It's Time to Launch: Lessons in Building and Sustaining Momentum
summary
Advocates a concrete launch plan: set a 3–6 month communication and content cadence, stage assets and hold 20% reserve so surprises don’t break expectations, and reserve a big reveal like the map glow‑up for launch. Cites Project Zomboid’s Build 42 boost from ~66k to ~125k peak concurrent users, warns against going dark after release (Takedown’s week‑long blackout), recommends courting smaller creators and modders, rewarding evangelists, and underpromising then overdelivering.
AI-written summary · about
related talks
44mSpreading an Indie Game on Social Media from Announcement to Release & Beyond
46mLet's Launch
53mPlanning For The Win
38mSoft Launch Planning and Risk Management
46mLive Service Games... Done Right!? | Industry Giants Discussion
47mPitfalls of a Noisy Market - How to Do the Best You Can and Preparing for it Not Working Out
29mPanel: Beyond Downloads: The New Rules Of Games Marketing
53mBridging the gap between developers and creators
