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Articles on: Game marketing
Evgeny Grishakov's articles on Game marketing: real numbers from our Steam games, release breakdowns and lessons from a developer and publisher.
Game marketing

How to Market an Indie Game on Steam: What Worked for Us and What Went Nowhere
Steam pushes a game for sales and playtime, not for page traffic. I go through the channels in order: festivals, YouTubers, trailers, social media, ads and mobile user acquisition, with what we spent and got on Meltopia, Silicone Heart and our mobile games.

$89 for a Summer in China and $900 in 4 Days on GOG: Where to Sell Indie Games Besides Steam
We translated Meltopia into Chinese, launched on GOG and signed key stores. Here is how much each of them brought in, with numbers, including the funny ones.

Steam Next Fest: How to Prepare Your Demo and How Many Wishlists It Brings
A typical game gets a few hundred wishlists from Steam Next Fest, and the result depends on the wishlists you bring and your own traffic. I go through Valve's docs, survey data and our February fest with Meltopia, where the demo went live only on day two.

Steam Wishlists: How Many You Need Before Launch and Where They Come From
Valve has no wishlist threshold, but wishlists decide who gets the launch and discount emails and whether you reach Popular Upcoming. How many you need, what they turn into, and what one wishlist cost us by channel for Silicone Heart and Meltopia.