How to Market a Game on Steam when you gave no built In audience

Pavel Beresnev

A practical expert guide on how to market a game on Steam for indie developers. Learn how to get wishlists for indie game projects by building clear signals, aligned positioning, and effective pre launch systems.

December 19, 2025

The real frustration indie developers run into

If you are building an indie PC game and preparing for Steam, the hardest part is rarely development. It is visibility.

You can finish a playable build.
You can polish visuals and systems.
You can set up a clean Steam page.

And still feel invisible.

Most developers do not fail because they did nothing. They fail because everything they do feels disconnected from results. Wishlists grow slowly. Steam does not react. Promotion feels random.

This is why so many developers search for how to market a game on Steam and end up frustrated. Most advice assumes you already have an audience or momentum. Real indie teams usually start with neither.

This article is written for developers with an active or upcoming project who want to understand how to market an indie game on Steam as a system. Not tactics. Not hype. A way to turn effort into signals Steam can actually read.

Why marketing a Steam game feels harder than expected

Steam marketing is not intuitive because Steam is not a traditional marketing platform.

Steam reacts to behavior, not effort

Steam does not reward how much work you put in. It reacts to what players do.

Clicks
Scroll depth
Trailer views
Wishlists
Follows

If players arrive and leave without commitment, Steam reads uncertainty. If engagement happens once and disappears, Steam reads noise.

This is why many developers feel like Steam ignores them. Steam is not ignoring effort. It is waiting for signals.

Early data shapes long term perception

The first interactions your Steam page receives matter more than most developers expect.

If early visitors bounce or hesitate, Steam learns that your page does not convert. That becomes the baseline.

This is why sending random traffic early often hurts. Steam sees interest without confidence.

Players decide quickly and emotionally

Players do not study your page. They scan.

They want to know:
What kind of game is this
Is it for me
Is it worth remembering

If that answer is not obvious, the session ends.

Clarity beats detail at this stage.

Steam does not help before launch by default

Many developers assume Steam will promote the game once the page is live.

Steam does not promote unproven games. It observes them.

This is why how to market a steam game before launch requires more intent than post launch marketing.

Common mistakes that stall Steam marketing

These mistakes are common among serious indie developers.

Opening the Steam page without readiness

Launching the page early feels productive. If the message is unclear, it backfires.

Low conversion early teaches Steam that the page is weak.

Opening later with a clearer promise often works better than opening early without one.

Trying to promote everywhere at once

Posting on every platform spreads effort thin.

Most channels produce low intent traffic unless used deeply.

Early Steam marketing works better when focused, not broad.

Explaining mechanics instead of the experience

Developers love systems. Players want the fantasy.

If the page explains how the game works before why it matters, players hesitate.

Hesitation kills wishlists.

Copying tactics from bigger games

What worked for a successful game often depended on timing, audience trust, or external visibility.

Copying visible actions without context rarely works.

Waiting for Steam to notice you

Steam notices patterns, not patience.

Waiting without a system rarely produces results.

The system behind effective Steam marketing

To understand how to promote a game on Steam effectively, you need a system that aligns positioning, traffic, and conversion.

Step one: positioning before promotion

Before you send traffic, answer one question clearly.

Who is this game for right now.

Not everyone who might like it eventually. A specific player who will recognize it immediately.

What fantasy does the game deliver
What frustration does it resolve
What comparable games already exist

Strong positioning creates instant familiarity.

Step two: controlled exposure

Early traffic should be intentional.

Players should already care about games like yours. They should understand the genre language.

Small genre communities often outperform large platforms early.

The goal is not reach. It is conversion.

Step three: confirmation on the Steam page

When players arrive, the page must confirm expectations.

Capsule, screenshots, and first text should match the promise that brought them there.

If the page confirms expectations, players feel safe wishlisting.
If it surprises them, they hesitate.

Early on, confirmation beats novelty.

Step four: repetition to build patterns

One spike does not matter. Repeated similar behavior does.

Consistent small pushes that convert create patterns Steam can read.

This is how Steam marketing actually begins.

How to market a Steam game before launch

Pre launch marketing is not about hype. It is about validation.

Focus on readiness, not urgency

Launching promotion too early often produces weak signals.

Waiting until messaging, visuals, and promise are aligned produces stronger early data.

Use demos as confidence, not content

A demo should confirm a specific promise.

Players do not need everything. They need proof that the experience matches expectations.

Build small but consistent signals

A few aligned wishlists repeated over time matter more than one large burst.

Steam reacts to patterns.

Practical examples from indie PC games

A strategy game tried to appeal to all fans of the genre. Traffic came, wishlists did not.

After narrowing positioning to a specific subgenre, conversion improved without new traffic.

Focused communities beat broad promotion

One developer stopped posting everywhere and focused on one genre community.

Wishlist growth became consistent. Steam started reacting.

Delaying launch improved first signals

A team delayed their Steam page to clarify the core experience.

When the page launched, early conversion was strong and momentum followed.

Clear takeaways

Steam marketing is about signals, not effort.
Clarity beats reach at the start.
Early traffic should be intentional.
The Steam page is a decision tool, not documentation.
Patterns matter more than spikes.
Understanding how to market a game on Steam requires system thinking.

A calm way to get outside clarity

If you want an external perspective on how to market an indie game on Steam and why your current approach is not producing traction, a focused audit or diagnostic review can help identify where alignment breaks and what to adjust next.

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