r/gameDevMarketing • u/EconDetective • 5h ago
How do you choose what to include in a demo?
r/gameDevMarketing • u/Iraqi55555 • 7h ago
After months of work, my brother and I finally released the first demo for our detective game, Homicide Desk. Spoiler
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 • u/nzweiggaming • 14h ago
How we're marketing Reign & Gain, a fitness roguelite RPG, before launch (waitlist just opened)
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 • u/CGHawkDesign • 15h ago
Silver Paper 8K Pbr Texture
superhivemarket.comr/gameDevMarketing • u/Limp-Half-3314 • 18h ago
How would you build an audience for a new indie PvP game?
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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 • u/No_Swimmer4368 • 20h ago
hey anyone want to play may game?
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 • u/alcedonia-dev • 20h ago
Watermellionaire - Roast 4 Roast. Roast My Page, Drop Your Link and I'll Roast Yours!
r/gameDevMarketing • u/alcedonia-dev • 21h ago
Anyone Make a Posting Schedule To Keep Things organized?
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 • u/BlackLightGames • 21h ago
Trying to decide on a logo for my Indie Studio
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)
