How to Target the Market - Passpartout 2 Case Study
summary
Passpartout sells about 1M copies sold across platforms (PC ~650k, mobile ~400k); Passpartout 2 launches PC April, Switch Nov, prices $20.99, currently ~80k sales and ~800 overwhelmingly positive Steam reviews, localized into 18 languages. Marketing mixes influencer plays (Jazza drove a 6.7M‑view spike), Wholesome Direct and Steam Next Fest exposure, museum and school exhibits, a Wacom One bundle and a 1,500 VTuber models integration via Unity SDK. Key lessons: start marketing early, test regions, and use local partners for tricky markets.
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chapters (28)
- 0:00Welcome
- 1:10Passpartout case study
- 4:03Framebait Games and Passpartout
- 7:35Passpartout 1 sales
- 9:48Passpartout 2 sales
- 13:27Target audience for Passpartout 2
- 15:38Two-year audience search
- 16:23Game-embedded marketing
- 18:33Jazza streamer collab
- 20:49VTubers and custom characters
- 22:35Wholesome Games partnership
- 24:24Wacom tablet collab
- 25:47POSCA marker brand collab
- 27:13Museum partnerships
- 28:40Conferences and game shows
- 29:41Social media strategies
- 31:04Local partners for distribution
- 33:14Key takeaways
- 39:24Q&A
- 40:31Marketing and community
- 42:20ROI from events
- 44:10Discord metrics
- 45:51Passpartout success
- 47:56Indie markets in Europe/Asia
- 49:26Global indie marketing
- 51:57Indie marketing mistakes
- 53:02US vs Asia distribution
- 55:55Advice for indie devs
