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Is visibility the hardest part of being an indie developer?

A topic by RATASOFTWARE.INC created 47 days ago Views: 502 Replies: 17
Viewing posts 1 to 6

You can spend months (or years) making a game, polish mechanics, fix bugs, improve art, refine the experience.

And when you release it, maybe almost nobody sees it...

I’m starting to feel like making the game is only half the battle.
The other half is marketing, visibility, social media, communities…

Sometimes it feels like there are more games than players, social media rewards consistency more than quality, have to be a content creator as much as a developer and... for sure great games can still disappear unnoticed.

Do you think visibility is the hardest part of indie development today or is that just an excuse we tell ourselves? 

What has actually worked for you in getting attention on itch?

I’d love to hear real experiences, both  successes and failures 😉!!!!.

(+2)

Visibility absolutely feels harder than development sometimes. You can polish gameplay for months and still struggle to get eyes on it. Email lists and smart funnels matter way more than most indie devs think. I recently dug into marketing automation strategies for email campaigns, and it really changed how I look at long-term player engagement instead of chasing random spikes.

Thank you for your response!

Any advice you can give to the community? 😅

I do think visibility is an excuse. The solution is to make a good game. That leads to people leaving a good review and recommending the game to other people, which then pushes your game up further on websites, to get more people to see the game, and do the same thing. I personally haven't had this happen, but I have been reading this blog (howtomarketagame.com, do know that it's more targeted to Steam), and that is a very important thing that he talks about. Also, if you want to get a ton of people to play your game, go on Steam, because that's where all the players are, and therefore the money. Here is an article about traffic and visibility on itch.io, though. https://howtomarketagame.com/2025/05/12/benchmark-itch-io-traffic/.

Thanks a lot for the info 😘

(+1)

If people do not find out about your game to begin with, they will not leave good reviews and recommend the game to people, no matter if it is good or not.

And how do you promote your stuff? 

Maybe if a game its good it promotes itself 🤷‍♂️

(1 edit) (+1)

At this point in time, I'm not doing a lot of promotion because my game is still a WIP.

I have done some promotion on a Discord server for a similar game (with permission from the dev and server staff) before which gave me a bit of an audience to get some feedback from, and I do post occasional updates about the game on my Discord and Mastodon, but that's about it.

My game is aimed at a fairly specific audience, which is a blessing in some ways because there's a lot less competition, but it also means I'll never have the mass appeal to make it to the front page. But that's not what I want anyway - I am fairly content just expressing myself to the audience I have.

So, honestly, I don't have any good advice here, except: you should understand that there are a lot of games, and a lot of them get overlooked purely by necessity. Even if you do everything right, you still can bellyflop completely. So don't tie your self-worth to your analytics, don't quit your day job and go all-in on making a career as an indie dev, and make your game *for yourself*, first and foremost.

Probably not the answer you want. Sorry.


Also, a game absolutely *can* promote itself by word of mouth, once it has gotten enough momentum. Most games do *not* get that momentum, because a lot of games are competing for attention at any given time. Of course, you *should* make a good game - but that is no guarantee for success.

I like your point of view, and agree with making your game for “yourself”, try to make something special and enjoy the process.

Good luck with your project, feel free to share it if you want 😘

(+1)

Just because you don't get the view you want, it doesn't mean that you aren't getting visibility. You might get 1000 impressions, but only have a 1% conversion rate, which means that you get 10 views. If your rate is higher, itch will probably promote your game more because it is probably more interesting. So people are seeing your games, they just don't want to play it because it doesn't look appealing. But, for the few people who you do get in the door, they will promote the game themselves if it's good. The lesson: make a good game and have a good thumbnail/short description (It's the only thing that players see to determine if they should click on your game page).

(1 edit) (+1)

"Just because you don't get the view you want, it doesn't mean that you aren't getting visibility."

And what if someone doesn't even get the *impressions* they want?

Honestly, the entire idea that, if your game is getting low view counts, it must be because your game is bad is *extremely* offensive.

Thanks for the advice , i guess if a game its good enough it promotes itself 🤷‍♂️

Thanks again for your time and good luck with your projects 😘

(+2)

There's so. many. retrospectives from professional indie game devs whose games fell flat because they messed up the marketing. Nearly every pro will tell you that marketing is essential.

(+1)

I figure it was about 18 months before my average view count starting getting above 1-2 a day.  Hitting it big with some more popular jams helped a bit (Both submissions in one annual jam made it to the top five out of 100+ submissions, each, and both are now among my most viewed projects).

(+1)

At first I thought it was a struggle for visibility, but I live in a populated area and so i made QR Codes for my game and then went to every cafe in the area and asked if they had a community board I could post on. Worked great and gave me a way to talk to people in real life about my game. Also, if you participate in any clubs I'm sure your bound to find someone that also enjoys playing video games.

(+1)

i like your idea about QR!!

Very very smart 😁

(+2)

Honestly, you’re hitting on the exact thing that keeps most indies up at night. It’s definitely not just an excuse—it’s a massive structural shift in the industry. We’re in an era where 'Good' is the baseline, but 'Visible' is the actual hurdle.

I've seen so many talented devs treat marketing as an afterthought, but in reality, if you aren't a 'Content Creator' for your own game, you're essentially launching into a black hole. It’s exhausting because it requires a totally different brain than coding does.

One thing I’ve noticed helping people lately—especially those who hate the 'fake it 'til you make it' social media grind—is actually treating the business side like a skill tree. Instead of just guessing, some devs have been using platforms like

  • https://elvtr.com/ to get a handle on the actual strategy. So, good luck to you!
  • Thanksssssssssssssss A LOT for your advice.

    Good luck and have a nice day 😘