Ten ways that No More Robots Makes its Games Sell (that You're Probably not Doing)
summary
A PC/console publisher that uses hard numbers and the Steam backend plus Google Analytics to pick projects, prioritizes a single memorable hook over genre noise, and times public reveal roughly 4–8 months before release to maximize algorithm impact. It runs a community beta to drive Steam wishlist spikes, favors staggered launches (PC first) and early access for design-led feedback (Descenders added multiplayer), spends almost no paid ads (occasional Reddit) and treats the weeks after launch as critical for reviews and visibility.
AI-written summary · about
chapters (11)
- 0:00Start
- 2:03Who is this loud British buffoon
- 2:22What the heck is No More Robots
- 7:19Be realistic
- 9:15Don't announce too early
- 11:46Nail the announcement
- 13:19The community beta
- 14:41Be cheap
- 16:27The stats that matter
- 17:39After the launch
- 19:08Don't panic!!
related talks
47mPitfalls of a Noisy Market - How to Do the Best You Can and Preparing for it Not Working Out
46mLet's Launch
01h 01mLearning by Landmines: Pitfalls & Strategies for Publishing
29mPanel: Beyond Downloads: The New Rules Of Games Marketing
35mFrom Hidden Gem To Must-Play: How Indie Games Actually Get Discovered
44mSpreading an Indie Game on Social Media from Announcement to Release & Beyond
21mSwitching from developer to publisher
58mCurrent challenges for game developers
