Guides

Guides for creator discovery, Steam marketing, and launch prep.

Use these pages to solve one concrete problem at a time, then move into the product when you are ready to build the creator list. Looking for scenario-led planning instead? Browse use cases.

Creator Outreach

Creator Outreach

Email, press kit, and creator-fit guidance for getting your game in front of the right YouTubers.

Guide

How to find YouTubers for your indie game (without wasting hours)

The fastest way to find the right creators is to start with your game's genre and see who is already covering it so you can build a list that's actually worth reaching out to.

Guide

How to build a creator list that actually gets coverage

A good creator list isn't big, it's relevant. Focus on creators who already cover games like yours so your outreach has a real chance of getting responses.

Guide

How to find YouTubers for cozy games that actually fit your audience

Cozy games don't appeal to everyone. Find creators whose audiences already expect slower, comfort-first games so your outreach feels like a natural match.

Guide

How to find YouTubers for strategy games that fit your audience

Strategy players care about systems depth, tradeoffs, and long-run planning. Start with creators who already cover that kind of game so your outreach has a better chance of landing.

Guide

How to do creator outreach for your Steam game without wasting time

Outreach goes better when the creator list is right from the start. Use your Steam tags to find relevant creators before you write a single email.

Guide

How to write an email to a YouTube creator to cover your game

A good creator email is not a mini press release. It is a short note that makes it obvious why you picked that creator, what the game is, and what they need to decide quickly.

Guide

What should you include in your game's press kit?

A press kit exists to remove friction. If a writer or creator has to email you for every basic asset, the press kit is not doing its job.

Steam Marketing

Steam Marketing

Store page, wishlist, tracking, and campaign guidance for getting more qualified traffic to your Steam page.

Guide

The 10-step checklist on how to market your game

Game marketing gets messy when everything is treated like one giant task. A checklist forces the work into the right order: store page first, tracking next, audience building after that, then bigger beats like creators, demos, and festivals.

Guide

A quick guide to Reddit Ads for game devs

Reddit ads can work for games, but only when the targeting, creative, and landing path fit Reddit's context. Broad campaigns with generic creative burn budget quickly.

Guide

How to get more wishlists for your Steam game

Wishlists are not magic. They are a response to visibility plus a page that makes people care enough to click the button.

Guide

How do you know if your Steam capsule is working?

You do not know a capsule is working because you or your friends like it. You know because the right people click it at a better rate and the page still converts after they arrive.

Steam Events

Steam Events

Practical playbooks for demos, Steam Next Fest, and the launch beats that can move wishlist volume.

Guide

Don't make this mistake when releasing your demo on Steam (turn on the green button)

A Steam demo can be live and still be harder to find than it should be. One of the easiest mistakes is forgetting the store page setup that puts the green Download Demo button on the base game page.

Guide

How to improve your chances of gaining wishlists during Steam Next Fest

Steam Next Fest does not rescue weak setup. It amplifies what is already working: a clear page, a playable demo, accurate tags, and a plan for turning event attention into wishlists.

Dev Process

Dev Process

Sustainable development guidance for finishing the game, protecting your energy, and staying ready for launch.

Guide

How do I deal with burnout while developing my game?

Burnout is usually a warning about your process, not proof that you are not committed enough. If the plan only works when you overextend yourself, the plan is the problem.

Guide

How to actually finish your game

Most unfinished games do not fail because the idea was weak. They fail because the scope kept moving while the team's capacity stayed the same.