Indie Game Joe
@indiegamejoe.bsky.social
500 followers 920 following 70 posts
Award-winning indie game marketing consultant. Creator of DON'T SCREAM and Paranormal Tales. Head of Marketing and PR for Hypercharge: Unboxed.
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indiegamejoe.bsky.social
Game Devs! Wider store pages + MP4/WEBM support in descriptions.

☑ 1200px-wide store pages (main col 780px)
☑ MP4/WEBM now supported in descriptions
☑ GIFs auto-converted for smaller file sizes
☑ New image/video alignment tools

Opt-in via Steam client beta to see changes

#gamedev #indiegamedev
indiegamejoe.bsky.social
🚨 Game devs! BREAKING!

Steam just upgraded the Trailer Player

- Better quality & playback
- Most trailers auto-upgraded
- Pre-2020 uploads? Re-upload for best quality
- 4:3 & vertical now fully supported
- Missing source files now flagged in Steamworks

Full changelog 👇

#gamedev #indiedev
indiegamejoe.bsky.social
Going viral is the exception, not the rule. Most games grow step by step, not overnight. The goal isn’t one big moment. It’s to get better each time you post, to see what connects, to keep going, and to know when to pivot or try something new.
indiegamejoe.bsky.social
If you are an indie dev posting about your game, here is something nobody tells you.

It is not the algorithm’s job to make people care. It is your job.

The algorithm only reflects what resonates with people. If your content is not clear or interesting, they will scroll.

#gamedev #indiedev
indiegamejoe.bsky.social
Game devs: You don’t have to post daily.

- But you do have to post consistently.
- Pick a pace you can sustain.

One post a week beats disappearing for months. Your future players can’t support a project they never see.

#gamedev #indiedev
indiegamejoe.bsky.social
Game devs, here's a little tip. Marketing does not have to feel gross or scary.

- Think of it as sharing your excitement.
- If you’re genuinely proud of what you made, talk about it like it matters, because it does!

Someone out there wants exactly what you are building!

#gamedev #indiedev
indiegamejoe.bsky.social
Indie game devs, nobody wakes up hoping to find your game.

Your job is to make them care by showing them something they did not know they needed.

Consistency beats perfection. Marketing isn’t magic. It’s showing up. Repeatedly.

#gamedev #indiegamedev
indiegamejoe.bsky.social
This is a common one that I notice a lot.
Don’t fade to black between clips.
Hard cuts keep momentum.
Every fade is a chance to lose attention. (6/7)
indiegamejoe.bsky.social
Don’t stick on one angle or one scene too long.
Quick cuts between different mechanics keep curiosity high. (5/7)
indiegamejoe.bsky.social
Always test your trailer on someone who’s never seen your game. If they can’t describe what it is after watching it once, you’re not clear enough. (4/7)
indiegamejoe.bsky.social
Remember, most people watch with the sound off.
If your video doesn’t make sense on its own, they might keep scrolling.

Captions can help, but the gameplay has to do most of the work. (3/7)
indiegamejoe.bsky.social
Cut everything that doesn’t grab attention.
No 30-second intros. No lore dumps.
You have one chance to hook curiosity. Make it count. (2/7)
indiegamejoe.bsky.social
Lead with your weirdest mechanic.
If your game does something nobody else does, show that first. Not the logo. Not the menu. The moment that makes people say “Wait, what?” (1/7)
indiegamejoe.bsky.social
Game devs, I know this may sound harsh, but players don't care that your game took 5 years to make.

They care if it looks fun in 5 seconds.

Your job isn’t to tell your whole story upfront. It’s to show the one thing that stops them from scrolling. The rest comes later. 🧵

#gamedev #indiegamedev
indiegamejoe.bsky.social
Game dev isn’t just “make a game.”It’s:

- Doubt
- Learning 12 jobs
- Sleepless nights
- Testing something 50 times just to break it again
- And still choosing to do it the next day.

That’s love. We make games because it's what we love to do. Keep going, keep learning!

#gamedev #indiegamedev
indiegamejoe.bsky.social
‪If you’d like to see more game dev marketing tips, feel free to follow me bsky.app/profile/indi...

Thanks for reading, and good luck with your game and your journey. You’ve got this!
bsky.app
indiegamejoe.bsky.social
Remember, the real goal is to learn what makes you stop and engage, then apply that to your own content.

The more aware you are as a viewer, the better you’ll be as a creator.

Hope this helped, devs. Thanks for reading! (9/9)
indiegamejoe.bsky.social
So, start a note on your phone or computer.

And every time you stop scrolling for a video, write down why. Do this for a week. You’ll start building your own content playbook. (8/9)
indiegamejoe.bsky.social
The algorithm is brutal, yes.

But understanding your own habits is a powerful, underused tool.

Marketing your game doesn’t have to be complicated.
Sometimes, it starts by watching what makes you stop. (7/9)
indiegamejoe.bsky.social
You don’t need a huge budget to make great content.
You need awareness of your audience, and of yourself as a viewer.

Scroll consciously. Learn from it.
Then create content that deserves that pause (6/9)
indiegamejoe.bsky.social
Ask yourself before posting:

- Am I showing the best part up front?
- Will someone feel something watching this?
- Is the audio doing anything for me?
- Is this scroll-stopping?

Your content should grab attention the same way others grab yours. (5/9)
indiegamejoe.bsky.social
You’ll start to notice patterns.

- Maybe it's the sound design that hooks you.
- Maybe it’s a cozy vibe, a surprising moment, or something instant, like a clean animation, a clever mechanic, or a striking visual

Whatever grabs you, use that insight in your own content. (4/9)
indiegamejoe.bsky.social
Try this experiment:

Next time you're scrolling, pay attention.
- What makes you stop?
- What grabs your eye or ear?
- What do you scroll right past?
- Is it sound? A bold visual? A strong caption? An emotional moment?

Write it down. Seriously. (3/9)