How to market a game
summary
Explains exactly which Steam levers move revenue: aim for ~5,000–10,000 wishlists prelaunch to clear the hidden algorithm “gatekeeper,” because Steam rewards dollars generated not raw attention; wishlists convert via Steam’s sale email. Shows concrete fixes that double passive wishlisting: redo the capsule image, prune and A/B tags, put gameplay in the trailer within 2–10 seconds, and craft short descriptions that state mechanics not lore. Uses case data (Riftbreaker, daily deals, festival placements) and recommends weekly updates and platform outreach.
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chapters (12)
- 0:00Start
- 5:00Hi! I am Chris Zukowski
- 5:30Screen Platformer
- 14:18Managing your game's development
- 19:02The Stean algorithn doesn't actually care about wishlists. It cares about money.
- 21:05000 - 10.000 minimum before launch to get on pol upcoming
- 27:07day Steam traffic stats for 2 similar games
- 29:17Capsule image
- 31:03Screenshots Matter
- 36:01Trailer Cut out the non gameplay
- 37:08Follow Valve's lead
- 38:13Short description
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