IndieGameBusiness Sessions: The Path from Storefront to Success
2026-09-30
-- online --
| title | author | length |
|---|---|---|
| Learning by Landmines: Pitfalls & Strategies for Publishing | Raven Law | 01h 01m |
Publishing provably trips on platform rules and timing: a Steam page must be live two weeks before launch, PlayStation enforces ~15 storefront localizations… | ||
| Make Accessibility a Selling Point: Storefronts, Tags, and Discovery | Tara Voelker | 01h 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… | ||
| It's Time to Launch: Lessons in Building and Sustaining Momentum | Christian 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… | ||
| Multi Storefront Publishing | Alessandro Biollo, Nate Ahearn, John Nguyen | 01h 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… | ||
| Your Game Needs to Be Everywhere: Distribution Channels | Larry Kuperman, Grover Wimberly IV | 58m |
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… | ||
| Nobody Owes Your Game Attention - Why Good Games Still Fail | Michael Brown | 01h 01m |
Argues that a great game still fails if nobody notices, so marketing starts during design not after; highlights concrete tactics—store capsule, trailer… | ||
| Planning for Launch: Wishlists, Visibility, and Timing on Steam | Marco 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… | ||
| After the Event with Ash and INDIE | The Path from Storefront to Success | Ash | ? |
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… | ||
| nothing matches | ||