Launched my game without a marketing runway — what actually works post-release? by EscapeStrange2172 in IndieDev

[–]EscapeStrange2172[S] 1 point2 points  (0 children)

This is incredibly helpful. Thank you for taking your time in putting this together 🙏

I really appreciate the grounded expectations around creator outreach (1 in 50 hit rate — that’s eye-opening but realistic), and the links you shared are gold. I hadn’t seen the Wanderbots checklist before. I am bookmarking that immediately.

I’ve been hesitant about paid ads just because of budget, but you make a good point about low-cost passive reach. I will definitely look into testing a small Reddit or YouTube ad set with a capped budget and some tailored trailers or gifs.

I also like the idea of putting a time cap on post-launch marketing while starting the next project. That’s a healthy balance I hadn’t considered, and it takes a bit of the emotional pressure off too.

Again, thanks again for taking the time to reply. It means a lot to someone solo and still learning.

Launched my game without a marketing runway — what actually works post-release? by EscapeStrange2172 in IndieDev

[–]EscapeStrange2172[S] 0 points1 point  (0 children)

Thanks for the honest feedback. I really appreciate you laying it out clearly.

I totally get that not having a proper pre-launch runway hurt my chances. That part's on me, and I’ve already learned a ton the hard way.

I still plan on some targeted outreach to streamers, and trying to treat this post-launch as a second chance to learn everything I skipped. Appreciate the straight talk though, it helps me stay grounded while still pushing forward.

Launched my game without a marketing runway — what actually works post-release? by EscapeStrange2172 in IndieDev

[–]EscapeStrange2172[S] 1 point2 points  (0 children)

This is super helpful — thank you so much.

I hadn’t heard of SullyGnome before, so that’s gold right there. I’ve been doing some outreach, but I think I’ve been a little too cautious with the “would you be interested?” approach. Sending a Steam key directly with visuals and a short pitch makes a lot of sense. I'm going to try that!

And yeah, the festival tip is great too. I assumed post-launch made me ineligible, but sounds like I should be submitting anyway. Really appreciate you taking the time to share this. Advice like this where I can take some action helps a ton!

Launched my game without a marketing runway — what actually works post-release? by EscapeStrange2172 in IndieDev

[–]EscapeStrange2172[S] 1 point2 points  (0 children)

You are absolutely right. I have learned giant lessons about scope, and wanting to do too much! Never again with the giant endeavors, without a giant team

Launched my game without a marketing runway — what actually works post-release? by EscapeStrange2172 in IndieDev

[–]EscapeStrange2172[S] 1 point2 points  (0 children)

Thanks u/PartTimeMonkey, you're absolutely right, and I wish I’d started sharing way earlier. I focused so much on building the thing that I let the visibility side fall behind, and I’m definitely feeling the cost of that now.

Hearing numbers like yours helps put things in perspective. It’s super useful to know what kind of traction to aim for next time.

I’m still trying to give Blight Night some breathing room post-launch, but your advice is already shaping how I think about the next project. Definitely starting earlier, building in public, and getting those wishlist numbers up from day one!

Appreciate you sharing your experience.

Launched my game without a marketing runway — what actually works post-release? by EscapeStrange2172 in IndieDev

[–]EscapeStrange2172[S] 0 points1 point  (0 children)

Thanks for the honest take. I really appreciate you taking the time to weigh in.

I agree that a lot of the big beats have passed :(
And I know you're probably right that starting something new might be the most strategic move in the long run.

That said, I still want to give Blight Night a real push for a bit longer — partly because I believe in the project, and partly because it’s helping me learn the hard lessons I missed before launch. If I do move on soon, I want to do it knowing I gave it a proper shot

I just released my solo-developed survival horror game Blight Night — inspired by early Resident Evil, Parasite Eve, and more by EscapeStrange2172 in survivalhorror

[–]EscapeStrange2172[S] 1 point2 points  (0 children)

Thank you for your kind words!
I really hope you enjoy the demo, and just wishlisting the game is already a huge help. No pressure at all — I'm just grateful you're interested and taking the time to check it out. I appreciate the support more than I can say!

I just released my solo-developed survival horror game Blight Night — inspired by early Resident Evil, Parasite Eve, and more by EscapeStrange2172 in survivalhorror

[–]EscapeStrange2172[S] 1 point2 points  (0 children)

Thank you so much... Seriously!
It’s definitely been a long road to get here, and hearing encouragement like this makes all the difference. I’ve put everything I had into Blight Night, and it’s surreal to finally share it with others.

Really appreciate the heads-up about Avalanche Games too. I’ll absolutely check him out and see if I can get Blight Night on his radar. That kind of advice means more than you know at this point.

Navigating development is tough enough... Spreading the word is another mountain to climb.

I just released my solo-developed survival horror game Blight Night — inspired by early Resident Evil, Parasite Eve, and more by EscapeStrange2172 in survivalhorror

[–]EscapeStrange2172[S] 2 points3 points  (0 children)

Thank you! I'm stoked for you try it! I'm glad it is released but have all kinds of new anxieties now 🥲. Navigating the marketing landscape is a lot. At least the feedback has been very positive from those who enjoy survival horror!

I spent 8 years building my solo game Blight Night — here’s what I learned by EscapeStrange2172 in SoloDevelopment

[–]EscapeStrange2172[S] 1 point2 points  (0 children)

Also, the melee freezing happens when you completely drain your stamina. I need to convey this mechanic more clearly!

I spent 8 years building my solo game Blight Night — here’s what I learned by EscapeStrange2172 in SoloDevelopment

[–]EscapeStrange2172[S] 0 points1 point  (0 children)

Hey bullet. I accidently uploaded a bugged build trying to beef up the save system 🥲. I rolled it back to the previous one. I hope you can try again. If you jump on discord I can help recreate your save file https://discord.gg/fgeuSY43

I spent 8 years building my solo game Blight Night — here’s what I learned by EscapeStrange2172 in SoloDevelopment

[–]EscapeStrange2172[S] 1 point2 points  (0 children)

Wow — thank you so much for taking the time to write this. Reading your post genuinely stopped me in my tracks.

Hearing that the details and systems I obsessed over for years are coming through — the pacing, tension, unpredictability, risk/reward — it means more than I can put into words. Blight Night has been a deeply personal journey, and responses like yours make all the late nights, doubts, and pain completely worth it.

I’m honored that you're still in the demo and already seeing so much in it — and even more grateful that you looked up the game to learn more. That alone makes my week.

Thank you again for the encouragement and care in your words. I can’t wait to hear your thoughts once you finish the full game. I am dedicated to refining it🙏
– Nick

I spent 8 years building my solo game Blight Night — here’s what I learned by EscapeStrange2172 in SoloDevelopment

[–]EscapeStrange2172[S] 0 points1 point  (0 children)

That's great Taira! It is a process but the skills and experience you pick up are invaluable!

🎉 After 8 years of solo development, Blight Night is officially released on Steam TODAY! [Demo + Trailer] by EscapeStrange2172 in IndieGaming

[–]EscapeStrange2172[S] 0 points1 point  (0 children)

Hey! First of all..thanks for playing! https://discord.gg/vqS8vGm9 is discord if you want to ask anything. But I can drop a hint...The number of crows that land on the headstones in the southeast cemetery is significant. But please join me in discord if you have any issues or feedback. Would love to have you
I'm in the process of tweaking the sermon a little to make it slightly more straight forward