r/gameDevMarketing • • Jan 13 '25

GameDevMarketing: A New Space for One of r/GameDev’s Hottest Topics

31 Upvotes

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 • • 6h ago

Drawing gamekey cards to give out my little game Mini Chess. What are some other things you guys did to promote your game physically?

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2 Upvotes

Going to give away my little game to random people and as the game is handdrawn I also wanted the actual gamekeys to be handdrawn.

What did you do for your game to market it physicially?


r/gameDevMarketing • • 11h ago

My life time revenue

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5 Upvotes

This is my life time revenue for both of my indie games

Aethers_Echo_Yazids_Paradox Rungeon Tails

It look small revenue compared to other indie games

But I'm still proud of making good and enjoyable games and i have talent and passion for keep going


r/gameDevMarketing • • 3h ago

How to market a nerdy dark Pixel Art Game?

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1 Upvotes

r/gameDevMarketing • • 1d ago

650 wishlists in ~two weeks, I hope I never wake up from this dream!

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36 Upvotes

Just two weeks ago, I launched the Steam page for Over Human, a game I've been developing entirely on my own, alongside my full-time job.

For those unfamiliar with it, Over Human is a first-person sci-fi adventure set in a snowy world where drones can manipulate the weather, and you have no weapons to fight back.

I recently updated my Steam page, adding GIFs, improving the capsule art, highlighting some of the game's most important mechanics, and localizing the page into multiple languages.

And now, knowing that hundreds of people have seen my little project and decided to add it to their wishlists… that genuinely means the world to me. It's hard to put that feeling into words.

The demo is coming in November, and I'm working hard to make it something people will genuinely enjoy.

This is the Steam Page if you want to know more about my game: https://store.steampowered.com/app/5237810/Over_Human/

Thank you for helping bring my dream to life. <3
Francesco


r/gameDevMarketing • • 7h ago

YouTuber offering developers game promotion through LIVE play(test)/gameplay with a voiceover (detailed feedback)! 🌸

1 Upvotes

I’m a YouTuber with lots of experience in playtesting and/or reviewing games live on my channel for developers. I conduct live sessions on my YouTube channel where I play their games with an audience. During these sessions, I say my thoughts out loud and provide detailed feedback to the developers while also allowing them to observe the viewers’ reactions in real-time through chat as well. I’ve recently had several successful sessions with developers in chat while playing their games live on my channel. These sessions were both long and productive.

To keep the audience engaged during these long live sessions, I host giveaways live. Feel free to check out my channel’s Live sessions, where I have all the video recordings available. This will give you a better understanding of my style. I don’t expect a lot in return, perhaps a gift card or two for my time, depending on our agreement and the length of the session. I’m open to all offers and do my best to ensure that your game reaches a wider audience.

Here are some of my recorded Live Sessions:

https://www.youtube.com/live/-zoYKiYCgEQ?is=ujqqMqWG5StC53Mo

https://www.youtube.com/live/zug_Pt1_pgM?is=4qftl-kfUW-zyszs

https://www.youtube.com/live/RWA0wQIogmw?is=ySiNklqetsuArrna

https://www.youtube.com/live/ts4W62nYHEo?is=mT8_R5puye89AMU-


r/gameDevMarketing • • 12h ago

We rebuilt our trailer around a story instead of a feature list. Do the first 25 seconds work ?

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2 Upvotes

We rebuilt our trailer around a story instead of a feature list. Do the first 25 seconds work?

Our first trailer opened on thirty seconds of combat, and the same question kept coming back: what do I actually do in this game? For a card game that's the whole pitch, and a confused viewer doesn't wishlist.

So we rebuilt the cut around a story. A grey kingdom that lost its colours, a portal, the bright world on the other side. Then one fight, slow enough to read: hover a card, place it, watch it strike. Then the town getting its colours back.

A marketing question for you. Do the first 25 seconds explain the game, or is the story eating time the gameplay should have? Would you open on combat instead?

Steam link in the first comment, demo at the end of October.


r/gameDevMarketing • • 20h ago

Updated my game's page Capsules, is the result good?

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5 Upvotes

Hey!

I just updated my game's capsules on Steam and need some feedback!

They were both made by me and did not use AI to generate anything under any circumstances.

If you managed to see the game's page, I need to mention that the game is not finished yet and is totally different from what is shown on the game's page.

Dungeon Trader's page

Thank you!


r/gameDevMarketing • • 22h ago

How did you handle your Steam capsule art? Did you hire a designer, work with your game's artist, or do it yourself?

6 Upvotes

Hey everyone!

I'm an indie developer currently working on my next game, a supernatural romance visual novel.

I've already released a game on Steam before, and for that one I handled everything, including the capsule design myself. I think it turned out pretty well, but for my next project I'd really like to take things a step further and make the Steam presentation as professional and visually appealing as possible. First time i was solo developing, now i'm building a small team.

I'm already working with an illustrator who's handling the character art and other illustrations for the game, so ideally I'd like the Steam capsule artwork to come from him as well, to keep everything visually consistent.

What I'm less sure about is the actual design and marketing side of things. Having a beautiful illustration is one thing, but turning it into an effective Steam capsule, with the right composition, typography, colors, and visual hierarchy, seems like a different skill altogether.

So I'm curious how other developers approached this:

  • Did your game's artist also design the final Steam capsules, or did you hire a separate graphic designer?
  • If you handled the graphic design yourself, how did you decide what would look appealing and actually attract clicks?
  • For those who hired someone specifically for capsule design, was it worth the investment?
  • Is there anything you wish you'd known before starting the process?

This is still a little way off for my current project, so I'm not looking to hire anyone right now. I'd just like to understand the process better and plan things properly instead of improvising when the time comes.

I'd especially love to hear from developers who've already gone through this with their own Steam releases.

Thanks!


r/gameDevMarketing • • 15h ago

Prototype Trailer 0.3.1 - Looking for feedback!

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1 Upvotes

I know there's no music or a call-to-action, etc. I just want to see what people think about this trailer before I continue polishing it. Any and all feedback is greatly appreciated!


r/gameDevMarketing • • 16h ago

Chalk Down Trailer and Shorts

1 Upvotes

I'm developing a co-op game for Steam, but I have no idea how to make a trailer or YouTube Shorts to promote it and hopefully build some traction over time.

Does anyone have good tips on how to get started, or would anyone like to help?


r/gameDevMarketing • • 16h ago

We're hosting a free, open-theme game jam this November! (2D & 3D)

1 Upvotes

Hey devs!

We're Vedant Game Studios, a small indie studio, and we're organizing our first game jam!

It runs from November 1–11, and there's no fixed theme. You can make any kind of game, use any engine, and participate solo or with a team.

We'll have separate rankings for 2D and 3D games, with certificates, recognition, and promotional support for the winners.

No entry fees or cash prizes. We're mainly doing this to bring indie developers together, discover interesting projects, and help smaller creators get noticed.

If you're interested, here's the jam page:

https://itch.io/jam/vedantopengamejam2026

Would love to have some of you join! 🎮


r/gameDevMarketing • • 22h ago

Devlog (or marketing log) Part 8

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4 Upvotes

My game, Face the Puzzle: Masked Journey, will be in Steam Next Fest in a few days.

Oct 10 - 15, 2026.

Wishlists: 99

After 5 short posted on Tiktok, youtube shorts, Reels, there's almost no change in wishlists.

In Reels, views around 100. Youtube shorts around 200. Tiktok 0, still don't know why. I think I don't care for now.

Made 10 new shorts, scheduled publish in next few days. Not reels, still don't know how to do it. Anyway I'll post one once I've got a mood.

Apart from that, I did almost nothing in past 5 days. Maybe I replied to some X posts? But they are almost all solo dev's post, and we are playing with ourselves.

Today let's talk about motivation. At this stage, I am not really motivated. I woke up in the morning, and work on some small polish (which I don't think really matter at all). Don't want to talk to people, in real life or online. I think that is an issue for me as a person, not as a dev. That's life, there's always something we cannot control.

Sending some emails to content creators, but not a lot of response. Sending keys via steam curator connect, not really working. Short videos, well not for now. I'll keep working on shorts. Now I will have 15 shorts, let's see.

What else can I do?

I will be happy when I see 100 wishlists.

I'll stop the "marketing" part for today.


r/gameDevMarketing • • 16h ago

Positioning on Steam: what does your game get compared to?

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1 Upvotes

Positioning is one of the most vital parts in Marketing!


r/gameDevMarketing • • 22h ago

My 2D psychological horror puzzle game is officially OUT!

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2 Upvotes

Hi everyone!

My first game is now available on Steam! It has been an amazing journey. Thank you to everyone who helped me through the final stretch. It would've been a lot harder without the indie dev community!

Henry Grudge reappeared after seven years of being kidnapped. He, however, seems to be completely different compared to his old self. There are people who doubt his identity, claim that the real Henry must have died. The person in the mirror is covered in blood and doesn't remember anything about his past. Who is he?

Key Features:

  • Escape Room Experience & A Grim Psychological Mystery: Explore the room to uncover the disturbing truth behind Henry’s disappearance and his fractured memories.
  • Classic Point & Click Mechanics: Search for hidden objects, manage your inventory, and piece together cryptic clues to progress.
  • Mind-Bending Puzzles: Challenge yourself with non-linear logic riddles inspired by the best atmospheric puzzle games.

Steam Page https://store.steampowered.com/app/4928910/WhoIsHe/


r/gameDevMarketing • • 18h ago

We are starting to show our test sessions to try and see if bugs and funny bits is better than the final edited results.

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1 Upvotes

We took a lot of time just planning perfect shots to promote our games and it did not work. :(
So, we decided to try and show to bugs and funny bits that we are working on for Bunny Flags.

Any feedback on how to create awareness without being over the top showcasing projects, it would be amazing.


r/gameDevMarketing • • 20h ago

Which trailer works better for my roguelike memory game? (Neuroflip)

1 Upvotes

Hey everyone! I’m releasing my first game, Neuroflip, a roguelike memory card game. Here’s the Steam page: https://store.steampowered.com/app/5372430/Neuroflip/

I made two trailers and can’t decide which one to use as the main one. One is just smooth gameplay with no explanation, the other explains the game more clearly. I think the second one helps people get the idea right away, but I’m not sure if the first one hooks people better.

After watching, could you tell what the game is about? Which one would make you wishlist it?


r/gameDevMarketing • • 1d ago

Wishlists after one Month:

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5 Upvotes

I started one Month ago, and currently the only things I did were just post in Reddits about my game. In the future, I want to write to multiple YouTubes if they want to play my game, but for that to happen, I want to further polish it :)

Thanks to all of you supporting me!

Also, if you have other marketing tips for me, let’s hear them. This is my first game, and everything is new to me.


r/gameDevMarketing • • 22h ago

Do not let TikTok take your money

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1 Upvotes

r/gameDevMarketing • • 22h ago

We ran a Jestr campaign for our puzzle escape room game. So far, we've got ~1600 wishlists and counting

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1 Upvotes

r/gameDevMarketing • • 22h ago

Demo out, playtime looks great, yet wishlists are not coming

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1 Upvotes

Hello !

We released our demo 1 week ago, we only got great feedback and the playtime from the players looks really good, and yet the wishlists are very are to get.

I tried everything marketing wise, posts on reddit, shorts format, posts on X, bluesky etc

I emailed a lot of content creators to try to get people to play our demo.

Honestly I'm out of ideas, the only thing I can think of is to redo the trailer that is a bit outdated but I doubt it will make any difference.

Any advice for our game ? Thanks !


r/gameDevMarketing • • 22h ago

Steam prefers to show an empty calendar.

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1 Upvotes

r/gameDevMarketing • • 23h ago

I need some advice what should I do next?

0 Upvotes

🖥️ The Protagonist & Core Concept

You play as a retro 2000s-style desktop PC with two wireless mice for feet, a PC tower for a torso, and a CRT monitor for a head. To power up, instead of standard RPG armor, you purchase and equip actual PC hardware components like VGAs, RAM, SSDs, HDDs, power supplies, and cooling systems. My goal is to build a fun, satisfying, and punchy combat system.

🎮 Current Key Features & Mechanics

  • Dynamic Gameplay & Destructible Environments: Features a procedural/random map generation system (which I’m continuously refining with each update) alongside fully destructible environmental elements.
  • Telekinesis & Object Physics: Inspired by Control, players can use telekinesis to grab, throw, and manipulate environmental objects in battle.
  • Combat System: Power Wattage & Thermal Management:
    • There’s no standard "Mana" or "Energy" you run on Power Wattage (Watts).
    • Every skill cast and dash consumes electrical power and generates heat. If your cooling system isn't up to par, your PC will Overheat!
    • When Overheated: Your active skills and dash are temporary locked.
    • The Trade-off: However, your basic melee attacks absorb that heat resonance, granting maximum heat-infused damage and explosive critical hits!
    • There is no single "best" build: Do you run a top-tier cooler to spam abilities endlessly, or do you intentionally "overclock" your build to turn into a scorching melee powerhouse? The choice is entirely yours.
  • Enemy Taming System: Capture and recruit defeated enemies to fight alongside you as battle pets.
  • Narrative & Choices: Building a choice-driven dialogue system (inspired by Baldur's Gate 3) where your choices impact the story and unlock unique gameplay challenges.

r/gameDevMarketing • • 1d ago

New discord for gamedevs creating short-form content

0 Upvotes

This server has one mission only: Help each other create the best short form content for marketing our games.

You must post and share at least 1 clip a week to stay in the server. Otherwise you get kicked.

We will offer criticism to each other, share numbers and stats, study other peoples viral clips.

To join, you will have to submit a link to a recent short-form clip you posted about your game. You can do that here https://discord.gg/z5sGnywpc


r/gameDevMarketing • • 1d ago

Why is marketing so hard

1 Upvotes

So I made a game, put it on steam and that’s about as far as I got then realised I need to market it but it’s so hard, I made a x and just posted some videos and trailers but hardly anyone seen it, there’s also a ton of ‘wishlist Wednesday’ and another version for every day of the week, I was posting in them then realised it’s just all for their own engagements it seems.

I tried some Reddit ads which seemed a bit of a waste think I’ve spent £45 and got like 3 wishlists

Kinda stuck on what to do 🤷‍♂️ any advice from people in the same boat?