With more than 20,000 new titles released on Steam last year, compared with around 3,000 a decade earlier, indie games face intense competition for attention. A strong game is essential, but players, press, and potential partners also need a reason to notice it. Thoughtful indie game marketing can help a small team communicate what makes its game distinctive and reach the people most likely to care.
Marketing can feel difficult to prioritise when development already demands time and money. Still, visibility is rarely built by relying on a single launch-day announcement. These five common mistakes are easier to avoid with a focused, practical plan.
Axel Fälth and Linn Stjernlöf of Mi5 Communications share experience in PR and marketing across the technology and games industries.
Image credit: Mi5 Communications
1. Not knowing your target audience
Knowing every detail of a game does not automatically mean knowing who is most likely to play it. Consider who might buy and enjoy the game, where those players spend time, and what influences their choices. These answers help a team decide which communities and communication channels deserve attention.
Practical tip: Write a short audience profile before planning outreach. Use it to assess whether each platform, event, or media contact is relevant, especially when the budget is limited.
2. Making communication too technical
Developers naturally focus on features, systems, and how a game is built. Potential players, however, are often more interested in the experience: what they will do, feel, and discover. Translate technical details into clear benefits and memorable descriptions of the play experience.
Apply that perspective consistently across trailers, screenshots, short descriptions, and press materials. A useful check is to ask whether someone unfamiliar with the project can understand what makes it appealing.
3. Getting stuck in analysis paralysis
With so many platforms, publications, and communities to consider, choosing where to begin can become a project of its own. Trying to maintain a presence everywhere may also overwhelm a small team.
Start with two or three manageable channels that fit the game and the team’s capacity. Plan a regular rhythm for each one, then consider adding more once those activities are running reliably. A modest schedule that is maintained is more useful than an ambitious plan that never gets underway.
4. Relying on a single marketing channel
There is no universal tactic that guarantees a successful game launch. A platform that worked for another studio may not suit a different game, audience, or moment. Options such as influencer outreach, PR, digital marketing, and events can all be tested, but their results are difficult to predict in advance.
Examples such as Meccha Chameleon, Minimo, and Esoteric Ebb illustrate different routes to visibility, from social media and launch trailers to press previews. Treat each activity as a test: review what reached the intended audience and use those findings to guide the next effort.
Meccha Chameleon has sold more than 7 million units. Image credit: lemorion_1224
5. Treating PR as a launch-only activity
Waiting until launch or the first demo to start communicating can leave too little time to build recognition. PR and marketing can support a game throughout its development, including studio visibility, investor relations, community building, and product communication.
Share relevant updates over time and make room to learn from audience responses. A steady effort during development can help create familiarity before launch and give the team a stronger foundation for post-launch communication.
Build a practical indie game marketing plan
Effective indie game marketing does not require a large team or a presence on every platform. It starts with a clear audience, player-focused messaging, a manageable set of channels, and a willingness to learn from results. By avoiding these five mistakes and communicating consistently from development through post-launch, studios can give their games a better chance of being discovered.