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How To Market A Game

Feel Confident marketing your game

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

Launching a Steam Coming Soon Page the right way

Posted On June 6, 2023June 6, 2023 By zukalous

IMPORTANT: In early July I am launching Wishlist & Visibility Master class 2.0! To coincide with the exciting launch in July I will be putting the course on DEEP DISCOUNT. So, if you can wait, don’t buy it until July. Join my mailing list to find out the moment it Continue Reading

Respect player’s time by making longer games

Posted On May 30, 2023May 30, 2023 By zukalous

There is this phrase that people use a lot online that goes something like “I am making a short game, you know, a game that respects a player’s time.” I am not sure where that phrase “respects your time” came from…there was this 2015 Kotaku article by Patrick Klepek called Continue Reading

Why 1000 True Fans doesn’t really work for games

Posted On May 19, 2023May 23, 2023 By zukalous

I had the honor of getting interviewed by the legend Keven Kelley for his Cool Tools Youtube show and podcast. In my interview I talk a little bit about games marketing at the end, but it is mostly about my love of optimizing my trip through an airport.  If the Continue Reading

Tape To Tape: How an indie sports title generated amazing sales

Posted On May 16, 2023May 26, 2023 By zukalous

Here is what I love about Steam and why I write so much about this platform – you can be a completely unknown dev (a twitter following of just over 3000), working on your first game, but if you target a long forgotten video game niche, you can quietly make Continue Reading

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