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How To Market A Game

Feel Confident marketing your game

zukalous

Killing the myths behind Steam’s visibility

Posted On September 4, 2023September 11, 2023 By zukalous

Steam has been rolling out a new presentation trying to dispel some more myths that people keep spouting about visibility, wishlists, sales, and “the algorithm.” They actually posted the new presentation slides here which you can read and download here.  I heard the presentation and I wanted to provide some Continue Reading

What is the Discovery Queue?

Posted On August 28, 2023January 1, 2024 By zukalous

How games get real visibility One of the negative side effects about my writing about amazing success is that developers who are just starting out can see games getting 100s of wishlists a day (that is not hyperbole) while they are stuck getting 1-3 per day. To a new developer Continue Reading

Estimating Early Access success

Posted On August 21, 2023August 21, 2023 By zukalous

A couple weeks ago I presented a very high level look at Early access. What I found was that for some games it was actually better to release in Early Access (and go full 1.0) that it was to just launch in full you can read the full analysis here. Continue Reading

Frequently asked questions about Steam Next Fest

Posted On August 16, 2023May 14, 2024 By zukalous

I just left a Zoom call for Valve’s 3-times-a-year pre-Next-Fest Q&A. It is a great service Valve does to support developers before before the big show (Next Fest starts in October 9th) and I would recommend you attend them if you can. I have been to just about every one Continue Reading

How to get wishlists using Twitter game aggregators

Posted On August 7, 2023August 7, 2023 By zukalous

So everyone knows the CanYouPetTheDog twitter account. However, from multiple developers, I have heard that getting tweeted by them doesn’t really move wishlist numbers (well not enough to justify the hours it takes to add the code and art assets necessary for a pet-able dog). However, recently, multiple developers have Continue Reading

Should you do Early Access?

Posted On July 27, 2023August 21, 2023 By zukalous

This post is Part 1 of my series of articles looking Early Access. To read part 2 all about Estimating EA success based on your EA launch numbers, click here. People always ask me, should I do Early Access? For first time developers, I almost always said no. Just release Continue Reading

Was 2022 a bad year for indies?

Posted On July 18, 2023July 18, 2023 By zukalous

In January of this year (2023) I did a little thought experiment: “how many games each year got at least 1000 reviews?” The Steam algorithm is basically a giant filter. When a game launches Steam looks at early sales and if it likes what it sees, the algorithm determines that Continue Reading

Where visibility comes from

Posted On July 10, 2023July 10, 2023 By zukalous

But first a word from the author This Thursday July 13th I am launching version 2.0 of my Wishlist & Visibility Master class. Here is a preview of the new class. The new version will launch at a deep discount. So you should definitely pick it up when it goes Continue Reading

How to market a multiplayer, the Battlebit Remastered story

Posted On July 3, 2023July 3, 2023 By zukalous

This is a story about how 3 developers managed to make a massively multiplayer online shooter that gained over 800,000 wishlists before launch resulting in over 87,323 simultaneous players. In the 2 weeks since they launched, they sold 1,800,000 UNITS.  This is one of those amazing successes for an indie Continue Reading

Marketing your Steam game before you have a Steam Page: The Tiny Glade story

Posted On June 12, 2023August 11, 2023 By zukalous

Tiny Glade In December of 2022, Anastasia Opara and Tomasz Stachowiak launched the Steam page for their beautiful castle building sandbox game Tiny Glade and earned 10,000 wishlists within 24 hours. Within 4 months, they earned even more and are now one of the top 50 wishlisted games on Steam Continue Reading

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