For game developers

Getting a game found, before and after you ship

Everything on this site about getting a game found, in the order it usually matters: the store page first, then the name, then the people who write about it.

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Where to start ↓
Guides

Everything tagged for you

For game devs When should you make your Steam page? 6 Oct 2026 · 9 min For game devs Steam festivals to year-end: which event is yours, and what it costs to join 2 Oct 2026 · 20 min For game devs What I check on a Steam page: the checklist I work from 29 Sep 2026 · 11 min For game devs Steam Playtest: what it's for, and when a demo is the better call 15 Sep 2026 · 15 min For game devs Devlogs: what they actually do for your game 10 Sep 2026 · 8 min For game devs Why marketing your game feels gross 29 Aug 2026 · 9 min For game devs Your brand SERP: what a publisher sees when they google you 25 Aug 2026 · 10 min For game devs Your game press kit: what a journalist actually opens 22 Aug 2026 · 19 min For game devs Steam Next Fest: what actually happens before, during and after 21 Aug 2026 · 16 min For game devs Steam capsule art: the only test that counts is your thumbnail at 231px 20 Aug 2026 · 7 min For game devs How to grow a Discord server for your game 13 Aug 2026 · 11 min For game devs Social media for game developers: what it's actually for 11 Aug 2026 · 13 min For game devs Steam tags: how the algorithm actually uses them 6 Aug 2026 · 11 min For game devs Your Steam store page: the page that makes your wishlists 4 Aug 2026 · 11 min For game devs AI search visibility won't sell your indie game. Here's what it actually does. 13 Jul 2026 · 20 min For game devs Free and cheap indie game marketing tools 5 Jul 2026 · 10 min For game devs Indie Game Marketing Basics 5 Jul 2026 · 10 min

Where to start

Games are the oldest part of this site, so most of the work already lives on its own pages. This one exists to point at them in a sensible order rather than leave you guessing which door is the front one.

If you are shipping on Steam and have not built the store page yet, start at How to publish a game on Steam. It is the longest guide here and the one the rest hangs off.

If the store page exists and you are wondering what to call the studio, or what a publisher finds when they search for you, that is Indie game branding. If you are about to email people who write about games, that is Indie game PR.

The order I'd do it in

Not a rulebook. It is the order that wastes the least effort, based on what tends to be reversible and what does not.

The store page first. It is the page that converts, it is the page Valve surfaces, and almost everything else you do ends up pointing at it. Fixing it late means every link you built in the meantime pointed at a weaker page.

The name second, and only if it is still movable. A name is a deadline disguised as a vibe: once it is on a store page, a Discord and three articles, changing it costs more than it saves.

Press third, because it needs the first two to exist. Nobody covers a game they cannot look at.

Channels last, and honestly. Social is the thing indies are told to do first and it pays back the least. Social media for creatives has the long version of why.

The part that is not games-specific — your own website, the one channel nobody can take away — lives on Your website: the channel you own.

What this page is not

It is a signpost, not a guide, and it deliberately does not compete for a keyword of its own.

That is not modesty, it is arithmetic. The obvious phrase for a page like this would be something like indie game marketing. But the strongest games page on this site already targets how to publish a game on steam, and a second page chasing an overlapping phrase would mostly take search traffic from the first one. Two of your own pages competing is a cost with no upside, so this one stays a door.

You will see the same note on the other area pages. Where a phrase was worth taking, it was taken and said so. Where it was not, the page says that instead of pretending.

Common questions

I am not on Steam. Is any of this useful?
Most of it. The store page guide is Steam-shaped, but the name, the press and the channel advice apply to itch, a console storefront or your own site with very little translation.

Do I need a marketing budget?
No, and the guides here assume you do not have one. Where something costs money, the price is named and so is the free version.

How much of this is from your own games?
None of it is from a game I shipped myself — I have not published one. It comes from working alongside developers who did, and from running this site and Crit Pick in public, where the numbers are checkable.