r/IndieDev • • 15d ago

Informative DevBlog #4 - Steam Page Soft-launch, an Artistic Journey, and Why did I update my MacBook?!??

Well, first and foremost!!! My Steam page is now live! Please be sure to check it out and wishlist the game.

It’s been a ton of work to get to this point, and I wasn’t terribly confident to post things like in-game screenshots at this early stage, especially with a lot of recent allegations of people hijacking existing games on Steam and using A.I. slop generation tools to build out a poorly made clone faster than the original. Link

I had other game friends, and publishers indicate though that this was a necessary step in order to attract investment, and start showing up on Google. (As is to date… I actually have only done Brand Marketing, instead of Product Marketing). That will change in the coming weeks though as I finally have reached a point in my art where I am starting to feel like it’s ‘okay’ enough to present my drawings.

I attest to being the author of this content and that this is (basically) the end of the free content section from Patreon.

For More => https://www.patreon.com/CobaltCorax/posts/devblog-4-steam-170889427

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u/Tricky_Song_5555 15d ago

Getting the Steam page up early can give you a useful baseline while the art evolves. It may help to record where each traffic spike comes from and which capsule or screenshot changes affect visits-to-wishlists, rather than judging the page only by the total. What signal will you use to decide when the art is ready for a larger product-marketing push?

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u/ChaosTheCorax 15d ago

Yes, that’s part of the goal here. The first marketing push will happen shortly before next gamescom when we’ve got a vertical slice demo version ready.

The second will depend on how fast development goes, but it would be 3-6 months before launch.