Skip to main content Scroll Top

Video Game Marketing Agency: Wishlists, Launch Campaigns and Player Acquisition

Updated September 2026 · Written and maintained by the Progression Agency strategy team

A video game marketing agency builds demand for a game before release and turns that demand into players at launch: store pages, wishlists, trailers, creators and streamers, communities, paid user acquisition and press. Progression Agency works with independent and mid-sized studios and publishers on PC, console, mobile and tabletop games, and measures the work in wishlists, demo players, installs, retention and sales rather than impressions. Progression Agency is based in New York City and works with clients across the United States and worldwide.

On this page · 16 sections
  1. What is video game marketing?
  2. Where our work starts and game development ends
  3. Steam game marketing: the rules that shape a PC launch
  4. Mobile game marketing: store pages, pre-registration and user acquisition
  5. Console launches and age ratings
  6. Indie game marketing when the budget is small
  7. Creators, streamers and esports
  8. Gaming advertising: the paid channels compared
  9. Social media marketing for gaming
  10. Board game advertising, promotion and crowdfunding
  11. Which rules do game campaigns have to follow?
  12. How players and studios ask AI assistants about games
  13. How much does game marketing cost?
  14. How to choose a video game marketing agency
  15. A launch timeline and the numbers we watch
  16. Related services for studios and publishers

The short answerGame marketing starts the day a store page can go public, not the week before launch. Our video game marketing services cover Steam and console store pages, wishlist and demo campaigns around Steam Next Fest, app store optimization and user acquisition for mobile games, creator and streamer programs, community management on Discord and Reddit, trailers and capsule art, and paid gaming advertising on YouTube, TikTok, Meta, Reddit and Apple Ads. We report wishlists, follows, demo players, installs, early retention, conversion to sales and the cost of each acquired player. We start a PC launch plan six to twelve months before release: Steam only requires a Coming Soon page two weeks ahead, but a page that goes up that late gives players almost no time to find and wishlist the game.

All search volumes and costs per click on this page come from Ubersuggest (US data, September 2026). Steamworks, Apple, Google Play, ESRB, FTC, YouTube, Kickstarter, schema.org, Microsoft Bing, IndexNow, OpenAI, Perplexity, Anthropic and Google documentation is linked where it is used and was checked on 30 September 2026. The channel scores in the comparison chart are editorial judgment. Prices are published planning ranges, and every quote comes with a written scope.

What is video game marketing?

Video game marketing is everything that gets the right players to notice a game, want it and then play it: the store page, trailer and key art, wishlists or pre-registrations, creators and press, community, and paid acquisition. A video game marketing company runs that work around the moments that move players, such as an announcement, a demo, a festival, launch day and every update after it.

Ubersuggest counts about 1,300 US searches a month for “gaming advertising”, 720 for “video game advertising”, 480 for “gaming marketing” and about 210 each for “video game marketing” and “board game advertising” (September 2026), while “video game marketing agency” draws about 110. Across the 40 commercial game marketing phrases in our research the total is roughly 4,480 searches a month: a small market with expensive clicks, since advertisers bid $159.13 for a single click on “video game advertising”.

Where US search demand for game marketing sitsWhere US search demand for game marketing sits
A small market by volume; the value is in what each click is worth.

“Video game advertising” covers two different jobs, advertising a game to players and advertising a brand inside games; this page is about the first. Game development is out of scope too. Our app development team builds apps and software, while this service markets games that are finished or close to it.

Premium games on PC and console

Sold once, usually at a fixed price that is discounted over time. Marketing concentrates demand into launch and sale events through wishlists, demos, festivals, reviews and creators, because those are the moments the platforms notify players.

Free-to-play and mobile games

Earning from in-app purchases or advertising over months, so marketing is continuous user acquisition, judged against what each cohort of players goes on to spend or watch. The store page and creative testing carry most of the load.

Tabletop, board and card games

Often launched through crowdfunding, then sold through hobby stores and online retailers, and discovered through playthrough videos, reviewers and conventions rather than through app stores.

Where our work starts and game development ends

We market games; we do not build them. The studio owns the game, the builds and the platform submissions, and we own the plan that finds players: positioning, store pages, marketing assets, creators, community, advertising and measurement.

Who does what on a game launch
TaskStudio or publisherProgression Agency
Game design, code, art and QAOwns itNot involved; development is out of scope
Platform submissions and certificationOwns itSupplies store copy and marketing assets
Age ratings (ESRB, IARC)Applies for themPlans targeting and ad content around the result
Store page copy, capsules, screenshots, trailerApprovesWrites, plans, and produces or art-directs
Wishlist, demo and festival campaignsSupplies builds and keysPlans and runs them
Creators, streamers and pressApproves the list and the key allocationResearches, pitches and manages
Community on Discord, Reddit and socialDevelopers join in and answer questionsSets up, moderates and schedules
Paid acquisition and reportingSets the budgetBuilds, runs and reports on the campaigns

That split keeps responsibility clear. When a studio also needs companion apps, a website or back-end tools, those are scoped separately by our development and interactive website teams.

Steam game marketing: the rules that shape a PC launch

Steam game marketing is built around a handful of platform rules: a Coming Soon page that collects wishlists, Steam Next Fest for demos, and discount rules that decide when a game can go on sale. Plan around them and Steam’s own notifications do part of the marketing; ignore them and a launch can miss its best moments.

Steam rules that shape a marketing plan (from Steamworks documentation)
RuleWhat Steamworks saysWhat it means for the plan
Coming Soon pageA new product needs a Coming Soon page for at least two weeks before releasePut it up months earlier; wishlists only start once the page is public
Wishlist notificationsWishlisters get an email and/or mobile push notification at release, and when a discount of at least 20% runs for more than 8 hoursEvery wishlist is a future launch and sale notification
Steam Next FestA weeklong demo festival in February, June and October; each game may take part only oncePick the edition carefully and arrive with a polished demo
Launch discountOptional and set before release: 10% to 40% off for 7 to 14 daysDecide it as part of the launch plan
Discount cooldownsNo discount for 30 days after release or within 30 days of another discount; discounts run 1 to 14 days at 10% to 95% offMap sales on a calendar months ahead
Steam Direct fee$100 per new app, recouped once the product reaches $1,000 in adjusted gross revenueA small fixed cost; marketing is the real budget
$100 — Steam Direct fee. recouped after $1,000 revenue.
2 weeks — Coming Soon minimum. before a Steam release.
20% — Discount that alerts. wishlisters, if over 8 hours.
3 a year — Steam Next Fests. February, June, October.
70 — Custom product pages. per app on the App Store.
90 days — Pre-registration limit. on Google Play.

The Coming Soon page and wishlists

Steamworks advises publishing a Coming Soon page as soon as a studio is ready to talk about the game publicly, with one caution: if the game may change a lot before release, early wishlisters may be confused. Steam’s wishlist documentation says wishlists can be an important factor in where a game appears on Steam, and that there is no minimum wishlist count before Steam will show a game to players. The page’s capsule art, short description, trailer, screenshots and tags are therefore the first marketing assets we finish.

Steam Next Fest and demos

Steam Next Fest is a weeklong event for upcoming games with playable demos. To join, a game must never have taken part before, have a published and public store page, offer a publicly playable demo by the time the festival starts, not release before that edition ends, and not be a prologue or short version of a game already on Steam. We build press, creator and community activity around the festival week and measure demo players and wishlists added during it.

When can a Steam game go on sale?

Steam’s discounting rules allow a launch discount of 10 to 40 percent for 7 to 14 days, set before release, then block discounts for 30 days after release and within 30 days of any other discount. Seasonal sales are exempt only from the discount-to-discount cooldown. A first-year sales calendar is therefore drawn up before launch, not improvised.

Before a Coming Soon page goes public we check that it has:

  • A capsule image that shows the genre and the hook even at thumbnail size.
  • A trailer that reaches real gameplay within its first few seconds.
  • Screenshots of actual play, not only concept art.
  • A short description that names the genre, the core mechanic and what makes the game different.
  • Tags that match how players of comparable games already browse.
  • A release window, the platforms and a link to the community.

Steam game promotion outside Steam

A lot of video game promotion happens away from the store: trailers on YouTube, clips on TikTok, creators’ videos and streams, Reddit threads, press and paid campaigns. Paid steam game advertising happens on those channels, pointed at the store page so every click can become a wishlist.

Mobile game marketing: store pages, pre-registration and user acquisition

Mobile game marketing is a numbers discipline: the store page turns browsers into installs, pre-registration builds a launch audience, and user acquisition buys installs at a cost that the game’s revenue per player can support. Apple and Google both give studios tools to test store pages, and we use them before scaling spend, which is where a mobile game marketing agency earns its fee.

App store optimization for games

The name and subtitle, keywords, description, icon, screenshots and preview video decide how many people who see a game install it. Apple’s product page optimization tests up to three treatments with alternate icons, screenshots and app previews against the original page for up to 90 days, with a traffic split the developer sets, so changes are chosen on results rather than taste.

Custom product pages for each ad audience

Apple allows up to 70 additional custom product pages for an app, each with its own screenshots, promotional text and app previews and a unique URL. Keywords can be assigned to a custom page so it appears in App Store search, and Apple Ads can send ads straight to it, which lets a game show a strategy player and a casual player the page that matches the ad each of them saw.

Pre-registration on Google Play

Google Play pre-registration lets players sign up before launch in the countries a studio chooses. When the game is published, pre-registered users get a push notification to install it, and eligible devices install it automatically on launch day. A campaign can run for up to 90 days, and a studio can offer one pre-registration reward, which cannot be edited or deleted once created.

User acquisition and creative testing

Installs are bought through Apple Ads, Google’s app campaigns, Meta, TikTok and ad networks, and each campaign is judged on the players it brings: day-1 and day-7 retention and what each cohort spends, not the install count alone. New creative is tested continually, because ads wear out and their cost per install rises as they do. Our app marketing service applies the same method to non-game apps.

Announcing a game in the next year?Send the store page or build, the platforms and the release window; we reply with a plan from announcement to launch.

Plan my launch

Console launches and age ratings

Console games reach players through platform stores that expect age ratings, so the rating is part of the marketing plan: it decides which audiences can be targeted and what the ads may show.

According to the ESRB, its rating system is voluntary, but all console manufacturers and certain US retailers and mobile or online storefronts require ESRB ratings for the games they offer. Digitally delivered games and apps are rated through the International Age Rating Coalition (IARC), which the ESRB helped found, and storefronts including the Microsoft Store, Nintendo eShop, PlayStation Store and Google Play use IARC to display ESRB ratings.

What does an age rating change in advertising?

The ESRB’s advertising principles apply to qualifying advertising for physical games it has rated, and they say companies must not specifically target advertising for games rated Teen, Mature or Adults Only to consumers for whom the game is not rated as appropriate. Publishers of rated boxed games are also contractually bound by rules on how rating information appears in advertising. We apply the same age logic to every platform’s targeting, whatever the format.

Indie game marketing when the budget is small

Indie game marketing works when a small team concentrates on the few assets and moments that move players: a store page that converts, a trailer that shows the game in seconds, a demo, a festival, and a community that forms around the development. The rest is optional until those are right.

Capsule art and the trailer

The capsule image is often the first thing a player sees, in a grid next to dozens of other games, so it has to show the genre and the hook at small size. The trailer should reach real gameplay within its first few seconds. We write, direct and edit both, or art-direct the studio’s own artists.

Devlogs and building in public

Regular devlog posts, short clips and explanations of systems give players a reason to follow a game for months before it ships, and they give creators and press material to work with. They also build the list of people most likely to buy on day one.

Reddit and Discord

Reddit’s genre communities discuss games in depth, and each subreddit sets its own self-promotion rules, which a studio has to read and follow. A Discord server becomes the home for playtesters and the most engaged fans, with channels for announcements, feedback and bugs. Paid posts in the right communities run through our Reddit ads team.

Press kits and showcases

A press kit page with a fact sheet, descriptions, the trailer, screenshots, logos and a contact makes coverage easy. Digital showcases and festivals give an indie game studio a date to aim for, and the marketing plan treats each one as a small launch.

  • A fact sheet: developer, publisher, platforms, release date or window, and price.
  • A one-line pitch, a short description and a long description.
  • The trailer, plus raw gameplay footage creators can cut.
  • Screenshots and short clips at the resolutions outlets ask for.
  • Logos, key art and capsule images with transparent backgrounds.
  • The team, the studio’s location and a named press contact.
  • The same facts as HTML text, not only inside a PDF or zip file.

Indie game promotion and indie game advertising follow the same order: prove the store page converts the traffic it already gets, then pay to send it more. The best indie game marketing is patient and specific rather than loud, and an indie game marketing agency should be judged on whether its plan fits the studio’s budget and genre.

Creators, streamers and esports

Players trust people they already watch play, which makes creators and streamers central to many game launches. The work is finding the right creators for the genre, getting them keys at the right time, and making sure every paid or gifted appearance is disclosed.

Keys, embargoes and creator lists

We build creator lists by genre, platform and audience fit rather than follower count, distribute keys through a tracked system, set embargo dates that suit the launch plan, and record who played, when and to what response. Larger programs run with our influencer program team.

Every creator brief we send covers the same points:

  • The embargo date and time, with the time zone.
  • What may and may not be shown, including spoilers.
  • The disclosure wording, placed in the content itself.
  • The key, the platform and the build it unlocks.
  • Assets the creator can use: trailer, logo, capsule art.
  • A contact for questions and bug reports.

The FTC’s guidance puts a video’s disclosure inside the video, not just in the description text, and asks live streams to repeat it periodically so viewers who join late still see it. On YouTube, creators select the paid promotion option, which adds a disclosure label at the start of the video, and YouTube says creators and their partners remain responsible for complying with the law. Every creator brief we send says so.

Esports sponsorships and marketing for esports

A studio or brand looking for an esports influencer marketing agency, or an esports advertising agency, usually needs two things at once: sponsorship of teams, leagues, tournaments or players, and creator content around those competitions. We plan the creator side and the paid amplification; sponsorship contracts are negotiated by the brand or studio with the rights holders.

Gaming advertising: the paid channels compared

Gaming advertising works best where players already watch and talk about games: YouTube, TikTok, Reddit and the app stores, with Meta and programmatic video adding reach. The right mix depends on whether the goal is wishlists, installs or sales.

Paid channels for video game advertising compared
ChannelBest forCreative that tends to workWhat we measure
YouTubeTrailers, gameplay, launch and update beatsReal gameplay in the first secondsViews that lead to wishlists or installs
TikTokDiscovery through short clips that look nativeMoments of play, reactions, creator clipsClicks to the store, follows
RedditGenre communities that discuss games in depthPlain, honest posts in the community’s styleClicks, wishlists, comment sentiment
Meta (Facebook, Instagram)Broad reach, mobile installs and retargetingShort gameplay video; playable ads for mobileCost per install or per wishlist
Apple Ads and Google app campaignsMobile installs from store search and Google’s networkCustom product pages matched to the audienceCost per install, day-7 retention
Programmatic and connected TVLarge launches with broad audiencesTrailer cuts made for the TV screenReach, and lift in branded search and wishlists
What advertisers bid for clicks on game marketing searchesWhat advertisers bid for clicks on game marketing searches
“Video game advertising” is the most expensive phrase in our research; it also covers advertising inside games.

Search clicks on game marketing phrases are expensive: “video game advertising” carries a US cost per click of $159.13, and “game marketing company” and “game marketing agency” $51.07 each (Ubersuggest, September 2026). Paid campaigns run through our YouTube ads, TikTok ads, programmatic advertising and video advertising teams, planned from one media plan so the channels do not compete for the same players.

Which paid and earned channels suit which kind of game (1-5, editorial)Which paid and earned channels suit which kind of game (1-5, editorial)
Editorial judgment, not measured data: use it to shortlist channels, then test them.

Social media marketing for gaming

Social media marketing for gaming is community work first: showing the game being made and played, answering players, and giving fans something worth sharing. The platforms differ in format, and on all of them real gameplay tends to travel further than polished advertising.

Game marketing on TikTok

Game marketing on TikTok works with moments that need no context: a surprising mechanic, a funny failure, a satisfying build, or a developer reacting to players. We post consistently from the game’s account, answer comments with new clips, and give creators footage to use.

Discord as the community hub

A well-run server has clear channels for announcements, feedback, bugs and off-topic chat, roles for playtesters and long-time fans, and moderators who keep it welcoming. Events in the server, from playtests to developer Q&A sessions, give the community a reason to come back.

Branding for video games

The logo, key art, capsule, color, typography and tone of voice have to hold together across the store page, trailer, social accounts and merchandise. Indie game social media marketing leans on that consistency, because a recognizable style is what makes the second and third clip easier to place. Our branding team handles identity work.

Board game advertising, promotion and crowdfunding

Board game marketing usually runs through a crowdfunding campaign and then retail: the aim is a pre-launch audience large enough to fund the print run early, and a following that carries the game into stores. Board game advertising supports that with targeted social ads, reviewer and playthrough content, and conventions. A board game marketing agency is most useful before the campaign opens, while that audience is being built.

How does crowdfunding change the plan?

Kickstarter runs all-or-nothing: according to its help center, no one is charged for a pledge unless the project reaches its funding goal. That is why most of the audience is built before launch, through a pre-launch page, an email list, playthrough videos and ads to lookalike audiences, and why the campaign page itself explains rules, components and delivery plainly.

Reviewers and playthrough creators

Many tabletop players watch full playthroughs and reviews before they back or buy. Prototypes or review copies go to creators who cover the game’s weight and theme, with the same disclosure rules as any gifted product.

Conventions, stores and distribution

Convention demos put the game on a table in front of the people most likely to buy it, and hobby stores reach players who never back crowdfunding. Convention work is planned with our trade show marketing and event marketing teams.

Card game advertising

Card game advertising, from party games to collectible and trading card games, targets players of comparable games and the communities around them, with ads that show a round being played. Board game promotion and card game promotion share the same logic: show the game at the table.

Wishlists flat or installs too expensive?We review the store page, the trailer, the ads and the numbers in Steamworks or the app stores, and write down what to fix first.

Request a game audit

Which rules do game campaigns have to follow?

Game marketing is lightly regulated compared with gambling or finance, but four sets of rules shape it: age ratings, children’s privacy, loot box disclosure and endorsement disclosure. We build campaigns inside them; this is how we plan, not legal advice.

Rules that shape game marketing, and where they come from
RuleWhat it requiresSource
ESRB advertising principlesNo targeting of ads for Teen, Mature or Adults Only games at consumers the rating says they are not appropriate forESRB
COPPAVerifiable parental consent before collecting personal information from children under 13 in child-directed games and servicesFTC
Loot box oddsApps offering loot boxes or other paid randomized items must disclose the odds of each item type before purchaseApple
No review or chart manipulationApple may remove developers who manipulate reviews or chart rankings with paid, incentivized, filtered or fake feedbackApple, same guidelines
Endorsement disclosurePaid or gifted creator content disclosed in the content itself, and repeated during live streamsFTC
Fake reviews and fake engagementBuying reviews conditioned on sentiment, or buying fake followers or views, is bannedFTC

The stakes are real. In December 2022 Epic Games agreed to pay $520 million over FTC allegations: a $275 million civil penalty for violating COPPA by collecting personal information from children under 13 who played Fortnite without notifying parents or obtaining their consent, and $245 million in refunds over dark patterns the FTC said led players into unintended in-game purchases.

How players and studios ask AI assistants about games

Players now type the requests they once posted on forums into ChatGPT, Copilot, Gemini, Perplexity, Claude and Google’s AI Overviews, and studios ask the same assistants how to market a game and which agency to hire. The answers are drawn from pages the assistants can read, which puts a game with a thin store page and no site of its own at a disadvantage.

How the main AI assistants reach web pages, and what a studio can check
AssistantHow it reaches the webWhat a studio can do
ChatGPTOAI-SearchBot crawls for ChatGPT search; OpenAI says sites that block it are not shown in ChatGPT search answersAllow OAI-SearchBot in robots.txt and in any bot protection
Microsoft CopilotCites web pages; Bing Webmaster Tools’ AI Performance report shows those citations and the grounding queries behind themVerify the site in Bing Webmaster Tools and send IndexNow pings when pages change
Google AI Overviews and AI ModeDraw on pages Google has indexed that qualify for a snippet; Google says no special markup or files are neededKeep the site indexable and the facts in text
PerplexityPerplexityBot surfaces and links websites in Perplexity’s resultsAllow PerplexityBot in robots.txt
ClaudeClaude-SearchBot indexes content for Claude’s search results; blocking it may reduce visibilityLeave Claude-SearchBot unblocked

Store pages answer the player’s question

Player prompts describe an experience: games like a named title, the best co-op games for two on a particular console, cozy farming games without combat, or whether a game is worth its price. The store page and the game’s own site have to carry the genre, platforms, player counts, modes, price and comparable games in text, and markup using schema.org’s VideoGame type (gamePlatform, playMode, numberOfPlayers, genre, trailer) repeats them for machines.

Service pages answer the studio’s question

Studios ask how to get wishlists, whether Next Fest is worth it, what game marketing costs, and which game marketing agency suits an indie budget. For those questions assistants lean on agency round-ups, directories, reviews and agency pages that answer directly, so a page with platform rules, prices and plain policies is the kind they can quote.

Checking whether a game is being cited

Microsoft launched the AI Performance report in public preview on February 10, 2026; it counts how often a site is cited across Microsoft Copilot, AI-generated summaries in Bing and partner integrations. For the other assistants, a fixed list of player and studio questions, asked every month in the same words, shows whether the game and its studio are being named.

Press kits in HTML, not only in zip files

A press kit locked inside a zip file or a PDF gives assistants far less to work with than an HTML page carrying the same facts. We publish the fact sheet as text first and offer the download second.

Steam — Store and wishlists. PC launches.
App Store — Custom pages. mobile installs.
Google Play — Pre-registration. launch-day installs.
YouTube — Trailers. and creator videos.
Discord — Community. players and testers.
Kickstarter — Crowdfunding. board and card games.

How much does game marketing cost?

Monthly fees start at $850 for a single-platform community program and reach $10,000 for paid media and user acquisition management at the top of our published planning ranges, while PR retainers for mid-market programs run $5,000 to $20,000 a month. Ad spend, creator fees and asset production are billed separately, and the quote follows a written scope built around the launch date.

Planning ranges for a game launch program (published figures; the quote follows a written scope)
EngagementPlanning rangeWhat it covers for a game
Community program, one platform$850 a monthEight scheduled posts, basic graphics and monthly reporting
Community program, two platforms$1,850 a monthSixteen scheduled posts, original graphics, moderation and replies, and a small ad budget run for you
Community with video and paid$3,400 a monthTwo to three platforms, video clips, paid social and a quarterly strategy review
Paid media and user acquisition$2,000–$10,000 a month, flatYouTube, TikTok, Reddit, Meta and app store campaigns, creative testing, reporting
Larger acquisition budgets10–20% of monthly mediaPublished for established spend above roughly $20,000 a month
Games PR$5,000–$20,000 a monthPress, previews, reviews, festival and showcase outreach
Game site and content SEO$1,500–$8,000 a monthPress kit, FAQ and guide pages, written and optimized at four to twelve a month
Trailer animation$1,000–$4,000 per finished minute in 2D; $3,000–$15,000 in 3DFrom our video production rate card; motion graphics run $600–$1,500 a day

Our social media pricing, SEO pricing and video production cost guides publish these figures. Platform and third-party costs sit on top: the Steam Direct fee of $100 per app, recouped once a product reaches $1,000 in adjusted gross revenue; ad spend; creator fees; key distribution tools; convention space; and crowdfunding platform fees.

How much should a small studio spend on marketing?

Enough to finish the store page, capsule, trailer and press kit properly, run a community for months before launch, and put paid money behind a store page that already converts. The right number depends on the game’s price, platforms and genre; the written scope shows what each part costs, so the studio can decide what to keep in-house.

How to choose a video game marketing agency

Choose a gaming marketing agency that knows the platform rules as well as the players: it should be able to explain Next Fest eligibility, discount cooldowns and app store tests without looking them up, and show exactly how wishlists or installs will be reported.

Before hiring a video game marketing agency: requirements and how to verify them
RequirementHow to check it
Platform knowledgeAsk how they would schedule Next Fest, the launch discount and the first seasonal sale for your game
Genre fitAsk which creators, communities and outlets they would target, and why those
Numbers in your own dashboardsWishlists and sales in Steamworks, installs and retention in App Store Connect and Play Console, not only agency reports
Clean creator practiceWritten disclosure rules, tracked keys and no paid reviews
Compliance awarenessAge-rating targeting, COPPA for young audiences and loot box odds disclosure
A clear line with developmentThe proposal states what the studio supplies, and when
Accounts in your nameAd accounts, Discord, social profiles and analytics owned by the studio

Our marketing agency red flags guide and marketing agency contract checklist apply to game work as much as to any other.

A launch timeline and the numbers we watch

We plan a premium PC or console launch over six to twelve months from announcement to release, with a demo and a festival in the middle; a mobile launch centers on store tests, soft-launch data and a pre-registration campaign of up to 90 days. Every phase is planned against a number that can be read in the platform’s own dashboard.

A premium game launch, from announcement to after launchA premium game launch, from announcement to after launch
Steam requires a Coming Soon page two weeks before release; the plan puts it up months earlier.
Launch phases and the numbers we watch
PhaseMain workNumbers we watch
AnnouncementStore page, trailer, key art, press kitWishlists and follows per day, trailer views
Build-upDevlogs, community, creator seeding, playtestsDiscord members, wishlist growth, playtest sign-ups
Demo and festivalNext Fest or another showcase, streams, pressDemo players, wishlists added during the event
LaunchLaunch discount, ads, creators, reviewsWishlist conversion, sales, review score, refunds
After launchUpdates, seasonal sales, new platformsSales by event, concurrent players, review trend
Mobile soft launch and pre-registrationStore tests, pre-registration, acquisition testsCost per install, day-1 and day-7 retention, pre-registrations
Wishlists — Per day. the pre-launch pulse.
Demo — Players. during a festival.
Installs — Per ad and page. mobile acquisition.
Day 7 — Retention. players still playing.
Reviews — Count and score. after launch.
CPA — Cost per player. against spend per player.

Each of the services below supports a game launch, and each can also be hired separately.

Announcing or launching a game?

Send the store page or build, the platforms and the release window; you get back our launch plan, phase by phase, with a fixed scope.

Get a game marketing plan

Social, content and brand

Frequently asked questions

What does a video game marketing agency do before a game launches?
It builds demand so launch day has an audience: positioning, the store page, trailer and capsule art, a Coming Soon page collecting wishlists, a demo and festival plan, creators and press, a community on Discord and social, and paid campaigns. After launch it runs sale events, updates and acquisition. It does not build the game; development stays with the studio.
When should a Steam Coming Soon page go live?
As soon as the studio is ready to talk about the game publicly. Steam requires a Coming Soon page for at least two weeks before release, but wishlists only accumulate while the page is public, so waiting for the minimum wastes months. Steam does caution that a game which changes a lot after the page goes up may confuse the people who wishlisted it early.
How do Steam wishlists turn into sales?
Through Steam’s notifications. When a game releases, in Early Access or in full, everyone with it on their wishlist gets an email and/or a mobile push notification, and they are notified again when a discount of at least 20 percent runs for more than eight hours. Steam also says wishlists can be an important factor in where a game appears on the store.
Can a game enter Steam Next Fest more than once?
No. Steamworks says a title may take part in only one Next Fest, a weeklong event held in February, June and October. The game needs a published, public store page, a publicly playable demo by the start, and must not release before that edition ends. Choosing the edition, and arriving with a polished demo, is one of the biggest calls in a PC launch plan.
What does it cost to put a game on Steam?
Steam Direct charges $100 for each new app. The fee is not refundable, but it is recouped in a later payment once the product reaches $1,000 in adjusted gross revenue. That is only the platform fee; the store assets, trailer, creators and advertising are where the real launch budget goes.
How big can a Steam launch discount be?
Between 10 and 40 percent, running for 7 to 14 days, and it must be set up before the release date. After release a game cannot be discounted for 30 days, discounts must be at least 30 days apart, and ordinary discounts run 1 to 14 days at 10 to 95 percent off. Seasonal sales are exempt only from the cooldown between discounts.
How does app store optimization work for a mobile game?
By improving the store listing so that more of the people who see it install the game: the name and subtitle, keywords, description, icon, screenshots and preview video. Apple lets developers test up to three alternative sets of icons, screenshots and previews against the original page for up to 90 days, so changes can be chosen on results.
How long can a Google Play pre-registration campaign run?
Up to 90 days, after which the game has to launch to production. Pre-registered users get a push notification from Google Play when the game is published, and eligible devices install it automatically on launch day. A studio can offer one pre-registration reward for the lifetime of the campaign, and it cannot be edited or deleted once created.
How do custom product pages help mobile game ads?
They let a game show each ad audience a store page that matches the ad it saw. Apple allows up to 70 additional product pages with their own screenshots, promotional text and previews, each with a unique URL, and keywords can be assigned so a custom page appears in App Store search. Apple Ads can send its ads straight to those pages.
Do mobile games with loot boxes have to publish the odds?
On the App Store, yes. Apple’s guidelines say apps offering loot boxes or other mechanisms that provide randomized virtual items for purchase must disclose the odds of receiving each type of item before purchase. We treat that disclosure as part of the store page and the ads, so marketing never promises more than the odds support.
Is an ESRB rating needed before marketing a console game?
In practice, yes. The ESRB says its ratings are voluntary, but all console manufacturers and certain US retailers and storefronts require them, and digital storefronts display ESRB ratings through IARC. Publishers of rated physical games are bound by the ESRB’s advertising principles, which bar targeting Teen, Mature or Adults Only games at audiences the rating says are not appropriate.
What happens if a game aimed at kids collects player data?
COPPA applies: a game or service directed to children under 13 needs verifiable parental consent before collecting their personal information, which includes names, contact details and persistent identifiers. The FTC’s December 2022 settlement with Epic Games included a $275 million civil penalty over alleged COPPA violations in Fortnite, which is why marketing for young audiences is built around parents.
How should streamers disclose sponsored gameplay?
Clearly and inside the content. The FTC’s guidance says a video’s disclosure belongs in the video, not just the description, and a live stream should repeat it periodically, using words such as “ad” or “sponsored”. YouTube also asks creators to select its paid promotion option, which adds a disclosure label at the start of the video.
What is the best indie game marketing plan on a small budget?
Spend where the leverage is: a store page and capsule that convert, a trailer that shows real play in its first seconds, a demo timed to a festival, devlogs that build a community, and creators chosen for the genre rather than follower count. Paid ads come last, once the store page has shown it converts the traffic it already gets.
How much does game marketing cost for an indie studio?
Progression Agency’s published planning ranges start at $850 a month for a single-platform community program and run to $2,000–$10,000 a month for paid media and user acquisition management, with ad spend, creator fees and asset production on top. Steam’s own fee is $100 per app, recouped after $1,000 in adjusted gross revenue. The quote follows a written scope.
Is Reddit worth it for game marketing?
Often, for PC and tabletop games with an engaged genre community. Organic posts must follow each subreddit’s self-promotion rules, and communities generally expect developers to take part in the conversation rather than drop links. Reddit’s ads can target those communities directly, which suits trailers and demo announcements.
How do you market a game on TikTok?
With gameplay moments that work without context: a surprising mechanic, a funny failure, a satisfying build, or a developer reacting to players. Post consistently from the game’s account, reply to comments with new clips, and give creators footage. When a clip starts to travel on its own, a small paid boost can extend it.
What does an esports marketing program include?
Usually three strands: sponsorship of teams, leagues, tournaments or players; creator and streamer content around those competitions; and paid amplification to the audiences who watch them. Every paid appearance needs disclosure. We plan the creator and paid strands, and the sponsorship contracts are negotiated by the brand or studio with the rights holders.
How do you market a board game on Kickstarter?
Build the audience before the campaign: a pre-launch page, a list, playthrough and review content, and convention demos. Kickstarter is all-or-nothing, so backers are only charged if the project reaches its goal, which is why most of the audience is gathered before launch day. During the campaign, updates, stretch goals, ads and creator coverage keep momentum.
Do you develop games, or only market them?
We market them. Game design, code, art, QA, porting and certification stay with the studio or its development partner. Progression Agency plans and runs launch and player acquisition: store pages, trailers and assets, creators, community, ads, PR and measurement. Our app development team builds apps and software, but game development is outside this service.
What makes an AI assistant recommend one indie game over another?
Mostly what it can read and cross-check. Assistants answer game questions from store pages, a game’s own site, reviews and community discussion, so a game whose genre, platforms, modes and price are stated clearly and consistently everywhere, with reviews to back them, is the easier recommendation. Crawlers must be allowed in, and Bing Webmaster Tools now reports how often a site is cited in Copilot answers.
Which facts, files and footage belong in a game’s press kit?
A fact sheet with developer, publisher, platforms, release date and price; a short and a long description; the trailer and gameplay footage; screenshots and GIFs; logos and key art; team details; and a press contact. Publish it as an HTML page as well as a download, so journalists, creators and AI assistants can read the facts without opening a zip file.
Which numbers show a game marketing campaign is working?
Before launch: wishlists or pre-registrations per day, follows, demo players and community growth. At launch: the share of wishlists that convert to purchases, installs, day-1 and day-7 retention, reviews and refunds. After launch: sales during each event, and the cost of each acquired player against what that player spends.

Announcing a game in the next year?Send the store page or build, the platforms and the release window; we reply with a plan from announcement to launch.

Plan my launch

Get a free marketing proposal

Tell us what you are trying to grow and we will come back with a plan, not a pitch deck. Same-day reply on weekdays.

Privacy Preferences
When you visit our website, it may store information through your browser from specific services, usually in form of cookies. Here you can change your privacy preferences. Please note that blocking some types of cookies may impact your experience on our website and the services we offer.
Contact Us