Agenda
'CloverPit': From 20 Retweets to 5 Million Players With Almost 0 Marketing Budget
Thomas Reisenegger (Co-founder / CEO, Future Friends Games)
Pass Type:
Academic Pass, Festival Pass, Game Changer Pass, Indie Pass, Start-Up Pass -
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Track:
Marketing, Independent Development
Audience Level:
All
Format:
Lecture
Vault Recording: TBD
Audience Level: All
Two developers. Twelve months of development. Five million players. This session presents the publishing and marketing postmortem of CloverPit. The session walks through the complete campaig, from discovering the game with only 20 retweets to reaching 1.6 million Steam sales, millions of Game Pass players and hundreds of thousands of mobile sales, all with approximately $20,000 of direct marketing spend. Using real metrics, insights into very carefully planned campaign assets and also an post-launch analysis, the talk explores Steam page optimisation, demos, influencer strategy, organic social media, showcases , launch timing, and reacting to unexpected events such as the Hollow Knight: Silksong release announcement that let to a last mintue game delay while being on a train back from a conference lol. The talk shows an honest look of what worked what didn't and explains the decision making behind all the marketing and publishing moves around the game.
Takeaway
Attendees learn practical strategies for launching indie games with very limited budgets, including Steam page optimisation, demo design tricks, showcase strategy, organic marketing, boosting influencers, launch timings and post-launch support. Bascially a look of what moves the needle at the moment for small teams.
Intended Audience
Everyone who makes indie games or works in indie games marketing and publishing