Indie game marketing for Steam launches.
Give players a reason to stop scrolling, understand your game, and wishlist it.

Your trailer did its job. What happens next?
A good clip gets a player’s attention. The next screen should carry the same hook and give them one clear thing to do. A landing page helps when players need context. If the clip already tells the story, send them straight to Steam.
Social clip
Show the moment a player understands the mechanic.
Launch page
Explain the premise when players need more context.
Steam listing
Make the current action easy to find.
Built for small teams shipping on PC.
Indie game launch marketing starts with what you can show. If you’re a solo developer or a small studio with a clear mechanic and a milestone ahead, we can scope the work to the footage, art, and time you have.
Reveal
Introduce the mechanic and give players somewhere to follow it.
Demo or festival
Show what’s playable and make it easy to start.
Early Access or release
Explain what players get today and where to buy.
What we build for launch.
One compact scope for the page, creative, and Steam handoff. We agree on the formats, review rounds, and delivery dates in your proposal.
A trailer-led landing page
A mobile-ready page built around your footage, the mechanic players should notice, and the action you want them to take.
Messaging and calls to action
A short pitch, copy for the landing page, and a clear hierarchy for wishlisting, playing the demo, or buying at release.
Editable launch graphics
A small set of editable graphics built from your approved art and footage, with formats agreed around the channels you plan to use.
Steam store recommendations
A prioritized review of the store description, trailer order, screenshots, capsule art at thumbnail size, and demo visibility.
Give the mechanic the first three seconds.
We review your gameplay footage and choose where the hook should land. You get trailer direction, storyboard or cutdown concepts, and ideas for social crops and end cards. Your team can cut the video from that brief, or we can scope editing separately.
Open on gameplay
Start with a decision, action, or reversal players can understand.
Show the payoff
Let the outcome make the mechanic clear, even with sound off.
Close on the next step
End on a readable wishlist, demo, or release message.
Make Steam the next obvious click.
A Steam wishlist campaign works best when the clip and store page tell the same story. We review the first lines of copy, trailer order, screenshots, and where players find the demo or wishlist action. Your studio makes and approves the changes in Steamworks.
Before launch
Lead with the wishlist.
When the demo is live
Give players a clear way to try it.
At release
Point to the live store page.
Get demo and festival creative ready.
We work back from your studio’s calendar to agree what goes live when. For Steam Next Fest marketing, we plan around participation your studio has confirmed and a demo that meets Steam’s eligibility requirements. Your team handles registration, builds, and submissions through Steamworks.
Before your milestone
- Approve announcement art and launch copy.
- Confirm the demo destination and update the landing page.
- Test campaign links and align posting dates with your build.
Illustrative launch concept · not client work
One demo, three places to explain it.
Here’s how we’d carry one hook across a demo launch for an illustrative rail-routing puzzle game. The social clip leads with the choice. The landing page and store description explain what players will do.
Social caption
One power cell. Three routes. Pick the rail that lights the next door.
Call to actionPlay the demoLanding-page lead
Reroute power through an underground station, then try the opening puzzles in the demo.
Call to actionPlay the demo on SteamSteam short description
A puzzle game about switching rails, moving power cells, and reopening a station one room at a time.
Call to actionDownload the demo
How we work with your studio.
You bring the game and the milestone. We bring game landing page design, launch creative, and a handoff that gives your team a clear publishing checklist.

Brief and assets
Share your Steam or itch.io link, milestone, audience, playable build or footage, and art you can use. We agree what the launch needs and who approves it.
Concept review
Review the hook, page layout, and sample creative together. Your studio signs off on gameplay claims and the assets we use.
Build and QA
We build the agreed page and graphics, then test mobile layout, media loading, Steam destinations, and campaign links.
Handoff and measurement
Your studio keeps control of its Steamworks account, domain, and publishing. We hand over the agreed files and show your team what to check after launch.
See what players do after the click.
We tag campaign links and configure outbound Steam clicks on the agreed landing page, where analytics consent allows. With a Steamworks report from your studio, we can review wishlist attribution for eligible signed-in visits and actions within 72 hours of the tagged click.
- Outbound click
- A player follows a link from the launch page to Steam.
- Wishlist
- Steamworks reports qualifying wishlist adds separately.
- Demo download
- Review demo activity separately. A tagged base-game visit doesn’t count a demo download as a conversion.
Questions before launch.
Do you work with solo developers and small studios?
Yes. A single game and an upcoming milestone are enough to start. We scope the work around the assets and time your team has available.
When should we start?
Start when you can show the main mechanic and name the next milestone. For a reveal, that might mean a short gameplay capture. For a demo or release, share your target window and any dates your studio has confirmed.
What do we need to provide?
Share a build or recent gameplay footage, the art and logos you’re cleared to use, your store link if it exists, and your milestone. We’ll also need one person who can approve copy, artwork, and gameplay claims.
What does Steam support include?
We review your store copy, existing graphics and footage, and the path to the wishlist or demo. Your studio handles Steamworks changes, submissions, approvals, and publishing.
How do you quote a launch project?
We price the agreed page, channels, asset formats, review rounds, and handoff. The proposal spells out what’s included and quotes any optional production work separately.
What can we measure?
We can measure outbound Steam clicks from the landing page where analytics consent allows. Your studio can share Steamworks reports for qualifying wishlist attribution and separate demo activity.
Do you guarantee wishlists or sales?
No. We agree on what the work should help players understand and what we can measure. Wishlist adds, sales, and platform placement depend on player response and platform decisions.
What are you launching?
Send your Steam or itch.io link, target platform, and next milestone. If you haven’t announced the game yet, a short description and rough launch window are enough.
Talk about your game