How to Market a Game
howtomarketagame.com · Personal blog · on HN since 2020
How to Market a Game gives indie game developers data-driven advice on marketing, launches, Steam sales and building an audience.
What HN saysHN commenters recommend its advice to developers preparing Steam releases and cite its article about not building your audience on other platforms.
33HN people shared it
17linked it in comments
24stories submitted
972story points
3 months agolast shared
2020people per year2026
Most-shared posts
- 1Don't build your castle in other people's kingdoms (2021)13 people · 606 points · first shared 2021 · 261 comments on HN
- 2Most people who buy games on Steam never play them4 people · 218 points · first shared 2025 · 215 comments on HN
- 3Homepage3 people · first shared 2022
- 4John Romero on his book “Doom Guy” and developing games at a small scale2 people · 3 points · first shared 2023 · discussion on HN
- 5How likely are you to overcome a failed launch?2 people · 2 points · first shared 2025 · discussion on HN
- 6The Missing Middle in Game Development2 people · 1 points · first shared 2023 · discussion on HN
- 7The median indie game does not earn a whole lot2 people · first shared 2023
- 8How to Talk to Your Customers1 people · 81 points · first shared 2020 · 7 comments on HN
- 9Did too many games release in Q3 of 2024?1 people · 44 points · first shared 2024 · 54 comments on HN
- 10What the Hell Happened in 2024?1 people · 4 points · first shared 2025 · discussion on HN
- 11How Steam works against Small Games1 people · 3 points · first shared 2021 · 1 comments on HN
- 12How Peglin Made $1,049,413 in 1 week1 people · 2 points · first shared 2022 · discussion on HN
- 13An itch.io game became a million-dollar hit1 people · 2 points · first shared 2025 · discussion on HN
- 14How to Market a Multiplayer, the Battlebit Remastered Story1 people · 2 points · first shared 2023 · 1 comments on HN
- 15Why don't some games sell well? How tomarketagame1 people · 1 points · first shared 2022 · discussion on HN
What HN people wrote when they linked it
drrob · 2025-02-25
I'm the developer of a boxing game called Leather, that I've had in the Play Store and App Store for about 6 or 7 years now.
As I'm working towards a Steam release I've been digesting a lot of this guy's advice - https://howtomarketagame.com/
Whilst much of his guidance is of course marketing rather than design related, he does write about genres and game mechanics that attract players - specifically on desktop rather than mobile. It's worth a few hours of your time to check his stuff out.
sbarre · 2024-11-20
What kind of marketing or outreach have you done for your game?
Edit: I ask because the devs on Tiny Glade are ex-DICE (I think?) and definitely ex-Embark Studios, two very well-known AAA studios, and they've been very active both in the Rust community (Discord, Meetups, etc), the Houdini community (conferences and meetups) and elsewhere to promote this game during development..
So they already had a personal brand and an audience built-in, which I'm sure helped.. Plus it's a great game.
If you want to give the marketing side a real try for your game, this is a decent resource if you're not already familiar with it: https://howtomarketagame.com/
(No affiliation but I know a few indie devs who were not well-known and had no pre-existing audience, and had success with the approach).
opyate · 2022-08-04
Howdy, here are a bunch of communities that I shoot the gamedev breeze with asynchronously:
- https://twitter.com/IndieLegion
- https://howtomarketagame.com/ Discord
- https://twitter.com/gamediscoverco Plus subscription's Discord
- Godot Engine's Discord
I've connected more deeply with some of the folks I've met on there, so it hasn't felt lonely at all.
I'm also doing an indie dev masters via Falmouth, and my cohort meet up weekly (and we have a Discord for daily chatter), and it's a great community, but I'm not sure if that will last past graduation in a few weeks.
(I'm on the marketing video super cringe)
https://www.falmouth.ac.uk/study/online/postgraduate/indie-game-develo…
aetherspawn · 2026-07-28
A great article written on this theme is “DON’T BUILD YOUR CASTLE IN OTHER PEOPLE’S KINGDOMS” (2021)
https://howtomarketagame.com/2021/11/01/dont-build-your-castle-in-othe…
DamnInteresting · 2026-07-09
> I think moving to Substack (retain domain) would be a much stronger way to build in the long term
Hmm, the danger there is that one is putting a lot of one's eggs into a fickle basket. In the early days of Facebook we had a page with 20k+ followers, and we got a lot of engagement there, people followed us to be informed of when we published anything new. Then one day Facebook introduced 'boosting,' and overnight our posts were hidden from all but a fraction of our audience. Paying to boost each post would convert them into ads, which is not how we wanted to reach our readers. Our site traffic plummeted. I would have happily just paid FB a flat rate to retain access to our audience, but that option was not on offer.
I was already a proponent of the "own your platform" philosophy[1] (aka "Don’t build your castle in other people’s kingdoms"[2]), but that misguided reliance on Facebook really cemented it. It's nigh impossible to own everything we rely on, but I'm reluctant to give any company that much power over my project again.
[1] https://www.chuck.is/platform/
[2] https://howtomarketagame.com/2021/11/01/dont-build-your-castle-in-othe…
chasil · 2025-07-29
As I hear stories of Apple, Google, and Microsoft revoking valuable access, I remember this article...
"Don’t build your castle in other people’s kingdoms."
https://howtomarketagame.com/2021/11/01/dont-build-your-castle-in-othe…
baobun · 2025-05-03
rosseitsa · 2025-02-02
Hey, I downloaded and played around with the app a bit and it feels promising. It looks like obsidian in the sense of aspiring to be an "everything" app.
However, I am much more likely to use and contribute to the ecosystem of an app that is open source, in order to avoid a rug pull (relevant article https://howtomarketagame.com/2021/11/01/dont-build-your-castle-in-othe…
I read in the website that it is not open source because it does not need to be, could you elaborate on this?
Kim_Bruning · 2025-01-12
See also:
Don’t build your castle in other people’s kingdoms (2021)
https://howtomarketagame.com/2021/11/01/dont-build-your-castle-in-othe…
HN Discussion:
https://news.ycombinator.com/item?id=41712885
talldayo · 2024-11-22
> we have no recourse but to cry for help on HN.
HN doesn't wave a magic wand and make problems go away. You solve this by not building a business on an arbitrary service that can be revoked at-will by the provider.
This isn't an "Anthropic is risky" problem - this is a "don't build your castle in other people's kingdoms" problem: https://howtomarketagame.com/2021/11/01/dont-build-your-castle-in-othe…
p0w3n3d · 2024-10-03
Related article: never build your castle on someone's ground
https://howtomarketagame.com/2021/11/01/dont-build-your-castle-in-othe…
This happens so quickly: 1. you are not allowed to root your phone or your bank apps will stop working
2. you are not allowed to take the screenshot of a move/cartoon (for meme purposes) because of policy
3. you are no longer allowed to use MHL to send video to your HDMI screen (use some smart-sh* itv)
etc.
if someone has his new kingdom filled, they will quickly build walls, introduce taxes and start oppression — same with Spotify artists, youtube ads etc etc.
riidom · 2024-04-13
Wasn't Vampire Survivors originally 2.99? I just checked, it's 4.99 now but I think it was cheaper in the beginnings.
The point is, 2.99 is a "no think" price tag, while 9.99 is a "wishlist and consider when discounted" price tag.
Bu that's only my tl;dr of this blog post: https://howtomarketagame.com/2022/01/31/vampire-survivors-success-an-o…
kderbe · 2023-11-08
John Romero wants you to feel okay about the term "boomer shooter". [1]
Pull quote:
"The funny thing about boomers, it doesn’t even matter because for people who made up the term boomer shooter, anyone who’s old as a boomer, boomers are actually the kids of World War Two vets.
"That’s my mom. My mom is 20 years older than I am. She’s actually a boomer. So, boomers are not typically developing games.
"It’s funny. It’s a funny name. And I usually say it is a boomer shooter. It’s got a shotgun in it. It makes a big boom sound and you’re shooting. it doesn’t bug me. It’s really like you’re trying to nail the aesthetics of the style and that’s like that’s a phrase that kind of says what you need to know."
[1] from https://howtomarketagame.com/2023/09/25/john-romero-on-his-book-doom-g… and HN discussion https://news.ycombinator.com/item?id=37649594
kevingadd · 2023-10-12
The average Steam release makes less that that, IIRC.
https://howtomarketagame.com/2022/11/28/the-median-indie-game-does-not…
schemescape · 2023-06-29
Peak concurrent users in a day topped out around 10 on Steam (it's a niche game). Other stats: there's about 40 people on the Discord and there are 27 reviews on Steam. That's as a free game--I assume the numbers would have been lower (probably much lower) if it cost actual money.
As far as monetization on Steam, what are you getting at? DLC? I'll admit to not knowing (mostly as a player and, more recently, as a developer) of any other way to spend money on games besides buying them or DLC on Steam. Edit: I'm ignoring "free to play" since I don't like that model (as a player or developer).
Edit: Wow, looks like the median indie game makes barely $1k: https://howtomarketagame.com/2023/04/25/what-if-steam-didnt-take-30/
banterCZ · 2021-12-06
Sorry to hear that, but you are not the first nor the last one. See Don’t build your castle in other people’s kingdoms https://howtomarketagame.com/2021/11/01/dont-build-your-castle-in-othe…
sargstuff · 2025-05-23
Using information provided:
CS commonly involves discovering/developing corresponding enumerations / associations needed to support/to focus on given science field/area. Depending on how 'novel' support is required for given field/area; may have to 'invent' necessary protocols/language/etc. based on required enumerations/associations 'discovered'/needed for a given science field/area. Very helpful if students also look at non-CS areas would want to use CS classes for. aka genomics, web back-end development, AI, etc.
Novel game dev[3] "invention" as in (?) software engineering'(?). Implication of novel taken as 'on own'/free lancing. Game developer more full process/multi-hat development / broader set of process(es) within given field than CS. Still have to 'discover' what 'sells'/'client(s) interested in buying'. (vs. directed discovery bounded by science area/field) . aka ID Software's inventive development approach[0] vs. discovering 'novel ways of using' doom game engine[1][2].
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[0] : https://charlesboury.fr/articles/id-software-principles.html
[1] : psdoom : https://psdoom.sourceforge.net/
[2] : doompdf : https://github.com/ading2210/doompdf
[3] : https://howtomarketagame.com/2023/09/28/the-missing-middle-in-game-dev…