GDC Festival of Gaming is part of the Informa Festivals Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

March 1-4, 2027
Moscone CenterSan Francisco, CA

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 - Get your pass now!
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 the surprise indie hit CloverPit. The session walks through the complete publishing campaign, from discovering the game with only 20 retweets to reaching +2 million sales on Steam and mobile and many Game Pass players - all that was achieved with approximately $20,000 of external marketing spend. Using real metrics, insights into very carefully planned campaign assets and a post-launch analysis, the talk explores how marketing decisions were made around Steam page optimisation, the demo, influencer strategy, organic social media, showcases, launch timing, and reacting to unexpected events such as the Hollow Knight: Silksong release date announcement that led to a last-minute game delay of CloverPit while the publishing team was on a train back home from a conference lol. The talk shows an honest look of what worked and what didn't and explains the decision making behind all the marketing and publishing moves around the game.

Takeaway

Attendees learn practical strategies and the thinking behind marketing decisions for launching indie games with very limited budgets, including Steam page optimization, demo design tricks, showcase strategy, organic marketing, influencer outreach, launch timings and post-launch support. Basically a look at what moves the needle for small teams.

Intended Audience

Everyone who makes indie games or works in indie games marketing and publishing