Marketing for indie game studios
Short-form video, community posts, and the steady drip of content in the months before launch — so your wishlist curve isn't flat until the week you ship.
Who this is for
Small studios, roughly 1–15 people, self-publishing on Steam. In development, approaching a launch, or already out and still shipping updates — all three work.
Usually you know marketing matters. You've been meaning to get to it. And the person who'd actually do it is the person already doing everything else.
If your game shipped a couple of months ago and nothing's been posted since, that's the most common version of this, and it's very fixable.
What you get
Every week:
- Short-form video scripts — shot by shot, written for the platform they're going on. TikTok is not YouTube Shorts is not Reels.
- Community posts for Discord and Steam, written the way a developer writes to people who already own the game — not the way a brand writes to strangers.
- A content plan tied to what's actually happening in your development, not a generic calendar.
- Draft outreach to creators and press. Personalised, researched, ready for you to send.
You approve everything. Nothing goes out in your name that you haven't read.
Why me
Two things, both of which you can check.
I've run a marketing business for five years. A registered limited company in England & Wales — details in the footer, and on Companies House.
And I make games. Frenzy VR, Gang Warfare VR, Dragon Fist VR. Shipped, and marketed by me. I know what it's like to finish a build at 2am and then have to go and write a Steam announcement about it.
Most people offering marketing to game studios have never shipped anything. Most people who've shipped can't market. I'm decent at both, and games is where I'm now focused.
I'm newer to marketing other people's games than I am to marketing generally, and I'd rather say that plainly than imply otherwise. What it means in practice: I'm taking on a small number of studios so I can do the work properly.
Pricing
Three tiers. It's about how much you want going out, not what stage your game is at — pick whichever suits. Rolling monthly, cancel any time.
8 pieces a month — video scripts and community posts — plus a monthly content plan. A consistent baseline without much volume.
16 pieces a month across two platforms, weekly planning, a Steam page review, a monthly market note, and your launch or update week mapped out.
20 pieces a month, plus five personalised creator and press outreach drafts for you to send, campaign planning, and a monthly review of what actually moved.
Not sure which? Ask and I'll tell you what I'd suggest for your game — but it's your call, and you can move between them any month.
Prices exclude VAT where applicable. No ads, no posting to your accounts, no promises about wishlist numbers. I write, you approve, you publish.
Get in touch
If you'd like a free read on what I'd do for your game in the twelve weeks before launch, just ask. No strings — you can take the notes and do it all yourself.