First game we're announcing as a co-publisher π₯Ή
Mars is an ambitious game, and Iβm 100% sure itβs going to be a hit. If you have time, check it out and wishlist it to support the devs (itβs a game by Cyborg Dreams, by the way).
First game we're announcing as a co-publisher π₯Ή
Mars is an ambitious game, and Iβm 100% sure itβs going to be a hit. If you have time, check it out and wishlist it to support the devs (itβs a game by Cyborg Dreams, by the way).
So awesome!
The market REALLY needed this
It's been a while since my last postβwell, hello there!
We're currently looking for early playtesters for a client.
I can't share too much yet since the game is unannounced, if you're interested in a farming game or need more info, send me a DM.
#indiegame #playtest #indiedev
After two attempts with the weekly content, I feel like it doesnβt bring much value.
Dear #indiedevs, would you prefer a weekly or bimonthly video with more marketing insights (maybe on YouTube) for your #indiegames?
Comment with π for video, π to keep the current format, or other suggestions!
Hope this review helps some of you! Sorry for being late, I had a lot to do yesterday.
If you need help optimizing your marketing and converting wishlists, feel free to reach out.
In the meantime, hereβs Manor Lords' Steam page:
store.steampowered.c...
9/9 π
πΉ A Blueprint for Indie Success
β
A clear, compelling hook
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Gameplay that encourages content
β
Consistent, transparent communication
β
A demo that converts players into wishlists
Manor Lords is the perfect example of a game designed for its audience and market.
8/9
πΉ The Demo That Changed Everything
During Steam Next Fest, the demo generated massive word-of-mouth.
Players tested it, loved it⦠and wishlist counts skyrocketed.
Steamβs algorithm took notice and pushed it even further.
7/9
πΉ Perfect Market Timing
With the success of games like Banished and Anno, there was a demand for a deeper, more immersive city-builder.
Manor Lords delivered, with no direct competition.
6/9
Mastering the Art of Communication
Slavic Magic (the dev) regularly shares raw gameplay, devlogs, and historical comparisons.
No fluff, just pure substance: βHereβs what you can do in my game.β
Players love it.
5/9
πΉ User-Generated Content Fueled Its Growth
Manor Lords exploded thanks to player-driven content.
π Viral videos showcasing highly detailed towns
π Players recreating epic battles
π Discussions about realistic medieval economies
Word of mouth did the rest.
4/9
πΉ The USPs
β
Organic city-building: No grid-based layouts, villages grow naturally.
β
Dynamic economy: Every resource matters, trade is crucial.
β
Large-scale battles: Realistic formations, morale, and logistics.
β
Highly detailed buil logic
πΉ The Hook: Simple yet powerful
"A realistic medieval city-builder with large-scale battles."
From the first glimpse, Manor Lords stands out with its realism, immersion, and ambition.
Not just another management game, a true medieval lordship simulator.
2/9
π° Why did Manor Lords blow up? π°
A medieval city-builder with real-time battles and insane detail. And yet, itβs made by a solo developer.
How did it achieve such massive success? Letβs break it down. π
#GameMarketing #Steam #indiedevs #indiegames #manorlords
π§΅ 1/9
When I post on Bluesky, I always try to provide indie game developers with the best possible free value.
I donβt know if Iβm doing it right, but I sincerely hope my posts help you market your game, even though I expect nothing in return. π
#indiegames #indiedev
πΉWhy drive Wishlists: It might seem obvious, but wishlists boost Steamβs algorithm, increasing visibility. They also help set marketing milestones and give you something to share on social media.
Need help optimizing your Steam page? Letβs talk π
5/5
πΉ Stay active on your Community Hub: engage with players, answer questions, and post updates. Active page attracts more visibility and drives wishlists.
πΉDemo: A great way to drive wishlists and showcase your game's quality. If players enjoy it, good. If not... well, itβs valuable feedback.
4/5
πΉ Good Visuals: Screenshots should tell a story, highlight USPs, and avoid empty-looking scenes. GIFs > static images.
πΉ Clear Description: Keep it structured, punchy, and readable. No walls of text. GIFs and images make it more visually appealing and easier to read, whitespace matters.
3/5
πΉ Make your Hook clear : Your title, banner, and short description must instantly show what the game is about and why itβs unique.
πΉ Trailer: No logos, no black screens, jump straight into gameplay. Keep it 30-60s, dynamic, end with a wishlist screen (can be 2 trailers but different focus).
2/5
π§΅ Optimizing a Steam page is key, players decide in seconds if theyβll wishlist.
Hereβs how to make those seconds count. π
#GameMarketing #Steam #IndieGame #Wishlist #IndieDevs
1/5
Not necessarily; it's often screenshots from the game or short videos showcasing building skills.
Tiny Glade has shown us that sometimes, simple mechanics done perfectly can have a massive impact.
Here is the link to their steam page:
store.steampowered.c...
5οΈβ£ Takeaway for devs
Tiny Glade is proof that:
π‘ A strong hook + standout USPs = a foundation for success.
π¬ Foster a creative community and let them market the game for you.
π₯ Make sure your game looks visually unique, itβs the key to UGC success.
4οΈβ£ Why it works
π Repetition fuels virality. Tiny Glade capitalized on players posting daily builds and using trends.
π― Focused simplicity. The game targets players who want to relax, and be creative in just a few clicks, making it appealing to a wide audience.
π Social Media-Friendly Content: Every build is mesmerizing. Whether on TikTok, YouTube Shorts, or Twitter, creators love showing off their villages, and the algorithms love it too.
3οΈβ£ Success Through User-Generated Content (UGC)
Tiny Glade nailed its marketing by focusing on community creativity. Hereβs how:
βΆοΈ Daily Builds & Trends: The gameβs mechanics make sharing videos or screenshots addictive, fitting perfectly with short-form video trends.
2οΈβ£ The USPs (Unique Selling Points):
π§± Reactive Building Mechanics: Every action feels alive. Walls curve, arches form naturally...
π Seasonal Themes: Build in cozy autumn vibes, frosty winter sceneries (or else).
β¨ Infinite Possibilities: Thereβs no right way to play.
1οΈβ£ The Hook
βThe most reactive and chill building game ever.β
Tiny Glade doesnβt overpromiseβit delivers on this simplicity. The game invites players to relax, build intuitively, and create stunning designs without overcomplicating things.
Letβs talk about @pouncelight.bsky.social,
the indie game that made building even funnier.
From its reactive building mechanics to its user-driven success, hereβs why this game is brilliantly marketed and beloved by its community.
#TinyGlade #IndieGame #BuildingGame #CozyGaming
ππ§΅
A general rule of thumb: allocate 10-20% of your development budget to marketing.
Even if you rely mostly on organic channels, unexpected expenses will ariseβbetter to be prepared!
Need help optimizing your marketing strategy or time? Drop your questions in comments or DM me!π
Unless you master all the necessary skills (rare!), some expenses are unavoidable:
π₯ High-quality trailers
π£ Promoting key posts
π§ Expert consultations
ποΈ Attending events