The Crit Pick SEO case study: the first month of real data

Two weeks to get crawled, then 18 clicks and ~1,650 impressions. The first real Search Console data from Crit Pick, plus the dos and don'ts behind the build.

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The Crit Pick SEO case study: the first month of real data

Two weeks after Crit Pick went live, Google finally crawled it. Here's the first stretch of real Search Console data, about 1,650 impressions and 18 clicks, and what those small numbers already say about the method. Crit Pick is an SEO experiment I run in the open, and this is the first checkpoint with data instead of just a plan.

The build log behind the numbers. How the blog was set up: structure, tags and tracking before content. How the keywords were chosen: the GW2 keyword sweep. Why the whole thing exists: the case study.

Data through · Google Search Console

The short version
  • The blog is the case study. Not a review site. Every page is chosen for keyword opportunity, not personal taste.
  • We don't fight the head term. “rimworld” sits at difficulty 89. The cluster gets won on the long tail, difficulty 10 to 30, plus one high-volume utility page as the front door.
  • Structure first, then pages. A hub routes down to deep dives; a mod only gets its own page when it has its own search demand.
  • The first data is in, and it's small. Around 1,650 impressions, 18 clicks, average position 11. And it took two weeks before Google even crawled the site.
  • Read it as a starting point, not a result. The numbers are tiny. The point is watching them grow, in public, with the method visible.

What Crit Pick is (and why it's games)

SeeIndie teaches indie devs how to get found. Telling people “SEO works” is cheap, so Crit Pick is the proof, built in public with the exact methods SeeIndie writes about. If it ranks, the method holds. If it doesn't, you'll read that here too.

Games, not another finance site, for a simple reason: the competitive shape matches indie marketing. Big audience, saturated content, a few dominant incumbents, and a long tail of low-competition searches nobody's answering well. The lessons carry over. The starting focus is Guild Wars 2 and RimWorld, with Guild Wars 3 covered as an upcoming release. Deep mechanics, strong long-tail demand, real player interest in guides and builds. Good ground to show keyword targeting at scale.

The strategy in one chart

Here's the whole idea in one picture. This is keyword difficulty across the RimWorld cluster, on a 0 to 100 scale where lower is easier to rank. The long bars are terms I don't chase head-on. The short gold bars are where a small site can actually win.

RimWorld cluster — keyword difficulty (lower is easier)
own keyword research
rimworld
89
rimworld mods
32
vanilla expanded
34
animals expanded
14
fishing expanded
14
VRE sanguophage
10
The head term is a wall you climb over years, with backlinks a new site doesn't have. The cluster gets won one low-difficulty deep dive at a time, and those pages ladder authority up to the hub. One exception earns its place: a high-volume utility page. The GW2 event timer pulls 12,100 searches a month at difficulty 28, so it's worth the fight as the cluster's front door.

The method, start to finish

Nothing here is clever. It's the same five moves on every cluster, done in order and not skipped.

01
Research
Pull volume and difficulty for the whole topic. Find the long tail nobody's answering well.
02
Map the cluster
One hub, many deep dives. Decide page-vs-section by demand, not by how much there is to say.
03
Answer first
One H1 on the real search. The first 150 words answer it. Real data visible on the page.
04
Link it up
Deep dives point to the hub and to each other. Tier lists link back to the deep dives.
05
Keep evergreen
Update in place, show a “last updated” date, let the authority compound instead of resetting.

The dos and don'ts

Most of these I learned by nearly getting them wrong, and a couple I only understood once the first data came in. Here's the short table, then the two calls worth explaining.

Don'tDo insteadWhy
Chase the head term (difficulty 89) Build the cluster on the difficulty 10 to 30 long tail, plus one utility anchor The long tail is rankable in months. The head term takes years and links a new site hasn't earned.
Give every sub-mod its own page A page only when the term has its own search demand, otherwise a section on the parent Thin pages dilute the cluster and quietly compete with each other.
Reuse a slug you already used One slug per page, checked before publish Two pages on one URL collide. I caught a Mechanist and Scrapper build sharing a slug before either went live.
Split “armor” and “armour” into two pages Real name in the H1, target the higher-volume spelling in title and meta, cover both in the body It's one intent, not two. Splitting it hands Google a reason to rank neither.
Expect to get indexed fast Submit a sitemap, then wait it out It took about two weeks online before Google crawled the site at all. Nothing was broken, that's just the pace for a brand-new domain.
Ignore pages with impressions but no clicks Rewrite the title and meta description, check the ranking position The RimWorld lore page pulled 538 impressions and 2 clicks in the first weeks. That's a title problem, not a traffic problem, and it's fixable.
Let tag and author archives get indexed noindex, follow on those routes Keeps low-value archive pages out of the index without breaking the crawl path to real posts.

Page or section? Let demand decide

This is the call I make most often, so it gets a rule. A single mod gets its own deep dive only when the data shows people searching for it by name. When they don't, it becomes a section inside the parent page. The RimWorld Vanilla Expanded series has dozens of modules; a handful clear the bar for their own page, the rest live as sections. That keeps the cluster dense instead of spreading it thin across pages that would fight each other for the same weak signal.

Impressions without clicks are a to-do list

The most useful thing in the first data wasn't the clicks, it was the mismatch. The RimWorld lore page showed up 538 times and got clicked twice. That's the highest impressions on the whole site paired with almost no clicks. It means the page ranks well enough to appear but the title isn't earning the click, or it's sitting at the bottom of page one. Either way it's a clear next job, not a disappointment. A page nobody sees is a content problem; a page people see and skip is a title problem, and that's a much faster fix.

The first data

Honest status: the site launched, sat uncrawled for about two weeks, then impressions started climbing from mid-June. Over the window that's roughly 1,650 impressions and 18 clicks, at an average position of 11 and a 1.1% click-through rate. Small numbers. But they're real, and they're up from a flat zero.

1,650
search impressions in the first weeks, most of the window sat at zero until mid-June
Google Search Console
18
clicks so far, small but real and climbing from zero
Google Search Console
11.1
average position across all queries, right on the page-one edge
Google Search Console
~14 days
from launch to the first crawl, before any impressions showed up at all
observed

The top pages tell a clearer story than the totals. The one that pulled the most clicks was a timely one: a demo review for an upcoming release, which rode fresh search interest before the wider game did. Evergreen pages take longer, because they need the cluster to build authority first. Here's the early leaderboard.

PageClicksImpressions
The Guild – Europa 1410 demo review7293
Which race should you play in Guild Wars 2?3124
RimWorld lore explained2538
Steam Next Fest 2026 June: best demos239
GW2 class quiz229
RimWorld animal tier list (1.6 + DLC)1174
Power Scrapper build guide1174
RimWorld mods library099

Two movements worth watching. The demo review's impressions already dropped 61% from their peak, which is what happens to timely content once the moment passes. Meanwhile the RimWorld animal tier list jumped over 1,000% in impressions, a sign that page is starting to catch on as the cluster around it fills in. That's the pattern I'm betting on: news pages spike early and fade, evergreen pages start slow and compound.

A worked example in progress, not a promise. This is roughly four weeks of data and 18 clicks. That's far too little to call trends, and I'm not going to pretend otherwise. Read it as the first data point in a public experiment. The value isn't the number today, it's watching it grow or stall in the open, with the method laid out so you can judge it yourself.

What's next

Three jobs. Rewrite the RimWorld lore page's title and meta so those 538 impressions start converting. Keep filling the Vanilla Expanded long tail, since that's where the lowest-difficulty wins sit. And watch whether the animal tier list's momentum holds as more of the cluster goes live. Then, once these pages have had a few more months to settle, I'll publish the next set of numbers here: what climbed, what stalled, and what I'd change. The whole point is that you get to check my work.

Common questions

What is Crit Pick?
A games blog I built from scratch as a public SEO case study for SeeIndie. It exists to test, with real data, whether solid structure and keyword targeting can rank a site in a crowded niche. You can see it at critpick.me.
Why a games blog instead of more finance content?
Because the competitive shape of gaming search looks a lot like indie marketing: saturated, incumbent-heavy, with a rich long tail. Proving the method there is more convincing to indie devs than another finance result, and the lessons transfer.
Isn't this just an affiliate site in disguise?
No. There are no affiliate links, ads, or sponsors, and the games are self-bought with no review keys. It stays revenue-free, which also keeps the case-study data clean.
How long until a new site starts ranking?
Longer than you'd hope at the very start. Crit Pick sat uncrawled for about two weeks before a single impression showed up. After that the low-difficulty long tail began to move within a few weeks. Head terms take much longer and need links a new site hasn't earned yet.
Can I use this method on my own game's site?
That's the idea. The steps here work the same for a Steam-adjacent site or a devlog. If you want the practical version as it develops, the newsletter below is where I share what I'm testing.

Sources: Google Search Console (clicks, impressions, position), own keyword research, the Crit Pick content map.