Being found.
WHY IT CANNOT BE LEFT TO THE END
Awareness takes months to build, and a release into silence sells nothing.
WHAT TO START EARLY
Showing the game publicly Building a following Collecting interested people
WHAT TO SHOW
The distinctive thing about your game, immediately.
WHY
Attention is brief, and similarity to other games is invisible.
WHAT A STORE PAGE EARLY PROVIDES
A place for interest to accumulate before release.
WHAT A DEMONSTRATION PROVIDES
Proof, which no description matches.
WHAT COMMUNITIES TO ENGAGE
Those interested in your genre, honestly and as a participant.
WHAT NOT TO DO
Post promotional material into communities that did not ask Overstate what the game is Announce dates you cannot meet
WHAT PRESS AND CREATORS NEED
A build that works Clear information Assets they can use Enough notice
WHAT MATTERS MORE THAN ANY OF IT
The game being interesting to watch.
WHY
Most discovery now happens through watching someone else play.
WHAT TO MEASURE
Where interest comes from, and what converts.
WHAT TO ACCEPT
That marketing effort is unavoidable, and its absence is why good games go unnoticed.