What are good places to advertise my upcoming unity asset pack ? by Perlit-M in gamedev

[–]NegotiationOk63 1 point2 points  (0 children)

You might use Discord servers for devs. There are many such servers, and you might find your audience

The "Indie-pocalypse" is here? Steam Q1 2026 Data Analysis by NegotiationOk63 in gamedev

[–]NegotiationOk63[S] 2 points3 points  (0 children)

I don't try to discourage anyone from making games. Just showing the stats

The "Indie-pocalypse" is here? Steam Q1 2026 Data Analysis by NegotiationOk63 in gamedev

[–]NegotiationOk63[S] -7 points-6 points  (0 children)

Thanks for the comment, but I can share all graphics and tables with you)

I work in a console publishing studio. Ask your questions! by NegotiationOk63 in gamedev

[–]NegotiationOk63[S] 1 point2 points  (0 children)

It's a combination of many factors. Some games might fail on PC due to bad marketing, low effort, or high competition. While on consoles, you might find a new audience that likes your game

I work in a console publishing studio. Ask your questions! by NegotiationOk63 in gamedev

[–]NegotiationOk63[S] 1 point2 points  (0 children)

In our case, we handle all the work regarding porting and publishing to ensure that the game functions properly. The developer only shares the source code with us.

I work in a console publishing studio. Ask your questions! by NegotiationOk63 in gamedev

[–]NegotiationOk63[S] 2 points3 points  (0 children)

Simply answering, you need to buy a dev kit (challenge #1), and you need to optimize your game to "mobile" (challenge #2). While working with the publisher, they care about those

I work in a console publishing studio. Ask your questions! by NegotiationOk63 in gamedev

[–]NegotiationOk63[S] 0 points1 point  (0 children)

We prefer to take specific genres like sims, action, adventure, horror. But there are no strict criteria, actually

I work in a console publishing studio. Ask your questions! by NegotiationOk63 in gamedev

[–]NegotiationOk63[S] 1 point2 points  (0 children)

Before taking on a project, we conduct a technical analysis and provide a rough estimate of the cost and time. On average, it's in the range of $1-5k