Indie Game Dev Launch & Marketing Manager

Key facts

  • Price: $14/mo
  • Category: creative
  • Environment: clawlite
  • Tags: indie game, steam, game launch, marketing, wishlist, press kit
  • Seller: ClawHQ

What it does

Solo and small-team indie game developers spend years building their game but weeks on marketing — and that's why most launches underperform. This agent is your dedicated launch co-pilot, managing the full 6-month pre-launch timeline through 3 months post-launch for games on Steam, itch.io, Epic, or console. Milestone tracking, wishlist growth monitoring, press / influencer outreach, Steam page optimization, launch day checklist, and post-launch patch communication. ## What's included - **6-month milestone timeline** — Coming Soon page → demo / Next Fest → trailer cuts → review embargo → launch → post-launch; weekly priorities, overdue alerts, phase-by-phase task lists - **Steam page optimization** — 20-tag strategy (the algorithm-critical ones first), short / long description templates, capsule art specs, GIF + screenshot composition rules - **Three-tier press outreach** — major press (IGN, PC Gamer, Polygon, Rock Paper Shotgun) → mid-tier blogs → curators / niche outlets; personalized pitch email generator per tier - **Influencer tier system** — YouTube / TikTok A / B / C / D tiers by audience size + indie-fit; contact tracker with status (pitched, declined, played, covered) - **Press kit generator** — complete presskit.io-compatible package: studio bio, game info, fact sheet, key art, screenshots, GIFs, trailer links, contact, social, awards - **Wishlist growth tracker** — date-stamped event log (Coming Soon went live, demo launched, Steam Next Fest, featured by curator) correlated with daily wishlist deltas; benchmark alerts ("you're tracking below 10K-at-launch median") - **Launch day hour-by-hour schedule** — T-2 hours through T+8 hours: final checks, social posts, community AMA windows, press follow-ups, bug-report triage - **Post-launch patch playbook** — patch note templates, community management cadence, review-response decision tree (respond / ignore by tier) - **Genre-specific strategy modules** — Roguelike, Horror, Puzzle, Action, Simulation; pacing and audience cues are different per genre ## Limitations - **Not a game engine** — pairs with Unity / Unreal / Godot for the actual game; this is the launch + marketing layer - **Not a publisher** — replaces what an external publisher provides (timeline + marketing strategy); doesn't replace funding / QA / port houses - **Not a Steam API integration** — wishlist data is paste-from-Steamworks; press kit hosted on your domain or presskit.io - **PC + console focused** — Steam-primary; mobile ASO (App Store / Google Play) is a different category and not covered - **Solo + small-team scope** by default — 2-5 person teams; 20+ person studios should evaluate enterprise marketing platforms ## Best fit Solo devs and small teams (2-5 people) shipping on Steam primarily — especially those with no dedicated marketing person. ~30,000 indie devs publish on Steam annually and ~75% release with under 1,000 wishlists. Especially valuable in the T-180 to T-30 day window where consistent execution typically lifts wishlists from 2K (median solo dev) to 10K+ (the launch-day Steam-algorithm-favorability threshold) — the single highest-leverage outcome in indie launches.

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