Sales Funnel
(It’s not spamming posts on bird app)
About me
I’m Richard Zemore, and I run a small consulting company helping indie devs. 80% of our clients are solo/duo teams. I’m not a guru or content creator, just sharing what I’ve learned from running an indie studio and a marketing/PR agency. This is just a resource to help with some extra reading. Feel free to leave comments, feedback, or ideas!
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My post on Steam Next Fest preparations (6 month plan)
If you want to work together consider our complete marketing audit
(This is a very early rough draft of what will one day be some kind of ebook or pdf document to help indie developers understand core marketing concepts. There will never be a charge or any kind of monetization for this document. I don’t run a YT page or blog or anything like that.
The Foundations
Before we can get to specific actionable items to marketing your game, there are some key fundamental terminology of marketing that you need to understand. Terms like “Sales Funnel”, “Market Research” and “Competitor analysis” sound like spooky corporate speak, but are simple to understand and absolutely necessary to properly market your game. The best part is this research can be done before you ever even open the game engine! Below, we will discuss the marketing funnel and why it’s important to help your game attract players.
What this article is: An explanation of a marketing funnel and how to better reach your target audience.
What this is not: A specific step-by-step action plan of what to post where or when.
Most indie game developers follow this pattern:
Small indies are missing a key thing. Trust and credibility. Another principle of marketing is “The Rule of 7” which states that a potential customer needs to be exposed to your brand 7 times before they ever consider a purchase. This is because potential customers need time to build an opinion and familiarity with you. They need to see your game, and this happens over time. Marketing is a marathon. When indie devs focus solely on driving traffic to their Steam page, their marketing can feel impersonal and it scares potential customers away. The above strategy works for established companies like Bethesda or Activision, because they already have decades of trust and credibility from making good gaming experiences. And although social media feels personal to the dev, players see it as just more noise in a saturated market, blending into countless other self-promoting indie devs.
A sales funnel is a fundamental marketing concept across all industries that show the process of guiding potential customers from the first time they ever discover your game, all the way to becoming loyal fans. Because most people don’t buy indie games the first time they hear about them, it’s important to create a variety of content tailored to people at each stage of the funnel and have a clear pathway for players to move from one tier to the next.
Different types of content work better for people at different stages of the funnel. Bottom-of-the-funnel content won’t resonate with someone who’s just discovered your game for the first time and vice versa.
Goal: Brand awareness
The first time a potential player discovers your game, they don't know anything about it. The goal in the discovery phase is to capture attention and spark curiosity without expecting immediate commitment.
Why the mistake happens here:
The better approach:
Examples:
Goal: Provide information to build trust in you and your product.
Here, potential players start to learn more about your game and your team. The goal is to build familiarity and trust, which will keep them engaged. To truly connect with an audience you need to provide value to them. So you don’t want to look at it like how you can get more YouTube views or wishlists. Look at it as how you can improve the trust in your brand and contribute to the community.
Why the mistake happens here:
The better approach:
Examples:
Now, players are considering whether to commit by adding your game to their wishlist, downloading the demo, or buying your game. This is where you guide them toward taking that action by removing friction and ensuring that the purchasing process is seamless.
Why the mistake happens here:
The better approach:
Once players commit (e.g., by wishlisting or purchasing your game), the relationship doesn’t end. Retention and advocacy ensure they remain engaged and spread the word.
Why the mistake happens here:
Wishlists are a good metric to understand the general interested in your game, and it’s important to build wishlists. But it’s important to understand why your wishlists are/aren’t going up. Many developers tend to focus only on asking for wishlists and in some cases outright begging for them. But Goodhart's law is true to wishlists: “When a measure becomes a target, it ceases to be a good measure".
Wishlists, are a good indicator of how popular your game is getting. But when you make gaining wishlists your main CTA. You start to gather lots of bad wishlists from people who think wishlisting your game is helping you, but never intend to actually buy the game. It just leads to a false sense of “winning”.
The better approach:
Examples:
A sales funnel is all about guiding customers through progressive, low-pressure steps. Just as you wouldn’t throw a final boss at a new player, you shouldn’t push potential customers too hard or too early. Instead:
This gradual, personal touch approach creates long-term success for both your game and your studio.
Brought to you by Zemore Indie Consulting LLC
Helping indie developers thrive with strategy, support, and results.
Market Research
In progress currently it’s just random notes with no formatting.
Picking your genre is the most important part of marketing your game. Your genre will dictate how large of a pool your potential target audience will be. If you are creating a game for Steam, don’t expect the same amount of revenue as if you were making a 4x or strategy game. Of course there are so many factors at play, it’s just important to understand your genre, and have realistic expectations of the possible sales in that genre. If you are making a 2D puzzle platformer or a match 3 game for steam, it’s unlikely that you will make the same revenue as if you were making a more in demand genre such as a strategy game.
Do not only look at the highest performing games. It’s very unlikely that you will rank in the top of your genre, especially as a new indie dev. Look at the games in the median range or even below to see what your game would need to compete in that genre. Find out what the difference between a 1K sales game, a 10K sales game, and a 100K sales game is.
Market research isn’t just about understanding data. It’s about validating your idea before you invest months (or years) into development. By understanding what players want, analyzing competitors, and tracking demand, you can look objectively at your own skills and ideas to see if you can create a game that competes in that genre, and manage your expectations accordingly.
Tools you can use to research different genres
SteamDB – Track sales estimates and trends.
SteamSpy – Get data on estimated player counts.
PlayTracker.net – Analyze game engagement and player behavior.
Google Trends – Track search interest for game genres or mechanics.
Once you pick a genre then:
Example DM: “Hey, I saw you commented on a post about X game. Could you tell me what you like or don’t like about X game? I ask because I am working on a similar game but am adding [Y mechanic].”
Just be sure not to spam a dozen people every day. Just message a few people where it’s most relevant so you don’t get marked as spam. 2 or 3 people a week should be safe.
As you build your prototype, have people play it regularly with STRUCTURED feedback loops. Just asking someone “Did you like my game?” or “What do you think?” is not going to get you actionable feedback. You need to make a feedback form or exit survey to give your testers to have them answer specific questions relevant to your genre. You can go back to those people who you previously messaged and ask if they are interested in playing your prototype. Then give them the survey after they play.
Brought to you by Zemore Indie Consulting LLC
Helping indie developers thrive with strategy, support, and results.
Your Steam Page
A Beginner's Guide to Marketing on Steam
For most indie game developers and small studios just starting out, it’s a dream come true to get their game listed on Steam. After all, it’s the largest digital distribution platform for video games, boasting over 120 million monthly users. But simply getting onto the platform is not enough to drive sales. You have a very small window of visibility and engagement when your game first launches, followed by a quick dropoff as other new games are released.
There’s getting on Steam, and then there’s succeeding on Steam; the difference lies in effective marketing. If you’re a beginner (and that’s OK!), let’s explore some essential marketing strategies and techniques you can use on Steam to help your game gain visibility and attract players.
To find success in dating apps, it’s essential to have someone first swipe right. That means something about the photo you posted attracted them. Only then will they really start to learn more about you and have a chance at making a connection. This is marketing yourself, and marketing your game is not all that different.
As we just established, first impressions are everything, and the capsule image is its first encounter a potential player has with your game. This is that small, rectangle image representing your game on Steam’s store pages and alongside search results. Each view of that image counts as an impression (you want these).
As the name suggests, this little image needs to encapsulate your whole game. A great one does this in two ways:
Capsule images should match the theme of your game!
Once potential customers have clicked that capsule image (and a memorable game title also helps!), the second most important thing is your trailer. Steam will generally auto-play the trailer loaded into the top slot, meaning a clickthrough to your game page kicks off with immediate engagement possibilities. But don’t just take our word for it; this is what Valve themselves have to say about the importance of a potent trailer:
“Ideally you'll want to give players a good look at the gameplay of your game in as short a time as possible. We recommend that your first trailer be one that features primarily gameplay, clearly demonstrating what the player will be doing in the game and how they will be interacting with the world you've built. Save your company logos or narrative storylines for further into your trailer once you've gotten the interest of a player.”
https://steamcommunity.com/groups/steamworks/announcements/detail/5358762517221792489
[embed YT video] https://www.youtube.com/watch?v=qHXFyBN_W1g
In other words, as a small or just-starting developer, don’t spend money on a fancy CG trailer. DO, though, invest in a quality trailer with emotive music and smart cuts that showcase quickly what makes your game exciting, enticing, and worth wishlisting or contemplating a buy. Of course, for those not looking to watch a video just yet, include a handful of tantalizing screenshots after the video to show diverse gameplay situations and to highlight the game’s visual appeal.
It looks like you’ve made that great first impression! If potential players are sticking around your page, that means you’ve got them on the hook. Now is your chance to reel them in.
A Captivating Title Image
Your title image is the first thing future customers see when they scroll below the initial media carousel. You need to create a high-quality banner-like image at the top of your page, one that complements your capsule image (think of it as an extension of it) and that provides additional visual information. This is your primary call to action to ask players to join your Discord server, wishlist the game, and/or highlight your key selling point.
The “GUARDS!” Steam page is a great example that blends gameplay images, a call to action, and more detailed information than the trailer can reasonably cover.
An Enticing Game Description
Looks are only surface deep. We’ve all been burned by an amazing trailer that was followed by a stale or disappointing game. Your game description in the store is your chance to (succinctly!) highlight the exciting facets of your game, including:
Don’t overload with text, though! Yes, you’ve got a trailer and screenshots up top, but the game description in the store is a broad canvas for you to paint and make exciting. Pepper in some of these:
Whether your sales funnel is focused on long-term leads or short-term sales, you have a reason to support the community that backs your game. This is where Steam’s Community Hub feature comes into play.
What is a Community Hub?
These hubs are excellent places to start building a community around your games without extra monetary expenses to you or your team. Here you can post FAQs, share news about upcoming events, and get valuable feedback and bug reports from players. Players want to know their voices are heard (even when what they have to say is not very nice or overly critical of your hard work). Being present for them and giving them a platform for this is a great way to both show transparency (build trust) and start to build a communal relationship with your followers.
Perhaps more importantly, though, they can interact with other players. A thriving community means continued interest and increases the chances of organic, word-of-mouth promotion of your products. Encourage it, and be present to your players or future customers. Facilitate discussions about the game and the sharing of user-generated content, such as artwork, live broadcasts, screenshots, videos, and guides. Those who feel supported by the developers and their fellow community are more likely to generate new content on other platforms and thus continue to increase engagement.
How to Create a Community Hub
New to all of this? No problem. Here's how to set up and effectively use these forums. As soon as the store page for your game is labeled as “Coming soon” (or given a specific release date, if you already know that), a Community Hub for your game is automatically created.
It doesn’t get much easier than that! Once you’ve reached this stage, just go to your Steam page and click the “Community Hub” button above your capsule image.
Discussion Forums
The backbone of your game’s hub will be the forums; this is where discussion and interaction happens. Try and take advantage of all its features, especially pinned posts. These are posts that stay at the top of the forum to share whatever is most vital to people at the moment. Don’t be afraid to change these out over time so players don’t learn to skip past them
You should also create subforums for specific topics to keep your hub organized. Good starting points would be forums related to beta tests, bug reporting, or specific events. Here are some other helpful pointers to keep your forums lively and engaging for everyone:
Moderation Is Key
Obviously you want to encourage positive discussions and discourage inappropriate behaviors. Don’t be afraid to ban anyone who is toxic or abusive. That being said, have a steady hand in regards to those who are simply airing legitimate grievances. Honest feedback, even when it’s painful, is still good feedback.
Think you still need more guidance? You can find it on the Steamworks community info page here: https://partner.steamgames.com/doc/features/community
So you have a scroll-stopping capsule image, a captivating gameplay trailer, and a description packed with GIFs. What’s next? Let’s talk about Steam’s algorithms and how it helps to promote your game.
Let’s get the obvious out of the way: There is no one magical algorithm to pin all your hopes on. What we’re given is a complex system that is personalized to each end user. While that can make it hard to gain the system in your favor at a macro level, it does afford you the opportunity to find traction with your niche audience, whatever they may be.
Steam's approach to game visibility is to follow player interest rather than trying to predict which games will be successful, allowing hit games to emerge organically. Using accurate tags is one of the most important considerations you should have for the visibility of your game. Give each tag careful consideration so that when Steam recommends you to a potential customer, they are more likely to want to engage with it.
“It’s important to us that players trust that the games they’re seeing are relevant and interesting to them.” - Valve
So how do Steam’s store sections work in conjunction with their algorithms? Valve released a PDF and accompanying video in Oct of 2023 that outlined their process and thinking. In short, there are two main categories used on these pages: algorithmic content and curated content.
Algorithmic Content: Personalized
Curated Content: Shown to everyone
New and Trending: This algorithmically devised regional list of newly released games based on popularity gets posted at the top. Games get pushed down as newer games meeting that criteria are released. Early access games are initially excluded (so keep this in mind!) but can be featured here after a 1.0 launch.
Top Sellers: This is a second algorithmically devised regional list based on total revenue (including DLC sales, in-game transactions, soundtracks, and the like) in the trailing 24 hours. The better you’re doing, the more often you’ll be featured here.
Popular Upcoming: This is a list of the most wishlisted upcoming games—one of the few places on Steam where wishlists are factored in. The games are sorted by release date and based on wishlist activity from the past 2 weeks. As such, this can be a self-sustaining draw to your game (you get people wishlisting your game through organic channels, which drives you up the popular upcoming list, which leads to more wishlisting, and the cycle continues).
Going the Distance
Marketing your game properly on Steam is a crucial step toward achieving success on the platform. Start by crafting an eye-catching capsule image that draws users in, and then create an engaging and visually varied game description that tells your game's story and features using GIFs or videos and title images to complement your branding. Even consider crafting seasonal variations to keep your game page fresh!
And of course, set up your Steam Community Hub as soon as you are able, to build a vibrant and sustainable community around your game; interact with old, new, and future players; and gather and process valuable feedback.
With the right mix of marketing strategies, your game can find its audience and thrive on Steam. Good luck!
Brought to you by Zemore Indie Consulting LLC
Helping indie developers thrive with strategy, support, and results.
Finding Playtesters
If you're an indie developer, finding reliable and constructive playtesters can feel like chasing unicorns. But don’t worry, it’s not as hard as you think. This guide is here to help you cut through the noise and get your game in front of the right people.
Whether you're looking for brutal honesty, casual impressions, or structured feedback, there's a platform for every need. Let’s break it down.
If you prefer spreadsheets, we got you: Playtester Strategy Spreadsheet
Reddit remains one of the best organic ways to get your game tested. It's fast, free, and has a niche for every genre. The key is to engage genuinely, and not spam.
Karma is Key
To prevent your posts from being taken down the moment you press post, especially in subreddits with stricter karma rules, you have to build up your karma. The best way to do this is to become an active, genuine member in the relevant subreddits you’re hoping to post on by commenting on posts that you find interesting.
You shouldn’t be the one asking for feedback all the time; sometimes you have to be the one to provide it for others.
This subreddit has over 100K members and is a great place to post a trailer or playable build and gather feedback from casual players and other developers. Great for early impressions.
Tips:
Known for its unfiltered and often harsh critiques, this is the place to go if you want brutal but honest, actionable feedback.
Tips:
Originally created for team-building, but now also serves as a collaboration hub. It's a good spot for finding testers and for finding long term team members and getting feedback from other devs. Create a detailed post about your game and what specifically you’re looking to have tested.
This smaller, focused community exists specifically to help you find testers. Be clear about what your game is, what you’re offering, and what kind of feedback you need. They have two options: paid playtesting which is self-explanatory, and unpaid playtesting, with which you’ll have to reward playtesters through other means.
Bonus Tip: Use prewritten templates and experiment with post timing. Reddit rewards consistency, clarity, and good formatting.
Reddit users have short attention spans. If they have to jump through hoops, you’ve already lost them. Here’s how to reduce friction:
Lead with Visuals
Reddit is a visual platform. Posts with exciting images and “scroll-stopper“ GIFs get more attention.
[WORK IN PROGRESS MORE WILL COME. Add zebrakiller on Discord if you want to yell at me to hurry up or if you want more info that isn’t here.]
Huge shout out to Darius for this method.
Reddit is not all about just making posts and waiting for people to message you. For every post made on Reddit, there are dozens, sometimes thousands of comments of people who could be potential lovers of your game!
Genuine outreach, not spam is the way
Find relevant subreddits. If your game is a RPG game then go on r/RPG_Gamers and look for popular posts where people are talking about similar games to yours, then look at the comments. One, for research of what people are saying about similar games. And Two, you can click on their username and send them a DM. It’s spooky I know, but don’t worry, most gamers love to discover new games in genres they love. The trick is to be genuine and not a spammer. You’re not messaging them to sell them your game, to beg for wishlists, or ask them to join your discord. You’re just trying to get feedback on your idea.
It’s also very important not to mass DM dozens of people. Your account will get flagged as a DM spammer and will be deleted. Just message a few people like 5 or so a day.
Opening message EXAMPLE do not just copy paste the same thing every time Your account will get flagged as a DM spammer and will be deleted.:
"Hey, I saw your comment in [SUBREDDIT]. could I get your opinion on [GENRE] games? What frustrates you the most and what do you love the most?
The reason I'm asking is because I'm working on a [GENRE] game where you [UNIQUE THING ABOUT YOUR GAME IN YOUR GENRE OR WHAT YOU DO DIFFERENT]. Your opinion will help a lot to see if this feature is good or not. Thanks for your time. "
If you're looking for more structure, these platforms are designed to connect developers with players and collect useful feedback. Your mileage will vary and we have had mixed results with all of these sites.
An easy-to-use platform ideal for running campaigns over time. It's great for collecting feedback from casual testers. Of all the websites, this is the easiest to list your game on, but they have the lowest traffic. Our most popular games only achieved maybe a dozen testers. But the website allows testers to directly upload their demographics and gameplay video sessions which is very useful. It’s good to host your game here, and share the campaign around for automated testing.
How to Use:
Offers targeted demographic filters and more curated feedback. Perfect if you want detailed insights from serious players.
Note: Some features may require approval or come with a cost. Getting your game on the platform itself requires approval by the platform’s admins.
One of the most well-known indie platforms. While not designed specifically for testing, it works well if you promote your game and collect feedback via comments or forms.
Tip: Think of Itch.io as a “second store page” of sorts. Make it appealing to look at, have all relevant information listed, and most importantly have some awesome visuals for potential players to look at.
https://www.alphabetagamer.com
Submit your game to be featured on the site by sending a message to their contact email. If approved, your title will reach a large audience of beta testers and indie fans.
Note: Alpha Beta Gamer has specific guidelines for game submissions, so make sure you read through those and follow them when you submit your game for approval!
Apply to have your game tested by their curated, incentivized community. They only accept polished and complete experiences. Great for gathering in-depth feedback from dedicated players. This website is the most expensive costing anywhere from $2,000-$10,000.
You don’t have to stop at Reddit and official platforms. Here are a few other methods that consistently work for indie devs:
The best playtesting strategy combines wide reach with relevant targeting. Use Reddit to cast a wide net, and supplement that with structured platforms like G.Round or playtester.io for deeper insights.
Always be clear about what kind of feedback you’re asking for, and respect the time of the people giving it. Playtesting isn’t just about fixing bugs—it’s about shaping the best possible version of your game.
Brought to you by Zemore Indie Consulting LLC
Helping indie developers thrive with strategy, support, and results.[b]
Preparing for Next Fest
Hey y'all. I have been seeing a ton of posts about Next Fest, and I have replied to a bunch of them with some advice. but I figured I would just go ahead and take my comment that I have been copy pasting and create an official post. I work at a small consulting company and one of my main jobs is as a marketing consultant specifically for indie game devs. More than half of which are solo devs or a 2 person team. We've participated in multiple Steam Next Fests. Note that Steam is always mixing things up and changing things so who knows what could change. I don't claim to be an expert and everyone should do this for 50 bazillion wishlists, but it's just what we do and what has helped us and our clients based on my own experience.
Our most recent campaign was for Erenshor. You can see the results here. Most of this post is based on what we did for Erenshor, it might not be what’s best for your specific situation or genre.
If you are not ready, demo isn't polished or released, just back out. There is no harm in it and you can just sign up for the next Next fest, or even the next next Next Fest. Many campaigns we have run were from devs who have backed out of many previous Next Fests and all of them were glad they waited. One of which backed out of 4 previous Next Fests.
TL:DL
Brought to you by Zemore Indie Consulting LLC
Helping indie developers thrive with strategy, support, and results.
Educational database
Have not made this section yet, but here is a curated list of all the material I have learned from. It’s a variety of sources from blogs, YT videos, GDC talks, and anything else game marketing related.
Tab 7
What other topics should I write about?
[a]why do devs/publishers tend to focus on wishlisting anyway?. Might helpt o have more detail here
[b]i saw the link to this googledocs on itch. Its good info, thank you