Pick an audience and stick to it. The power of knowing your players.
summary
Argues that choosing a narrow audience beats vague mass appeal: use Steam’s new tag and hashtag tools to analyze subgenres, forecast sales from early month patterns, and keep costs aligned to realistic niche returns. Gives numbers: ~51,000 Steam titles, ~200 made >$1M, ~2,500 made >$10k. Cites cases: a small team’s spreadsheet‑y shipbuilding game with 92% positive reviews and steady playtime, a successful Starship Troopers RTS, and an upcoming Terminator RTS. Emphasizes followers over wishlists, use subgenre tags, YouTube converts better than Twitch.
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chapters (24)
- 0:00Intro
- 2:05Who is Niche
- 5:20Competition
- 7:50Number of games released
- 10:25New tools
- 16:35Measuring success
- 20:53Visibility
- 23:00Audience
- 26:50Quality
- 34:38Wish lists
- 36:48Active players
- 38:05YouTube vs Twitch
- 39:50Ru The Was 3
- 43:54Questions
- 44:34What has changed
- 46:00Raft
- 48:13Top 3 social media platforms
- 48:49How to build a community on Discord
- 50:18How to increase followers on Steam
- 51:48Is it okay to switch to a publisher
- 54:14Marketing exercises
- 55:48Discord
- 56:45Book recommendations
- 57:59How polished is a build
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