Wlad
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wladmarhulets.bsky.social
Wlad
@wladmarhulets.bsky.social
🎮 Developer of DARQ, Bloody Hell Hotel
💡 Sharing game marketing tips
📕 Bestselling author of "GAMEDEV: 10 Steps to Making Your First Game Successful"
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15 Steam marketing tips nobody told you about. A thread 🧵
May 30, 2025 at 3:18 PM
Even if you’re not collecting user data, your engine might be doing it for you. You need to disclose that in your privacy policy.

#gamedev #indiedev #indiegame
May 29, 2025 at 2:16 PM
May 28, 2025 at 5:05 PM
May 27, 2025 at 5:04 PM
May 26, 2025 at 5:04 PM
May 25, 2025 at 5:02 PM
💡 MARKETING TIP:
Consistent presence > occasional hype.
Posting once a week for 6 months is better than posting daily for 2 weeks then disappearing.
#gamedev #indiedev
May 24, 2025 at 9:43 PM
💡 MARKETING TIP:
Every game could use that viral moment.
A short GIF, a joke, a 10-second trailer shot — something that can spread without context.
Design for it.
#gamedev #indiedev
May 24, 2025 at 8:01 PM
💡 MARKETING TIP:
Steam reviews impact visibility.
Getting past 10, 50, and 100 reviews = key milestones.
Hit those early for better algorithm push.
#gamedev #indiedev
May 24, 2025 at 6:43 PM
May 24, 2025 at 5:02 PM
💡 MARKETING TIP:
Games with short, punchy titles sell better in the indie category.
Celeste. Hades. Tunic. Limbo.
Keep it memorable, searchable, and easy to say.
#gamedev #indiedev
May 23, 2025 at 9:43 PM
💡 MARKETING TIP:
YouTube > Press for indie visibility.
One big YouTuber can outsell IGN coverage 10:1.
Focus outreach on creators, not outlets.
#gamedev #indiedev
May 23, 2025 at 6:43 PM
May 23, 2025 at 5:03 PM
💡 MARKETING TIP:
A player leaving a negative review after 1,000 hours still love your game - they just begging to be heard.

It’s not about bugs or balance. It’s about expectations, and how you handled an update. Fix it asap.

🎮 Long playtime ≠ immunity to backlash.
#gamedev #indiedev
May 22, 2025 at 10:19 PM
💡 MARKETING TIP:
If you're not building a mailing list, you're building someone else’s platform.
Social media reach is borrowed.
Email = direct control.
#gamedev #indiedev
May 22, 2025 at 9:43 PM
💡 MARKETING TIP:
Free prologue = high ROI.
Many devs report 10–25x wishlist increase after releasing one.
It gets you players, playtesters, and press — before launch.
#gamedev #indiedev
May 22, 2025 at 6:43 PM
May 22, 2025 at 5:04 PM
💡 MARKETING TIP:
Make your first 30 seconds so good, people share your trailer without even playing the game.
The rest of the trailer? Bonus.
#gamedev #indiedev
May 21, 2025 at 10:37 PM
💡 MARKETING TIP:
The best-performing Steam tags are:

🔥 Roguelike
🔥 Psychological Horror
🔥 Pixel Graphics
🔥 Relaxing

Use them honestly, but strategically.
#gamedev #indiedev
May 21, 2025 at 9:43 PM
💡 MARKETING TIP:
Localization can increase revenue by 25–50%, depending on your genre.
Top ROI languages:
🇨🇳 Simplified Chinese
🇷🇺 Russian (low regional pricing, but reviews still count)
🇪🇸 Spanish
#gamedev #indiedev
May 21, 2025 at 6:43 PM
May 21, 2025 at 5:03 PM
💡 MARKETING TIP:
Most people decide to buy or wishlist a game within 7–10 seconds on your Steam page.
Your header image and tagline must do all the work.
Don’t bury the hook.
#gamedev #indiedev
May 20, 2025 at 9:43 PM
💡 MARKETING TIP:
Your thumbnail matters more than your trailer.
Why? 90% of people won’t even click play unless the image grabs them.
Design your capsule like a YouTube thumbnail.
#gamedev #indiedev
May 20, 2025 at 6:43 PM
May 20, 2025 at 5:05 PM
💡 MARKETING TIP:
Need Steam reviews? Only 0.5–1.0% of players leave a Steam review.
That means for 10 reviews, you need ~1,000 players.
Ask them in-game. Make it easy.
#gamedev #indiedev
May 19, 2025 at 10:35 PM