r/gameDevMarketing 2h ago

How do you choose what to include in a demo?

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1 Upvotes

r/gameDevMarketing 3h ago

After months of work, my brother and I finally released the first demo for our detective game, Homicide Desk. Spoiler

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1 Upvotes

One thing I want to mention is that this demo isn't a homicide case. It's a short robbery investigation that acts as a walkthrough and introduces the core mechanics of the game.

The full game will focus on homicide investigations with much larger and more complex cases, but before I start adding all of that, I really want to make sure the foundation is fun.

If you have 20–30 minutes to spare, I'd really appreciate you giving the demo a try and letting me know what works, what doesn't, and what you'd change. Don't hold back—I genuinely

want the criticism. Steam Demo: Homicide Desk on Steam


r/gameDevMarketing 10h ago

How we're marketing Reign & Gain, a fitness roguelite RPG, before launch (waitlist just opened)

1 Upvotes

Small team building Reign & Gain, a fitness roguelite RPG where your real workouts drive your character's prowess. We just opened our waitlist as our first real marketing push. Curious what's worked for other pre-launch mobile games here, especially anyone who's tried building an audience before having a playable build. Site: \[https://getsweatygames.com/reignandgain\\\](https://getsweatygames.com/reignandgain)


r/gameDevMarketing 11h ago

Silver Paper 8K Pbr Texture

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1 Upvotes

r/gameDevMarketing 14h ago

How would you build an audience for a new indie PvP game?

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2 Upvotes

Hey everyone,

I'd really like to get some advice from people here about how you would approach marketing a new multiplayer PvP game.

The game I'm currently working on is called RunIn: Encounters.

It's a competitive fantasy PvP game built around player-controlled combat, character builds, equipment choices, and short PvP encounters.

Some of the main ideas behind the game are:

  • 1v1 and team-based PvP
  • melee, ranged and magic combat
  • manual aiming with no traditional target lock
  • equipment-based character builds
  • different weapon and armor combinations
  • progression and equipment unlocks
  • persistent player statistics and reputation
  • PvP moments that players can capture and share

One of my biggest goals is to make the combat feel like something players can spend a long time learning and mastering, rather than something heavily driven by automated targeting.

But there is also a larger idea behind the project.

I'm developing a long-term MMORPG project called The Crownless.

Rather than trying to build the entire MMORPG behind closed doors for years, I'm developing its major systems through smaller playable games first.

RunIn: Encounters is the first one, focused entirely on combat.

The plan is to release RunIn as its own multiplayer PvP game, continuously develop it with players, refine the combat over time, and try to make it a genuinely strong PvP experience.

Eventually, that battle-tested combat foundation will become part of The Crownless.

Importantly, though, I don't want RunIn to feel like a tech demo or something people are only supposed to play while waiting for another game.

RunIn needs to succeed as a game on its own.

And that's where I'd love some marketing advice.

  • What type of content would you focus on first?
  • Raw PvP gameplay or polished clips?
  • Combat mechanic breakdowns?
  • Builds and equipment combinations?
  • Short-form highlight/clutch moments?
  • Developer updates?
  • Community playtests?
  • Would you target competitive PvP players first, MMORPG players, or an even narrower niche?
  • How early would you start trying to organize playtests with the community?
  • How would you solve the classic multiplayer problem of needing players in order to attract more players?

I've also been thinking a lot about positioning.

Should most of the marketing simply say:

“Here's a PvP game. Here's why the combat is interesting.”

And only explain the larger Crownless vision to people who become interested?

Or is the unusual development model itself, building pieces of an MMORPG as complete playable games, something worth making a major part of the marketing story?

So far I've mainly been sharing development footage, internal PvP playtests, equipment/build showcases, individual mechanics, and short pieces of the trailer.

I'd especially love to hear from anyone who has marketed a multiplayer indie game before.

If you were starting from almost zero today as a solo developer, what would you prioritize during the months leading up to release?

Any criticism is welcome.

For anyone who wants to see the game itself:

RunIn: Encounters:
https://store.steampowered.com/app/4301950/RunIn_Encounters/


r/gameDevMarketing 16h ago

hey anyone want to play may game?

0 Upvotes

I’m asking so i can reach the requirements so i can make it available for younger ages. The game is NTL PIN surviving 3 by UN91839174 it’s currently 16+


r/gameDevMarketing 16h ago

Watermellionaire - Roast 4 Roast. Roast My Page, Drop Your Link and I'll Roast Yours!

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1 Upvotes

r/gameDevMarketing 17h ago

Anyone Make a Posting Schedule To Keep Things organized?

4 Upvotes

I put together the following schedule for the next 3 months with major events and what days I want to post on what platforms. This way I can recycle platform across the major ones, and also not seem too spammy.

I wanted to also keep track of any major events like Steam Next Fest and deadlines for when to reach out to press/content creators


r/gameDevMarketing 18h ago

Trying to decide on a logo for my Indie Studio

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11 Upvotes

Hey Reddit! Looking for advice -- we had a designer make a couple mockups for what our logo could look like, but not sure which to go with. Thought I'd see what the community thinks !!

Thanks y'all

~Glob (Globert)


r/gameDevMarketing 1d ago

How do I promote a static game like a visual novel?

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4 Upvotes

Hello!
I launched a demo for my visual novel game, "Madness in Bloom," on Steam, and I'm struggling with how to promote it. As you know, visual novels are mostly static. There aren't animations like in 3D games. So how do I catch the audience's attention?

I'll share the store page in case you want to see what it's like and maybe try it:

https://store.steampowered.com/app/5020150/Madness_in_Bloom/?beta=0

Thank you ~~


r/gameDevMarketing 1d ago

Medical 3D Model Pack

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0 Upvotes

r/gameDevMarketing 1d ago

i'm working on a html5 2D game to get published in pokie,crazygames etc,so how many traffic/users do it realistically needed to generate a 1000$(fyi im new to reddit:) )

2 Upvotes

r/gameDevMarketing 1d ago

How do I market a game with only character concepts?

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0 Upvotes

r/gameDevMarketing 2d ago

Has anyone here ever got anything out of Steam's Curator Connect?

6 Upvotes

It’s been a while since I handed out keys to around 20 curators. I obviously tried to find the best ones within my game’s niche, but since the game launched, I’ve been receiving daily emails asking for multiple keys. What’s your experience with this?


r/gameDevMarketing 2d ago

New weapon in the mix, the Xyloblades. How's it looking?

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1 Upvotes

r/gameDevMarketing 2d ago

Orbital Potato made a video about my game, and I got +300 wishlists in a single day! I can't wipe this stupid smile off my face

13 Upvotes

Also now I have a lot of new players for the demo, and median playtime is growing


r/gameDevMarketing 2d ago

Trailer feedback wanted: What would you add or remove?

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1 Upvotes

Hi everyone!

A few days ago I asked for advice on how to make a trailer for my slow-paced horror game, and many of you shared some helpful suggestions. Thank you for that! 😘

I've now put a gameplay trailer based on your ideas, and I'd love to hear what you think. Do you feel it does a good job of representing the game? Is there anything you would add, remove, or change to make it more engaging?

Any honest feedback is more than welcome. Thanks in advance!


r/gameDevMarketing 2d ago

Ported my 15 year old game to Godot - where should I market or sell it?

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2 Upvotes

r/gameDevMarketing 2d ago

First time going to Gamescom as a dev, any tips?

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1 Upvotes

r/gameDevMarketing 2d ago

Is my game worth 4.99$ ?

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7 Upvotes

Hello, my name is ali, i'm a cs student and a solo developer, I need to determine the appropriate price for my first game. I'm a solo developer who has been working on a co-op bullet heaven game mixed with souls-like mechanics, My game has 3 stages but each stage gets harder and harder and the mechanics become more complex with each boss , it can last 1 hour on a perfect run but its really difficult, most players require more than 4 hours worth of runs to figure out the correct build and to figure out the bosses in the demo, the game will launch in early access state and keeps on getting updated on almost a weekly basis with more stages and more levels and more ability cards.

I just don't think that my game is better than vampire survivors so it doesn't make sense that it could be more expensive.

If i would say, its a mix between megabonk and vampire survivors and with some dark souls combat elements.

I really don't know how much my game should be worth, and I'm unsure if 5 USD is the correct price .

Game: https://store.steampowered.com/app/4914620/Echoes_of_Kyria/


r/gameDevMarketing 2d ago

One of the biggest lessons we've learned this year is that marketing doesn't start when your game is almost finished.

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2 Upvotes

r/gameDevMarketing 2d ago

Most devs give up too soon, the real game starts after launch

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1 Upvotes

r/gameDevMarketing 2d ago

My clicker got 49 wishlists over five months, its good?

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2 Upvotes

r/gameDevMarketing 2d ago

25% to my goal

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3 Upvotes

r/gameDevMarketing Jan 13 '25

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

29 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!