Wlad @wladmarhulets.bsky.social · 29/05/2025Even 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 061
Wlad @wladmarhulets.bsky.social · 24/05/2025💡 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 051
Wlad @wladmarhulets.bsky.social · 24/05/2025💡 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 020
Wlad @wladmarhulets.bsky.social · 24/05/2025💡 MARKETING TIP: Steam reviews impact visibility. Getting past 10, 50, and 100 reviews = key milestones. Hit those early for better algorithm push. #gamedev #indiedev 031
Wlad @wladmarhulets.bsky.social · 23/05/2025💡 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 181
Wlad @wladmarhulets.bsky.social · 23/05/2025💡 MARKETING TIP: YouTube > Press for indie visibility. One big YouTuber can outsell IGN coverage 10:1. Focus outreach on creators, not outlets. #gamedev #indiedev 061
Wlad @wladmarhulets.bsky.social · 22/05/2025💡 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 031
Wlad @wladmarhulets.bsky.social · 22/05/2025💡 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 051
Wlad @wladmarhulets.bsky.social · 22/05/2025💡 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 0101
Wlad @wladmarhulets.bsky.social · 21/05/2025💡 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 031
Wlad @wladmarhulets.bsky.social · 21/05/2025💡 MARKETING TIP: The best-performing Steam tags are: 🔥 Roguelike 🔥 Psychological Horror 🔥 Pixel Graphics 🔥 Relaxing Use them honestly, but strategically. #gamedev #indiedev 051
Wlad @wladmarhulets.bsky.social · 21/05/2025💡 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 071
Wlad @wladmarhulets.bsky.social · 20/05/2025💡 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 041
Wlad @wladmarhulets.bsky.social · 20/05/2025💡 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 041
Wlad @wladmarhulets.bsky.social · 19/05/2025💡 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 121
Wlad @wladmarhulets.bsky.social · 19/05/2025💡 MARKETING TIP: The best marketing move? Make a marketable game. A game that naturally markets. I should spark the desire to tell a friend about it. Think Papers, Please, Baba Is You, Vampire Survivors. #gamedev #indiedev 051
Wlad @wladmarhulets.bsky.social · 19/05/2025💡 MARKETING TIP: Steam algorithm loves spikes. 🚀 Fast wishlist gains 🚀 Demo buzz 🚀 Review bursts Flat lines = low visibility. Plan events that cause surges, not trickles. #gamedev #indiedev 031
Wlad @wladmarhulets.bsky.social · 11/05/2025💡 MARKETING TIP: Your game’s trailer has 10 seconds to hook the viewer. After that, most people bounce. Start fast, show gameplay, and end strong. No fade-ins, no logos — start with action. #gamedev #indiedev 041
Wlad @wladmarhulets.bsky.social · 11/05/2025Nobody reads tutorials. Usability tests show: 💡 80% of players skip walls of tutorial text. Outer Wilds taught via discovery, not instruction. Teach through play, not popups. #gamedev #indiedev #indiegame 1122
Wlad @wladmarhulets.bsky.social · 10/05/2025Linear games sell once. Replayable games sell for years. Example: 😀 Slay the Spire: launched 2017, still selling 6+ years later 💔 Inside: amazing game, but 90% of its revenue came in first 6 weeks Want long tail? Design for repeat sessions. #gamedev #indiedev #indiegame 072
Wlad @wladmarhulets.bsky.social · 10/05/2025EULA’s are there to protect you and your business. This is one of those things that you don’t want to approach as an amateur. #gamedev #indiedev #indiegame 092
Wlad @wladmarhulets.bsky.social · 10/05/2025Most players hear about games from people they trust. Data: 💡 Among Us blew up via YouTubers & Discord (a pandemic helped :)) 💡 55% of players discover games via friends. Build for conversations, not just conversions. #gamedev #indiedev #indiegame 081
Wlad @wladmarhulets.bsky.social · 10/05/2025I choose to see marketing as day trading and PR as long-term investing. In order to launch your first game successfully and to continue to grow as a studio, you need to be engaged in both. #gamedev #indiedev #indiegame 062
Wlad @wladmarhulets.bsky.social · 09/05/2025There’s nothing quite like coding all day, finishing a complex system, hitting play… and watching it fall flat on its face. #indiedev #gamedev 181
Wlad @wladmarhulets.bsky.social · 09/05/2025Level design is mostly just putting a rock where the player keeps breaking your game. #gamedev #indiedev 151
Wlad @wladmarhulets.bsky.social · 09/05/2025💡 Game Design Tip: Visual language matters. Red barrels explode. Make visual cues consistent. #gamedesign #gamedev #indiedev 041
Wlad @wladmarhulets.bsky.social · 09/05/2025Most players bounce in under 15 seconds. Cut the fluff. Start with fire. Trailer drop-off: 👍 Hades trailer: 70% watched past 30s (hooked early with chaos) 👎 Death Stranding: 40% drop in first 20s (slow, cinematic open) #gamedev #indiedev 071
Wlad @wladmarhulets.bsky.social · 09/05/2025A game with 10,000 wishlists and no mailing list is leaving money on the table. Build both. 000
Wlad @wladmarhulets.bsky.social · 08/05/2025💡 If you haven't heard of Steam Visibility Rounds, you're missing out. Every new game gets multiple free visibility boosts on Steam’s front page & discovery queues. Use them strategically! Time them with updates, trailers, or demos #gamedev #indiedev #SteamTips 171
Wlad @wladmarhulets.bsky.social · 08/05/2025More languages = more revenue. Example: 🔥 Vampire Survivors added 12 languages = major spike in Chinese & Spanish sales. 🔥 Localization cost: (could be) low. ROI: huge. #gamedev #indiedev #indiegame 191