Game Publishing — Launch, Market & Sustain
Plan and execute a successful game launch — from store page optimization to marketing beats to post-launch roadmaps.
Inputs
- Completed or near-complete game (use
/game-testingfor QA readiness) - Target platforms (Steam, consoles, mobile app stores, itch.io)
- Marketing budget (zero to substantial)
- Release timeline
Step 1: Pre-Launch Timeline
Launch Countdown
12 MONTHS BEFORE:
□ Create social media accounts (Twitter/X, Discord, TikTok)
□ Start devlog (blog, YouTube, or social posts)
□ Research comparable games' launches
□ Decide on pricing strategy
6 MONTHS BEFORE:
□ Set up Steam/store page (or platform equivalent)
□ Upload first trailer and screenshots
□ Start wishlisting campaign
□ Send press outreach to journalists and content creators
□ Apply to festivals / showcases (Steam Next Fest, PAX, etc.)
3 MONTHS BEFORE:
□ Release demo (Steam Next Fest or standalone)
□ Gather and act on demo feedback
□ Send review copies to press and content creators
□ Finalize pricing and regional pricing
□ Plan launch day marketing beats
1 MONTH BEFORE:
□ Final store page polish (description, tags, screenshots)
□ Pre-launch buzz campaign (countdown, teasers, behind-the-scenes)
□ Confirm platform certification / approval
□ Prepare day-one patch
□ Brief community moderators
LAUNCH WEEK:
□ Launch trailer live
□ Social media blitz
□ Engage with streamers and press coverage
□ Monitor crash reports and critical bugs
□ Community engagement (respond to reviews, Discord, forums)
POST-LAUNCH (30 DAYS):
□ Hotfix critical issues within 48 hours
□ First content update within 2-4 weeks
□ Analyze launch metrics (sales, reviews, retention)
□ Plan roadmap based on player feedback
Step 2: Store Page Optimization
Steam Store Page Checklist
## Store Page Elements
### Title
- Memorable, searchable, unique
- Avoid generic words that get lost in search
### Short Description (1 sentence)
[genre] + [unique hook] + [target emotion]
Example: "A roguelike deckbuilder where every card you play reshapes the dungeon around you."
### About This Game (full description)
- Lead with the hook — first 2 sentences are critical
- Feature list with bullet points (6-10 features)
- Include gameplay GIFs inline
- Social proof (awards, festival selections, press quotes)
- System requirements
### Tags (Steam)
Top 5 most relevant genre/feature tags
+ 10-15 secondary tags for discovery
→ Research what tags comparable successful games use
### Screenshots (minimum 5, recommended 8-10)
1. Hero shot — the most impressive visual in the game
2. Core gameplay — what you actually do
3. Unique mechanic — what makes this game special
4. Variety — different environments/characters/situations
5. UI shot — shows polish and readability
Rules:
- No title screens or menus
- 1920×1080 minimum
- Show actual gameplay, not cinematic trailers
- Add subtle text callouts for key features
### Trailer (60-90 seconds)
Structure:
0-5s: Hook — most exciting moment, zero context
5-20s: Establish — what is this game?
20-50s: Showcase — core mechanics, variety, progression
50-70s: Escalate — boss fights, late-game, spectacle
70-80s: Title card and call-to-action
80-90s: Platform logos, ratings, release date
Rules:
- No logos before gameplay
- Cut on the beat of the music
- Show gameplay, not cinematics (unless cinematic IS the game)
- End with a clear "Wishlist Now" or "Available Now"
Step 3: Pricing Strategy
Pricing Research
METHODOLOGY:
1. Find 10 comparable games (similar genre, scope, quality)
2. Note their launch price, current price, and review count
3. Map quality/content to price
COMMON PRICE POINTS:
$4.99 — Short (<2hr), jam-quality
$9.99 — Small indie (2-5hr), polished
$14.99 — Mid-sized indie (5-15hr), strong content
$19.99 — Full indie experience (15-30hr)
$24.99 — Premium indie (30+ hr, ongoing support)
$29.99 — Large indie / AA scope
$39.99+ — AA or ambitious indie
PRICING RULES:
✓ Price based on comparable games, not hours of development
✓ Higher price = higher expectation = harsher reviews
✓ Launch discount (10-15%) drives wishlists → sales conversion
✓ Regional pricing is critical — use Steam's recommendations
✗ Never price at $0 unless truly free — it devalues the work
✗ Don't race to the bottom — competing on price attracts price-shoppers
Sale Strategy
LAUNCH: 10% off (limited time, converts wishlists)
MONTH 1-3: No sales (protect early buyers)
MONTH 3-6: 20% off during seasonal sales
MONTH 6-12: 30% off during seasonal sales
YEAR 2+: 40-50% off, bundles with other games
STEAM SALE CALENDAR:
February: Steam Lunar New Year Sale
March: Steam Spring Sale
June: Steam Summer Sale
October: Steam Autumn Sale (+ Halloween)
December: Steam Winter Sale
+ Genre-specific festivals throughout the year
Step 4: Marketing Strategy
Zero-Budget Marketing
| Channel | Action | Expected Impact |
|---|---|---|
| Genuine posts in r/gamedev, genre subreddits | Community awareness | |
| Twitter/X | Weekly devlog GIFs, engage with gamedev community | Organic following |
| TikTok | Short gameplay clips, behind-the-scenes | Viral potential |
| Discord | Build a community server, post updates | Core fan base |
| YouTube | Devlog series, gameplay trailers | Searchable content |
| Press email | Personalized pitches to relevant outlets | Review coverage |
| Streamers | Free keys to small-mid streamers who play your genre | Let's Play coverage |
| Festivals | Apply to showcases (free), Steam Next Fest | Wishlist spikes |
Press & Influencer Outreach
## Press Kit Contents (presskit / distribute)
### Required
- Game logo (PNG, vector)
- Screenshots (hi-res, no watermarks)
- Trailer (YouTube link + downloadable MP4)
- Fact sheet (genre, platform, price, release date, dev info)
- Short description (1 paragraph)
- Full description (3-5 paragraphs)
### Email Template
Subject: [Game Title] — [genre] launching [date] on [platform]
Body:
- 1 sentence hook
- 1 paragraph what the game is
- 1 paragraph why it's notable (unique angle for THIS outlet)
- Press kit link
- Steam page link
- Review key offer
- Contact info
RULES:
- Personalize every email — mention why their outlet specifically
- Send 3-4 weeks before launch
- Follow up once (1 week later), then stop
- Respect "no" and unsubscribe requests
Step 5: Community Management
Community Platforms
DISCORD:
Channels: #announcements, #general, #feedback, #bug-reports, #media
Roles: Developer, Moderator, Tester, Community Member
Bots: Welcome message, FAQ auto-reply, role assignment
→ Best for: Core community, direct feedback, multiplayer coordination
STEAM FORUMS:
Monitor: Bug reports, negative reviews, feature requests
→ Best for: Customer support, public visibility
SOCIAL MEDIA:
Post frequency: 2-3 times/week during development, daily around launch
Content mix: 60% gameplay, 20% behind-the-scenes, 20% community engagement
→ Best for: Reach, wishlists, awareness
Review Response Strategy
POSITIVE REVIEWS:
→ Thank briefly and genuinely
→ Highlight specific feedback ("glad you enjoyed the boss fights!")
NEGATIVE REVIEWS (constructive):
→ Acknowledge the issue
→ Share if it's being addressed
→ Never be defensive
NEGATIVE REVIEWS (unconstructive):
→ Don't respond publicly
→ Note patterns for internal action
REFUND REQUESTS:
→ Process without argument
→ Ask (optionally) what could be improved
RULE: Never argue with a reviewer publicly. Ever.
Step 6: Post-Launch Roadmap
Roadmap Template
## [Game Title] — Post-Launch Roadmap
### Month 1: Stabilization
- Hotfix critical bugs (within 48 hours of launch)
- Quality of life improvements from player feedback
- Performance optimization for reported hardware issues
### Months 2-3: First Content Update
- [New feature or content based on player demand]
- Additional accessibility options
- Balance adjustments based on analytics
### Months 4-6: Major Update
- [Significant new content: new mode, area, or feature]
- Community-requested improvements
- Seasonal event (if applicable)
### Months 7-12: Sustained Support
- Regular content drops (monthly or bi-monthly)
- Platform expansion (console ports, mobile, etc.)
- Modding support (if applicable)
### Year 2+: Long-Term
- DLC or expansion planning
- Sequel consideration based on performance
- Community-driven content
Launch Metrics to Track
| Metric | Measure When | Success Threshold |
|---|---|---|
| First-week sales | Day 7 | Covers development costs |
| Review ratio | Day 30 | >80% positive |
| Refund rate | Day 14 | <10% |
| Median playtime | Day 30 | >50% of content length |
| Wishlist conversion | Day 7 | 15-25% of wishlists |
| Crash rate | Day 1 | <1% of sessions |
Output
Save to artifacts/game-design/[project-name]-publishing.md
Guidelines
- Marketing starts at "hello world" — post your first devlog before your first feature
- Wishlists are the #1 predictor of launch success on Steam — prioritize them
- Your store page is your #1 marketing asset — invest more time there than anywhere
- Respond to every negative review thoughtfully — future buyers read responses
- Don't launch into a void — build community before you have a product to sell
- Cross-reference
/game-testingto ensure launch readiness - Cross-reference
/game-analyticsto set up launch metric tracking - Use
/game-balancingfor post-launch tuning based on live data