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That honestly makes a lot of sense, going from C64 development to modern platforms is such a different world, impressive that you're adapting and learning things like controller preferences as you go, that kind of responsiveness really shows in how quickly you rolled it out across both games.

Working alone does sound like a lot to carry though, especially juggling development, feature updates, and promotion all at once. That's actually the exact gap I usually help solo devs with, visibility and getting modern platform games like yours in front of people who'd genuinely enjoy them, since it sounds like that side's been quiet compared to your C64 catalog. I work with indie devs on things like video content, social presence, and getting updates like this in front of the right audience, happy to share a few thoughts on what could help specifically for Vault of Seraphim XL if you're open to it.

I’m not particularly well-positioned when it comes to marketing—that’s certainly true. I lack sufficient presence, especially on current platforms. I have managed to establish a solid base and a certain level of reach within the C64 scene, though. I’m open to ideas on how to get the XLs out there.

That actually makes a lot of sense, the skills that built a loyal following in the C64 scene are really different from what modern platform discovery needs, it's not that your marketing instincts are off, it's just a completely different landscape with its own rules.

This is genuinely my area of expertise though, I specialize in exactly this gap, taking games with real quality behind them and building visibility on modern platforms through short-form video content and consistent social presence. For something like Vault of Seraphim XL, I'd focus on turning gameplay moments (the new controller support, fullscreen, whatever feels satisfying to watch) into short clips that get it in front of players who are actively looking for platformers like yours, people who'd probably love it but just don't know it exists yet.

If you're open to it, I'd be happy to put together a few specific ideas tailored to the XL games and walk you through how that could look, just want to help you get the same kind of traction on modern platforms that you've already built in the C64 space.

That sounds good, of course. But naturally, you’ll be expecting some financial compensation. I don’t mean that as a criticism—I’m just being straightforward, and neither side wants to create false expectations. In the long run, my plan is to gain a foothold on Steam and possibly the Apple App Store.

Appreciate you being upfront about that, and yeah, you're right, this would be a paid service, I'd rather be clear about that too than build false expectations on either side.

On the Steam and Apple App Store goal though, that's a solid long term plan, but it's worth knowing that getting listed on those platforms is really just step one, the bigger challenge after that is actually getting the game in front of the right audience once it's there. Both Steam and the App Store are massive, crowded spaces, having a great game live on them doesn't automatically mean people find it, discovery mostly happens through outside visibility, social content, word of mouth, creators talking about it, that funnels people toward the store page, not the other way around.

That's really where short-form video and consistent social presence come in, building an audience now on modern platforms means by the time Vault of Seraphim XL reaches Steam or Apple, there's already a group of people actively looking for it instead of starting from zero once it lands there. Happy to put together a few ideas on how that could look specifically for your platform goals if you're interested.