I have seen a number of marketing strategies lately where developers release their game free with the hope that they will get more visibility. In today’s blog I will explain to you some of the strategies and then warn you of the dangers of free and to persuade you against Continue Reading
Can you market a game with zero following?
Lately I have been seeing more and more first-time devs lament “How can I possibly market my game when I have 0 following! No social media, no youtube subscribers.” In today’s blog post, I am here to reassure you that a huge number of the games that do well come Continue Reading
Merchant 64: The importance of rapid release and sharing your work
Middle games are the opposite of your dream game, they are games that you make quickly but not poorly. The point of a middle game is not to become a millionaire but to get something public. They are more polished and complex than a game jam game, but much less Continue Reading
Crafty Buildy Strategy Simulation Buyers Guide
At the end of 2024 I wrote my definition of the meta-genre that Steam players really really like called Crafty-buildy-strategy-simulationy-games (read it here). The “crafty-buildy” genre dominates PC. It is mostly unique to the PC marketplace. However I find that many indie game devs have a more console-game-based cultural history. Continue Reading
Consider the Horse Game
Alright, I finally got a chance to write up my thoughts on HORSE GAMES! I have been teasing my thoughts on this sub-genre for a while and finally sat down with Alice Ruppert the writer and creator of The Mane Quest blog to ask her everything about horse games. But Continue Reading
Most people who buy your game won’t play it
The amazing thing about Steam and its player base is that they buy games they aren’t going to play. More than likely the person buying your game is not going to play it. In today’ blog I am going to deep dive on how Steam players actually behave which hopefully Continue Reading
Can itch.io success translate to Steam success?
In my previous blog I looked at the stats for an itch.io game and what an over performing game looked like. Today I want to deep dive on a couple games that took their early itch.io success and parlayed it onto Steam with varied results. Die in Dungeon The experience Continue Reading
Benchmark: Itch.io traffic
Hot take: the biggest constraint on indie developers isn’t “visibility” it’s “interest.” The most common question I hear is, “how do I get more visibility on my game?” But my theory is that games get plenty of visibility, it is just that the majority of game shoppers and content creators Continue Reading
How an itch.io game became a million-dollar hit: The Roottrees are Dead
The Roottrees are Dead is an amazing case study of how a narrative puzzle game emerged from a polished game jam game that was published to itch.io for free, then found some early interest by fans, then over the course of a year remade as a $19.99 Steam game and Continue Reading
The biggest gap in game success
I am now halfway through my 2025 Staying Inside Conference. Honestly, I think I put on this conference mainly to learn from really interesting people in this industry. It really is just a conference for me, but I let you watch. The biggest theme coming out of this year’s conference Continue Reading