
I published 263 articles in ten days. Here's what Search Console showed afterwards.
What happened after a large publishing sprint on Crit Pick, with the sample limits, reporting windows and unresolved explanations made clear.
Practical explanations and useful tools for game developers, alongside honest notes from my own projects.

What happened after a large publishing sprint on Crit Pick, with the sample limits, reporting windows and unresolved explanations made clear.

I don't start with an opinion, I start with a list. The checks I go through on a Steam page, in the order I go through them, and the three judgement calls no checklist can make.
Newest first. Each piece is labelled as a guide, tool article or experiment.

The usual answer is “as early as possible”, and it's only half right. Behind your release date sits a chain of Valve's own deadlines — and two things you can't take back once the page is up.

Historical Crit Pick observations: platform views, attributed visits and search changes, with the limits of each measurement explained.

Steam event planning for indie developers. The 2026 calendar is historical; check edition-specific deadlines and your own app eligibility.

I don't start with an opinion, I start with a list. The checks I go through on a Steam page, in the order I go through them, and the three judgement calls no checklist can make.

What indie developers can measure in Search Console, how Google reports AI search traffic, and where attribution and visibility claims stop.

What happened after a large publishing sprint on Crit Pick, with the sample limits, reporting windows and unresolved explanations made clear.

A Playtest is for data. A demo is for wishlists. What a Steam Playtest actually is, the two switches that catch people out, and when release override keys are the better route.

Seven documented places a Steam update appears, five front-page rounds per game for its entire life, and the honest answer on wishlists.

Four historical keyword-tool comparisons: matching outputs, changed difficulty scores and the limits of applying the results to an indie game.

Historical Semrush test observations and optional toolkit costs, with a practical question: does your studio need a paid SEO suite at all?

Should you buy Ubersuggest? Tested against Semrush over 125 keywords, checked on a site with no audience, with the part of the lifetime plan the pricing page buries. Three verdicts, one per experience level.

Making the game is fine. Posting about it is not. What the research says the cringe is actually detecting, and the three things I am not going to tell you.
The archive also keeps useful work beyond game marketing. Experiments on Crit Pick describe a publisher’s experience; traffic and views do not prove game sales or wishlists.