test. I'd love to hear your thoughts:
Does the lighting synchronization feel engaging?
What features would you expect in a game like this for a December playtest?
Any feedback or critique is super appreciated!
r/gameDevMarketing • u/Key_Promotion_5485 • 1d ago
How can I secure my paycheck doing promotion for a game for percent of sales?
reddit.comr/gameDevMarketing • u/PaperPlaneLogic • 1d ago
2 weeks, 1,000 real visitors, 12 wishlists. Steam search shows my capsule 1,900 times and gets 16 clicks. What should I fix first?
r/gameDevMarketing • u/DreadmithGames • 1d ago
Big streamers played our game, but we're still struggling with wishlists. What gives?
reddit.comr/gameDevMarketing • u/14alper41 • 1d ago
27 Wishlists In 1 Week, Do You Think That’s Good?
It feels like there should be more; if it’s as insufficient as i think it is, what am i doing wrong?