First game we're announcing as a co-publisher ๐ฅน
Mars is an ambitious game, and Iโm 100% sure itโs going to be a hit. If you have time, check it out and wishlist it to support the devs (itโs a game by Cyborg Dreams, by the way).
@srayn.bsky.social
Freelance & COO NAGA-Agency | Marketing, branding and Go-To-Market Strategy for #indiegames and #indiedevs
First game we're announcing as a co-publisher ๐ฅน
Mars is an ambitious game, and Iโm 100% sure itโs going to be a hit. If you have time, check it out and wishlist it to support the devs (itโs a game by Cyborg Dreams, by the way).
So awesome!
The market REALLY needed this
It's been a while since my last postโwell, 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 doesnโt 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 ๐ for video, ๐ 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, hereโs Manor Lords' Steam page:
store.steampowered.c...
9/9 ๐
๐น A Blueprint for Indie Success
โ
A clear, compelling hook
โ
Gameplay that encourages content
โ
Consistent, transparent communication
โ
A demo that converts players into wishlists
Manor Lords is the perfect example of a game designed for its audience and market.
8/9
๐น The Demo That Changed Everything
During Steam Next Fest, the demo generated massive word-of-mouth.
Players tested it, loved itโฆ and wishlist counts skyrocketed.
Steamโs algorithm took notice and pushed it even further.
7/9
๐น 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: โHereโs what you can do in my game.โ
Players love it.
5/9
๐น User-Generated Content Fueled Its Growth
Manor Lords exploded thanks to player-driven content.
๐ Viral videos showcasing highly detailed towns
๐ Players recreating epic battles
๐ Discussions about realistic medieval economies
Word of mouth did the rest.
4/9
๐น The USPs
โ
Organic city-building: No grid-based layouts, villages grow naturally.
โ
Dynamic economy: Every resource matters, trade is crucial.
โ
Large-scale battles: Realistic formations, morale, and logistics.
โ
Highly detailed buil logic
๐น 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
๐ฐ Why did Manor Lords blow up? ๐ฐ
A medieval city-builder with real-time battles and insane detail. And yet, itโs made by a solo developer.
How did it achieve such massive success? Letโs break it down. ๐
#GameMarketing #Steam #indiedevs #indiegames #manorlords
๐งต 1/9
When I post on Bluesky, I always try to provide indie game developers with the best possible free value.
I donโt know if Iโm doing it right, but I sincerely hope my posts help you market your game, even though I expect nothing in return. ๐
#indiegames #indiedev
๐นWhy drive Wishlists: It might seem obvious, but wishlists boost Steamโs algorithm, increasing visibility. They also help set marketing milestones and give you something to share on social media.
Need help optimizing your Steam page? Letโs talk ๐
5/5
๐น Stay active on your Community Hub: engage with players, answer questions, and post updates. Active page attracts more visibility and drives wishlists.
๐นDemo: A great way to drive wishlists and showcase your game's quality. If players enjoy it, good. If not... well, itโs valuable feedback.
4/5
๐น Good Visuals: Screenshots should tell a story, highlight USPs, and avoid empty-looking scenes. GIFs > static images.
๐น 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
๐น Make your Hook clear : Your title, banner, and short description must instantly show what the game is about and why itโs unique.
๐น 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
๐งต Optimizing a Steam page is key, players decide in seconds if theyโll wishlist.
Hereโs how to make those seconds count. ๐
#GameMarketing #Steam #IndieGame #Wishlist #IndieDevs
1/5
Not necessarily; it's often screenshots from the game or short videos showcasing building skills.
29.01.2025 10:38 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Tiny 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...
5๏ธโฃ Takeaway for devs
Tiny Glade is proof that:
๐ก A strong hook + standout USPs = a foundation for success.
๐ฌ Foster a creative community and let them market the game for you.
๐ฅ Make sure your game looks visually unique, itโs the key to UGC success.
4๏ธโฃ Why it works
๐ Repetition fuels virality. Tiny Glade capitalized on players posting daily builds and using trends.
๐ฏ 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.
๐ 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.
28.01.2025 17:00 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 03๏ธโฃ Success Through User-Generated Content (UGC)
Tiny Glade nailed its marketing by focusing on community creativity. Hereโs how:
โถ๏ธ Daily Builds & Trends: The gameโs mechanics make sharing videos or screenshots addictive, fitting perfectly with short-form video trends.
2๏ธโฃ The USPs (Unique Selling Points):
๐งฑ Reactive Building Mechanics: Every action feels alive. Walls curve, arches form naturally...
๐ Seasonal Themes: Build in cozy autumn vibes, frosty winter sceneries (or else).
โจ Infinite Possibilities: Thereโs no right way to play.
1๏ธโฃ The Hook
โThe most reactive and chill building game ever.โ
Tiny Glade doesnโt overpromiseโit delivers on this simplicity. The game invites players to relax, build intuitively, and create stunning designs without overcomplicating things.
Letโs talk about @pouncelight.bsky.social,
the indie game that made building even funnier.
From its reactive building mechanics to its user-driven success, hereโs why this game is brilliantly marketed and beloved by its community.
#TinyGlade #IndieGame #BuildingGame #CozyGaming
๐๐งต
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 ariseโbetter to be prepared!
Need help optimizing your marketing strategy or time? Drop your questions in comments or DM me!๐
Unless you master all the necessary skills (rare!), some expenses are unavoidable:
๐ฅ High-quality trailers
๐ฃ Promoting key posts
๐ง Expert consultations
๐๏ธ Attending events