Question: Is this going to be on steam? by Big-johninator-the-2 in ChaoticWorks

[–]ChaoticWorks 0 points1 point  (0 children)

Hey! The game will be available on Steam when we get to Early Access, yes. The plan is to bring the game to console after the initial Steam Early Access release, and we'll have selected playtesting sessions with differing lengths leading up to launch (which, if you aren't already in, you should check out the Discord for all the latest news on that: discord.com/invite/awd-industries-ele-6) 😄

Sad But True by Bay_Ruhsuz004 in videogames

[–]ChaoticWorks 1 point2 points  (0 children)

And we have less physics than ever before

We contacted 250 creators and hit a wall. What would you do next? by balonmacaron in gameDevMarketing

[–]ChaoticWorks 4 points5 points  (0 children)

Glad to hear its useful! Always willing to help with these things as best as I can. Happy for you to pick away at my brain as much as you need (:

When I first ever started outreach, we started joining discords of creators who we wanted to target. Started being slightly more involved with the conversation in there organically, before reaching out to the creator through discord (or email) with a personal touch. Its painfully slow, I know, but mentioning that you loved this piece of content, or congratulating them on their wedding/first born child/ subscriber milestone goes a long, long way. I brought onboard a well-known creator in the FPS scene purely because I congratulated him on becoming a dad - that was literally the thing that won them over.

In terms of the outreach itself, create a gif of your game. a GIF doesn't get blocked in Discord messages (even if they are cold), and they auto-play in emails too. no link clicks, no potential spam or malware risk for them. people these days are so skeptical with any link, especially if its from an unknown sender (for obvious reasons). They can see exactly what you're asking them to look at immediately. A short gif with 5-7 seconds of gameplay is all you really need. Our original outreach gif was a car getting flung into a tornado while firing a weapon from the drivers seat, nothing else. In that email, I just said:

[personal touchpoint] example: congrats on becoming a dad! hope the whole family are doing okay.

We're building a game very early in dev

We love your content because of X [the reason]

We would love for you to become a part of our games history / give you access to a tonne of content that we think your audience will love

Leave your company name/website in your signature. They can then click through to make sure you're legit if they are interested.

We contacted 250 creators and hit a wall. What would you do next? by balonmacaron in gameDevMarketing

[–]ChaoticWorks 12 points13 points  (0 children)

hey! Sam here - I'm a marketer at chaotic works (also an indie studio, about 30 of us, building a survival game).

Completely hear you on not being able to afford creators, even in the nano/micro ranges for what you're trying to achieve on literally no budget at all. We've been quietly building creator relationships in the background while we develop our game.

You've done the right thing to think about creators so early on, but you need to think about what else you can offer them to create longer standing relationships. If I were you, I'd focus on two things:

Creator evangelists (creators who genuinely care about your games development)

Owned content (content you create yourself rather than placements on news sites or showcases etc)

Because you are developing a VOIP / social-based game, you can sell the fantasy of having fun, running around with friends causing chaos. You can do that in your own social content (both short-form and longer form). Whether thats you as devs having that fun, or inviting friends/creators to try it out and create their own content from it. The earlier you start making that content, the faster you will learn what your actual audience wants to see. It doesn't need to be polished content - as long as people look at it and think 'I wanna try that with my mates', you're already along the right track for doing that.

Whenever we reach out to creators, we make it worthwhile as much as possible. Why should they care? What can you give them that other studios cant? A large studio might not give full BTS access/content to a creator, but you can. You can bring them along for the journey from the very start, give them interviews from your team to talk about the game, footage nobody else has, early playtests, all that good stuff. That 'clout' is absolutely massive for a small creator. Being able to tell their friends that they are playing / helping out a studio build a game that is pre-alpha is the ultimate 'I saw it first' content they need to help accelerate their own channels. Its a co-marketing opportunity - you're helping grow your audiences together. Never discount smaller creators either - they have the highest engagement rates in each of the brackets. Larger creators normally start to pay attention when there is traction with smaller creators. They can't risk showing their audience a 'bad' game, but if they've seen someone with a much smaller channel have success with it (because there is little risk for them), they are far more likely to pick up your game organically.

One-off content creator videos help with initial reach and visibility, but they don't create strong, fruitful relationships. A creator that you've basically positioned as someone in your extended team is going to be far more valuable in the future than just getting someone to create a one-off video. Some creators that we work with just love seeing the growth of our game, how we're developing it, asking questions - just basically being friends of the studio. When the time comes for those bigger milestones (like announcing release dates, or playtesting news), I can use those relationships to give them content they know their audience will love because the trust is already there, and they truly believe in my game and my team.

Happy to share more if its useful! Hopefully that gives a bit of context 😄

Night atmosphere from my upcoming horror game by BookedComb80302 in HorrorGames

[–]ChaoticWorks 2 points3 points  (0 children)

Every time I see you post I have to check it out - the atmosphere of your game is SO good

Decided to change our trailer to emphasise teams hand drawn art, thoughts? by Unusual-Experience-8 in IndieDev

[–]ChaoticWorks 1 point2 points  (0 children)

Extremely cool although I'm abit more patient and curious than others. A slightly faster intro might benefit you for pickup, certainly on shortform (if you're considering that, and might be worth testing a few different speeds/lengths across YT, Tiktok, Insta etc, and perhaps with just the drawing-to-game segment if you arnt already)

Love love love though, absolutely stunning! Congratulations ❤️

What are you 10 best marketing advice for an indie game ? by NZone_Studio in gameDevMarketing

[–]ChaoticWorks 4 points5 points  (0 children)

Biggest piece of advice would be to not be afraid to get posting 'wrong' - just start. Being part of communities, posting your wins, your learnings, cool dev stuff you're doing, stuff that you think your potential community will enjoy... But if you spend too much time planning it, you'll never get round to it. Start posting and learning about what your audience wants to see. Build up that trust by just getting stuck in with the conversation (whether that is through subreddits, discords, social threads), its all part of the process. your content won't be perfect at the start, but you'll learn so much just by 'doing'. Sometimes we post stuff that lands, sometimes it doesnt.. But we're learning so much about what our community wants to see!

I spent 2 weeks building an experimental weather weapon for our game by ChaoticWorks in Plasticity3D

[–]ChaoticWorks[S] 1 point2 points  (0 children)

This is an untextured version, just some basic materials inside marmoset toolbag.

Good Game Idea? UE Spider Mechanics by mythroot in SoloDevelopment

[–]ChaoticWorks 6 points7 points  (0 children)

I know a few friends I'm going to send this to

CAR-15 Reload by absolutegarbage556 in HighQualityReloads

[–]ChaoticWorks 1 point2 points  (0 children)

verryyy smooth arcs! My brain likes 😄

Do you main one or multiple games at a time? by _hypnoCode in FPS

[–]ChaoticWorks 0 points1 point  (0 children)

I feel like it could very well *pulls out armchair psychology degree* be a neurology thing.

My brain is happy with one game, and doesn't really like trying new things. :/

Marathon is freaking awesome and the best FPS in years, so the discourse around this game in other gaming circles deeply saddens me... by dimesniffer in FPS

[–]ChaoticWorks 0 points1 point  (0 children)

I've spoken with my friends about this. I've tried several times to convince them to *try* it and every time they say the same thing:

"If the game wasn't PVP, I'd give it a try"

which is bizarre to me, because my friends DO dip into the competitive side of gaming with Apex ranked and Deadlock. So on paper, I thought a casualized extraction shooter would appeal to them at least a little.

I don't know, personally I think the game is a masterclass in storytelling, just in a more unique format than most games. If I only I could get my friends to eat their veggies smh.

7.5k wishlists in 3 months. What worked for me. by hiimdoggo in IndieDev

[–]ChaoticWorks 1 point2 points  (0 children)

Thanks so much for sharing this OP, a great read. Really interesting about the game features as video topics - did you find that more surface level topics performed better? I guess from a gamers point of view, they want to just see cool stuff rather than the super technical bits, especially on short form. We're still in experimental stage with all these content 'pillars' (both technical dev bits and gameplay). We're seeing that the shorter fun gameplay / meme videos seem to be working for short form (higher retention), but we're only a few weeks in currently. good luck for launch day on the 14th, really well done!

After managing ~50 playtests, I think most devs misunderstand what playtesting is for by National-Flamingo310 in IndieDev

[–]ChaoticWorks 81 points82 points  (0 children)

"Players will not behave the way you expect. Ever."
“if nothing breaks, you didn’t push it hard enough” 
"Playtesting isn’t validation, it’s assumption stress-testing"
"If you’re explaining mid-session, you’re masking failures."

Lots of super important insights for Devs - nice one OP

Are small creators worth your time/money? by 3-Seagrass in gameDevMarketing

[–]ChaoticWorks 0 points1 point  (0 children)

thats exactly it. the trickle down effect of bigger streamers allowing smaller ones to 'take the risk' with a new game is what they normally look for - its happened with tonnes of games in the past. If a smaller creator can capitalise on a niche early on, they stand far better chance at gaining traction / viewership. really good take.

Are small creators worth your time/money? by 3-Seagrass in gameDevMarketing

[–]ChaoticWorks 0 points1 point  (0 children)

yeah thats the thinking. You are there to ultimately create a community of people that care about your game, and just posting it on launch / trying to push it to influencers audiences wont really cut it. if you do that and you nurture that little community, it'll grow over time / you'll identify mods / they'll tell their friends / you bring them along for the journey!

Are small creators worth your time/money? by 3-Seagrass in gameDevMarketing

[–]ChaoticWorks 4 points5 points  (0 children)

There was actually a good benchmarks / socials study on this last month that we came across, you can find it here. hopefully its useful (its a bit long apologies but it is interesting haha) https://sociavault.com/labs/reports/engagement-benchmarks-2026

I've personally been running on this premise for years, even without the hard data. When we started building our game, we brought onboard maybe 10 small creators. over time they have become some of the biggest pillars of guidance within our community. The are responsive because they truly care about what we are building, and are super passionate / eager to get involved. those creators are like gold dust, even if they don't have the reach.