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IndieGameBusiness Sessions: The Path from Storefront to Success

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Learning by Landmines: Pitfalls & Strategies for PublishingRaven Law01h 01m
Publishing provably trips on platform rules and timing: a Steam page must be live two weeks before launch, PlayStation enforces ~15 storefront localizations…
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Make Accessibility a Selling Point: Storefronts, Tags, and DiscoveryTara Voelker01h 00m
Stores and platforms differ: Xbox, PlayStation, Steam, and the iOS App Store require separate evidence for the same claim, and Xbox reports a >10% purchase…
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It's Time to Launch: Lessons in Building and Sustaining MomentumChristian Allen?
Advocates a concrete launch plan: set a 3–6 month communication and content cadence, stage assets and hold 20% reserve so surprises don’t break expectations…
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Multi Storefront PublishingAlessandro Biollo, Nate Ahearn, John Nguyen01h 00m
Explains a concrete direct-to-consumer pipeline: set up a web shop, load 100 press keys and ~200–300 third‑party keys from Steam, then run influencer campaigns…
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Your Game Needs to Be Everywhere: Distribution ChannelsLarry Kuperman, Grover Wimberly IV58m
Releases perform best when chosen by concrete tradeoffs: Steam and itch.io give low-cost launch and prototyping, then pursue ID@Xbox then staggered consoles to…
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Nobody Owes Your Game Attention - Why Good Games Still FailMichael Brown01h 01m
Argues that a great game still fails if nobody notices, so marketing starts during design not after; highlights concrete tactics—store capsule, trailer…
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Planning for Launch: Wishlists, Visibility, and Timing on SteamMarco Polo Moraga?
Explains that wishlists are low‑effort commitments whose conversion depends on origin and quality, not raw totals, and shows region breakdowns (India/Brazil vs…
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After the Event with Ash and INDIE | The Path from Storefront to SuccessAsh?
Event recap lists concrete pitfalls and fixes: Steam requires 20 different capsule sizes so prepare a master asset sheet or use an image-generator tool; run…
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