Best practices / for indie developers

Build your website

Best practices for your own game website: useful pages, search basics, readable information and a clear route to the game.

Start hereWhy your website isn't showing up on Google →

Choose a useful next step.

Give the site one useful job: help someone understand the game and find the next step. Use the guides for the question you have, rather than buying a tool first.

  1. Build the useful page

    Explain the gameplay, platforms and availability. Keep store, demo, press and contact links easy to find.

  2. Check how it is found

    If the page is missing from Google, begin with the search-diagnosis guide.

  3. Measure one question

    Keep visits, search impressions and player actions separate. The experiments below show why that distinction matters.

The dedicated guides

Read the guide for your next step.

Guide

Search Console AI report: what indie developers can measure

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

Read the guide →
Guide

Ubersuggest vs Semrush: I ran the same keywords through both, four times

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

Read the guide →
Guide

Semrush pricing and review 2026: what it costs, and who should actually pay it

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

Read the guide →
Guide

Ubersuggest review: is it worth it for an indie dev?

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.

Read the guide →
Guide

Your brand SERP: what a publisher sees when they google you

Check what someone finds when searching for your game or studio, and make sure the correct project is easy to identify.

Read the guide →
Guide

Why your website isn't showing up on Google

Not indexed and not ranking look identical and share almost no fixes. How to tell which one you have, in about five minutes.

Read the guide →
Guide

How to rank in ChatGPT (and why the answer keeps changing)

ChatGPT cites different sources depending on how hard it thinks: Semrush found only 25.6% overlap between reasoning modes on identical prompts, and Reddit's share of citations halves. Here's what that means for getting your game described correctly — and what's actually worth doing.

Read the guide →
Guide

What is llms.txt? (And why Google says you don't need one)

What the proposed llms.txt format does, how it differs from crawler preferences and access control, and why a fetch is not a citation.

Read the guide →
Guide

Humans hate text. AI needs it.

Make essential game information available as readable text alongside screenshots and trailers, while respecting differences between crawlers.

Read the guide →
Guide

AI search visibility for indie games: mentions, visits and limits

Separate AI mentions, attributed visits and game outcomes. Check descriptions and evidence without treating a citation score as sales.

Read the guide →
Guide

Setting up a gaming blog for SEO: structure, tags and tracking before content

A historical publisher build log on structure and tracking. Useful ideas for a game website, without a requirement to build a large blog.

Read the guide →
Useful across all five areas

The shared foundations.

Examples to read alongside the guides

Experiments from my own projects.

These are historical observations from Crit Pick, my gaming publication. They describe publishing decisions and measurement limits; they do not measure developer sales or wishlists.

Publisher experiment

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.

Read the experiment →
Publisher experiment

What eight weeks of Crit Pick data actually show

An early Crit Pick checkpoint: cumulative search figures, uneven page results and the conclusions those observations cannot support.

Read the experiment →
Publisher experiment

Crit Pick, month two: one page per Pal, and the web that ties them together

A historical Crit Pick build log about page structure and internal links, with the planned mechanisms kept separate from measured results.

Read the experiment →
Publisher experiment

Google core update 2026: is there one in August?

A historical August search investigation, corrected to distinguish observations, aggregate averages and unresolved causes.

Read the experiment →
Publisher experiment

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

The first historical Crit Pick search baseline: an early publisher case, not a measured promise of indie game sales or wishlists.

Read the experiment →
Publisher experiment

The Guild Wars 3 page, by the numbers

A historical keyword-planning snapshot from Crit Pick, separating reported tool values from assumptions about demand and competition.

Read the experiment →
Publisher experiment

How I built the Guild Wars 2 event timer

How a player-facing event timer was built on Crit Pick, with product decisions separated from assumptions about SEO results.

Read the experiment →
Publisher experiment

Building a Guild Wars 3 page before the game exists

A historical Crit Pick build log about writing a useful game page when confirmed information is limited.

Read the experiment →
Publisher experiment

How I filtered a 300k keyword sweep into one GW2 list

A historical keyword filtering example: remove ambiguous terms, record the rules and distinguish a selected list from a search-performance result.

Read the experiment →
← All best practices