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Independent Games Summit: Releasing an Indie Game Looks More like a Marathon than a Sprint

Elisa Farinetti  (Business Developer, Broken Arms Games)

Pass Type: All Access Pass, Summits Pass, Independent Games Summit Pass - Get your pass now!

Topic: Independent Games

Format: Session

Vault Recording: TBD

Audience Level: No

This lecture will go through Broken Arms Games post-release strategy for "Hundred Days - Winemaking Simulator"in order to keep up sales numbers and make the most out of the game for a year straight.
Taking care of a released product daily is making a huge impact on Broken Arms Games finances and we want to share our best practice on how we do that, we believe some of those information can help other developers to take care of already released game and gain some extra money completely unexpected.


This lecture will explain the strategy and planning post-releasing of a game, how we created bundle with other games to boost visibility and increase sales, how we planned other platforms release to get the most marketing boost possible.

Intended Audience

Business developer, Game designers, Studio Decision makers will find this talk interesting and filled with practical advice and suggestions. No specific prerequisite is necessary to understand this talk beside a general knowledge of the standard vocabulary used in games and marketing analysis.