How to Promote Your Indie Game: A Practical Checklist

A step-by-step indie game marketing checklist: store page, wishlists, trailer, demos and festivals, press kit, communities, creators and launch week.

Inicio › Guías › How to Promote Your Indie Game: A Practical Checklist

Most indie games do not fail because they are bad. They fail because too few of the right players hear about them in time. Promotion is not a launch-week sprint; it is a habit that starts the day your game looks like a game. This checklist walks through what actually moves the needle for a small team: a store page that converts, a trailer that shows the game, demos and festivals, a press kit, communities you own, content creators, directories, and a launch week you can plan instead of survive.

StartAs soon as the game looks like a game
Core assetA store page that converts
Biggest leverA playable demo
Owned channelsDiscord, newsletter, devlogs

Start earlier than feels comfortable

The single most common regret among indie developers is announcing too late. Interest compounds: every month a store page is live, people find it, wishlist it, follow it and tell friends. A game announced two weeks before launch has none of that momentum.

  • Announce when it looks like a game. You do not need final content, but you do need art and a core loop that represent what players will get. Placeholder cubes do not sell anything.
  • Put the store page up early. On Steam, wishlists are the currency of discovery and they only accumulate while the page is live. Steam also requires a "Coming Soon" page to be public for at least two weeks before release, but treat that as a minimum, not a plan.
  • Budget time, not just money. Promotion for a small game is mostly hours: writing devlogs, cutting clips, answering comments. Block a few hours every week for it, starting now.

Build a store page that converts

Every channel in this guide sends people to a store page. If that page does not convince them in a few seconds, everything upstream is wasted. Whether it is Steam, itch.io or a mobile store, the same rules apply.

  • Capsule art that reads at thumbnail size. Your main image is usually seen tiny, next to dozens of others. Bold shapes, a clear title and one strong focal point beat detailed illustrations that turn to mush when scaled down.
  • Screenshots that show play, not menus. Lead with the moment that makes your game different. The first three screenshots do most of the work.
  • A short description that is a hook. One or two sentences: genre, twist, promise. "A co-op roguelite where your ship is the dungeon" tells players more than a paragraph of lore.
  • Accurate tags and genre. Steam lets developers apply up to 20 tags; they decide which players see your game in recommendations, so pick the ones that describe what playing it feels like.
  • Regular updates. Post events and announcements on your store page as you hit milestones. Activity signals a living project.

Mobile developers face the same problem in a different shape: the icon and the first two screenshots are the store page for most visitors, and keyword-relevant titles and descriptions help store search.

Make a trailer that shows the game

Your trailer is the most-watched asset you will make. Keep it focused:

  • Gameplay in the first five seconds. Skip long studio logos and slow fades. People decide almost immediately whether to keep watching.
  • Show the core loop, then the variety. First what you do every minute, then the surprises that make it worth hundreds of hours.
  • Keep it short. Most strong indie trailers run between thirty seconds and ninety seconds.
  • End with one clear call to action. "Wishlist now on Steam" or "Play the free demo", plus the platforms and date if you have one.
  • Cut vertical versions for short-form video platforms, where clips of one great moment often outperform a full trailer.

Demos, playtests and festivals

A playable demo is the strongest promotion a small game can have: it turns curiosity into experience, and players who enjoyed a demo are the most likely to wishlist and buy.

  • Steam Next Fest runs several times a year and showcases games with demos. Plan your demo around one of them, prepare a livestream or developer note, and point every channel you have at it during the event.
  • Playtests recruit early players and find problems while they are cheap to fix. Steam offers a dedicated Playtest feature; Discord sign-ups work everywhere else.
  • Digital showcases and events such as genre showcases and indie festivals accept submissions months in advance. Keep a calendar and apply early; a rejection costs nothing.
  • Game jams are a great way to test an idea in public and gather a first audience before committing to a full project.

Press kit and media outreach

Journalists and curators decide quickly. Make it easy for them with a press kit that contains:

  • A fact sheet: title, developer, platforms, release date or window, price, engine, website and contact.
  • A short and a long description, plus a list of key features.
  • High-resolution screenshots, a few short GIFs or clips, the trailer link, logo files and capsule art.
  • A short team bio and any notable awards, events or quotes.

When you pitch, write a short, personal email to people who actually cover your kind of game. Include the hook, a trailer link and a key or demo. Mass mailing the same message to hundreds of addresses rarely works. Steam Curator Connect lets you send keys directly to curators, and key-distribution platforms can help you reach creators at scale.

Build channels you own

Algorithms change; your own audience stays. Three channels are worth building from day one:

  • A Discord server where players can talk to you and each other, report bugs and find people to play with. For multiplayer games it doubles as your matchmaking backup.
  • A newsletter, even a tiny one. An email reaches people on launch day in a way no social post can guarantee.
  • Devlogs on your store page, itch.io or YouTube. Showing how the game is made builds attachment, and each post is a reason to share the game again.

Social media works best when you share what is genuinely interesting about your game: a funny bug, a before-and-after of an effect, a level coming together. On Reddit and forums, read each community's self-promotion rules first and participate as a person, not a billboard.

Work with content creators

A single video from the right creator can outperform months of posting. Focus on fit over size:

  • Find creators who already play games like yours and whose audience matches your players.
  • Send a short message with a key, the trailer and one sentence on why it fits their channel.
  • Make your game streamable: clear goals, short sessions, moments that are fun to watch, and a streamer-safe music option.
  • State clearly that creators may monetize videos of your game.

Use directories and rankings

Players browse curated lists and directories when they look for something new, and a good listing works for you around the clock. Prioritise places where your kind of player already spends time, and keep each listing current.

On Mutop100, the indie games directory gives your game a page with your trailer, screenshots, store buttons and a vote button, plus placement on your engine page (for example Godot games or Unity games) and on platform pages such as indie mobile games. Its audience already votes for online games daily, which makes it especially useful for multiplayer and online projects. The promote your indie game page explains what a listing includes; it is free.

Avoid "submit to 100 sites" services that dump your game onto low-quality link farms. A handful of relevant, active listings is worth more than hundreds of dead ones.

Plan launch week

  • Pick the date carefully. Check the release calendar for big launches in your genre and avoid major platform sales or events that bury new releases.
  • Prepare everything in advance: the launch trailer, store page update, newsletter, Discord announcement, creator keys and a short press release.
  • Update every listing on launch day: stage, release date and links, so new visitors land on accurate information.
  • Be present. Answer reviews and questions, fix critical bugs fast and say so publicly. Players forgive problems that are acknowledged.
  • Plan the first updates. A visible patch in the first weeks reassures buyers and gives you another reason to talk about the game.

Measure what works

Use tracking links so you know which channels send people who wishlist and buy, not just people who click. Steam supports UTM-tagged links in its traffic reports, and most other stores and analytics tools offer something similar. Review the numbers monthly and double down on the two or three channels that actually convert.

Mistakes to avoid

  • Announcing two weeks before launch with no wishlists or community.
  • A trailer that is all logos, cinematics or concept art.
  • Buying fake followers, reviews or votes. It is against store rules, it poisons your data, and on Mutop100 manipulated votes are removed.
  • Posting the same promotional message in every community without reading the rules.
  • Going silent after launch. The long tail of a small game depends on updates and community.

FAQ

When should I start promoting my indie game?

As soon as the game looks like what players will eventually get, ideally many months before release. Put up a store page early so wishlists and followers can accumulate, and keep sharing progress from then on.

How many wishlists do I need before launch?

There is no magic number. Wishlists are a signal of interest, and how many turn into sales varies by genre, price and timing. Track how fast your wishlists grow and which channels drive them, and focus on improving that trend rather than chasing a fixed target.

Is Steam Next Fest worth it for a small game?

For most games with a solid demo, yes. Next Fest puts demos in front of many players at once. You get the most out of it when the demo is polished, the store page is ready and you actively promote your participation.

Do I need a publisher to market my game?

No. Many successful indie games are self-published. A publisher can help with funding, marketing reach and porting, in exchange for a share of revenue. Compare offers carefully and keep the rights you need.

How do I get streamers and YouTubers to play my game?

Target creators who already play similar games, send a short personal message with a key and the trailer, make the game easy and fun to stream, and allow monetized videos. Smaller creators who love your genre often respond more and bring a more engaged audience.

Are game directories worth listing on?

Relevant, active directories are worth it: they bring players who are actively looking for something new, and your listing keeps working after launch. List where your audience browses, keep the information current, and skip low-quality link farms.

Put your game in front of players today

List your indie game free on Mutop100: a game page with trailer, store links and votes, plus placement on your engine and platform pages.

List your indie game free
← Volver a Guías de MU Online