wow really cool though, have you tried any other means of getting the game seen, I mean, social media?
Or would you be opened for a potential business collaboration concerning that?
Micah
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Hi August, thanks for being so open about this. It is very common in the middle of a big development cycle, and it is exactly the part I take off a developer's plate.
I manage social media and community for indie games: short-form content, posting, replying to people, and keeping a Discord or Telegram active. For a project like yours, I would turn the updates you already share (the pivotal scenes, the bear and ferret scene, the CG moment with its foley and music, the cookbook, the returning voice actors) into small posts that keep people interested between Patreon and itch updates, and point them back to the page where they can support you.
I know you mentioned something is in the works already. If it would help to have a second pair of hands, or if the plan changes, I would be glad to send over a short proposal.. Thank you for the update, and good luck with Episode 2!
Thanks for explaining that. Honestly, I think that’s exactly where I could be useful to you.
From what I’ve seen with Explosive Chasers, you already have something very important: the game itself naturally creates a lot of content opportunities. The explosions, destruction, car builds, crashes, arenas, physics, development progress and gameplay moments are all things that can be turned into content that catches attention outside of YouTube and Itch.io.
The part I’m offering is to take that side of the work off your hands.
Instead of you having to spend your limited development time figuring out what to post, where to post it, how to adapt it, and how to find the right communities, I can handle the social media side and build a system around the content you’re already producing.
My approach would be:
YouTube → Short-form content → Social platforms → Communities → Steam → Players
I’d take the strongest moments from your development updates, trailers and gameplay and adapt them specifically for platforms such as TikTok, Instagram Reels and X, rather than simply reposting the same content everywhere.
For example, a single development update could become several pieces of content:
- A satisfying destruction clip
- A quick car-build showcase
- A new arena reveal
- A physics or crash experiment
- A funny development moment or bug
- A short “did you know?” post
- A before/after development comparison
- A question or discussion post designed to get players involved
I’d also handle the community side researching where the actual audience for Explosive Chasers is already active, including racing, destruction, vehicle, simulation, physics and indie-game communities.
eah, definitely. I actually think Explosive Chasers has a lot of content potential for social because the game naturally has things that are easy to turn into short-form content: explosions, destruction, car builds, crashes, new arenas, development progress and eventually gameplay moments.
The approach I’d take wouldn’t be to just repost the same YouTube videos everywhere. I’d build a content system around the game and use each platform for a slightly different purpose.
YouTube: Keep the development updates and trailers as the longer-form content. Then pull the strongest moments from those videos into Shorts instead of creating everything from scratch.
TikTok / Instagram Reels: This would be more focused on quick, visually satisfying moments. Things like a car getting completely destroyed, a crazy explosion, before/after comparisons, new arena reveals, car creation, physics experiments, funny bugs, short development progress and quick “did you know?” style clips. The first few seconds would matter a lot here because the goal is to stop people who have never heard of the game.
X: I’d use this more for development updates, GIFs/clips, screenshots, progress threads, announcements and conversations with other indie/game development accounts. It’s also useful for getting involved with the communities around racing, destruction games, indie games and similar titles rather than only posting on your own account.
The community side is important too. I’d actively look for communities where the actual players for Explosive Chasers already hang out. Racing games, destruction/vehicle games, car enthusiasts, simulation/physics communities, indie gaming communities, Discord servers, Reddit communities and creators who already make content around similar games.
The idea wouldn’t be to spam those communities with promotional posts. I’d look for places where the game genuinely fits, participate normally, share relevant development/gameplay content and gradually get the game in front of people who are actually likely to care about it.
Then I’d connect all of that back to the Steam page. Social content gets attention, but we need somewhere useful for that attention to go. So I’d also look at the Steam page, make sure the messaging is clear, and make sure the content we’re pushing on social matches what a new player sees when they click through.
The bigger system would basically be:
YouTube development → short-form clips → TikTok/Instagram/X → relevant gaming communities → creators → Steam → wishlists/demo/player interest.
And I wouldn’t want to just post for the sake of having a posting schedule. I’d keep track of which type of content actually gets people watching, engaging, visiting the game and eventually showing interest in it. Then we put more effort into the formats and topics that are actually working.
You already have a good amount of raw material to work with, so I think the first step would be looking through what you currently have and building the content direction around that rather than trying to force a completely new system.
That’s roughly how I’d approach it.
Let me know what you think!?
That's actually a really nice way of keeping people updated, especially with the progress post being updated as you work through everything.
I'm curious though, while you're working on Day 4, what have you been doing to get Mychael in front of more people and keep the game growing?
I'm asking because I'm a video editor who focuses on helping indie devs with the social media side of things. I help turn gameplay and game moments into short content that can be used to keep people interested between updates.
I just wanted to understand how you're currently handling the social media/promotion side and see if there's any way I could potentially help.
I was checking out the latest Cultivation Stories update and I really like how much depth you're putting into the game. The new qinggong system especially caught my attention, with the different movement patterns and the active jumps that can add things like stun, attacks or extra defense.
I also really like the changes to the missions. Having past decisions actually come back later and affect other quests makes the world feel much more connected instead of every quest just being its own separate thing.
I noticed you've also been pushing updates pretty consistently recently, so I was curious about something. How are you currently handling the visibility side of Cultivation Stories and getting new players to discover it?
Are you mainly relying on itch.io and the existing community, or are you actively creating content for places like YouTube, TikTok, X or other social platforms?
I’m asking because there are quite a few things in this update that feel visually interesting enough to give people a reason to stop and look, especially the qinggong movement, combat and the way previous choices come back later.
I just saw that Malditos Roomies 2nd Edition is finally out, and I really like the concept behind it. The idea of vampires, ghosts, witches and werewolves all trying to live under the same roof while hiding what they really are is such a fun combination of horror and comedy.
I also noticed the new edition adds things like Frenzy Points, personal objectives, house events and new supernatural powers. That seems like it could create some really fun situations during a session, especially when things start going wrong.
Since you’ve just launched the second edition, I was curious about how you’re currently handling the social media and visibility side. Are you actively creating content around the new edition and its mechanics, or is most of the promotion happening through itch.io and your existing community?
I’m curious because there’s quite a lot here that could give people a reason to discover the game, especially around the characters, funny situations and supernatural mechanics.
I was checking out the new YouTube channel setup for Explosive Chasers, and I like that you've started separating the content into Shorts and Trailers. I also noticed you've been consistently putting out development updates, from the new arenas to the car creation process and the recent pre-alpha announcement.
It actually looks like you're putting quite a bit of effort into creating content around the game already. I'm curious though, how are you currently handling the social media side of all this?
Are you mainly focusing on YouTube right now, or are you also pushing the Shorts and game updates across platforms like TikTok, Instagram and X to get Explosive Chasers in front of more players?
I'm asking because you've already got a lot of material to work with, especially the explosions, car builds, destruction and new updates. I'm curious how you're currently getting that content in front of the right audience.
Fostering Apocalypse and I really liked the direction you took with the story. The whole Del and Barrett relationship caught my attention, especially the contrast between this hardened character moving through a demon-ravaged world and then choosing to protect a child who is literally supposed to be part of another apocalypse.
I also really like the pixel art style and how much personality you managed to give the characters in such a short experience. I saw that the game has also reached people through YouTube creators before, which made me curious about how you're handling its visibility now.
Are you still actively doing anything on the social media side to keep Fostering Apocalypse in front of new players, or has most of the promotion naturally slowed down since the original release?
I’m asking because I feel like a game with this kind of story and character dynamic still has things worth showing to the right audience.
Congrats on the upcoming campaign! Camp Geode with magically infused geodes that unlock powers is such a fun hook for an all ages game, and a rules lite camping theme sounds great for families and scout groups. I like that people who already own the digital version get the update for free. Pre-made adventures will make it much easier for new game masters to jump in too, and it's good to see new art from Leo Assis.
Quick question, are you planning a campaign video or gameplay clips for the pre-launch, or is that something you're still figuring out?
Thank you for the PSA, that's really useful for readers to know. Taking your time on Day 4 to avoid burnout sounds like the right call, and a slow burn yandere VN deserves it. It's great that the community has translated it into so many languages, that says a lot about Mychael and the story. Hope the next update lands smoothly before the end of the year!
Quick question, since you're much more active on Tumblr, is that where most readers keep up with Day 4 progress?
Respect for being open about the delay. Moving to Q1 2027 instead of rushing the locations and story is the right call, and it's clear the demo feedback has shaped the game, with all those updates since release. Life in a city under emotional surveillance is a really strong hook too, and a community that translates and shares the game says a lot. Hope the publisher search goes well.
Quick question, where do most of your players and wishlists come from, the demo on itch or socials as well?
Great update! Four of five pivotal scenes over the hill is huge, and a bear and ferret scene on a gorgeous background sounds like a treat. A CG scene between Nico and Gabe with a foley and music pairing you call comforting sounds lovely too. Taking extra time on the cookbook to get the cover right instead of rushing for MFF is a good call, and it's great that some of the motion comic VAs are returning.
Quick question, how are you keeping people engaged between updates while episode 2 cooks, mostly Patreon and itch devlogs, or other places too?
That makes sense. A brake that never settles on the requested pressure would drive any driver crazy, and the coughing release on long trains is such a specific thing to notice and fix. Respect for taking on the mechanical side too, even if it's turning out harder. Sims like this live on that kind of detail.
Out of curiosity, where have train sim fans been finding the game so far, mostly itch, or also places like YouTube and Reddit?
Yeah, I completely understand that. I’ve actually heard the same thing from quite a few indie devs. They can spend weeks building an update and have all these amazing things happening in the game, but when it comes to turning everything into videos, editing starts feeling like another project on top of development, so the videos keep getting pushed back.
And honestly, I think your game deserves to be in front of more of the right players. With things like the artillery system, procedural dungeons and those huge-scale combat moments, there’s already a lot there that can make people curious about the game.
Out of curiosity, beyond the videos you're planning, what have you been doing so far to get the game in front of the right audience and bring more people into it?
And would you be open to a few suggestions around the visibility side? I have a couple of ideas after looking through the game that I think could be worth considering.
Hey, I was checking out the latest Crocotile 3D v2.74 update and I really like how much you're continuing to build into the tool. It’s impressive seeing a tool like this keep evolving with new improvements rather than just stopping after the initial release.
I was curious about how you're currently handling the social media side of Crocotile 3D. Are you actively creating content around the updates and features, or is most of the communication still happening through itch.io devlogs?
I’m particularly interested in how you're showcasing the things people can actually create with Crocotile 3D, because those kinds of before/after builds, quick workflow demonstrations and feature showcases seem like they could work really well on social platforms.
Hey, this update is absurd in the best way, manually operated artillery with ballistics computers, procedural dungeons five times bigger, and now nukes that level entire fleets, that's an incredible amount of scope for one update. The writing style cracked me up too, "are they really there if there is no player to witness them" is a great line.
With content this dramatic, nuke strikes, artillery hits from 16km out, dungeon raids, feels like there's huge short-form potential here. Are you doing any video content to show this stuff off, or is it mostly living in the devlog screenshots right now? A clip of one of those nukes going off alone feels like it could stop people mid-scroll.
Hey, I came across Diesel Railcar Simulator through the patch 10 devlog and the brake rework caught my eye. Modelling the vacuum brake reservoir side and the leakage along the pipe is a level of detail you don't see much in train sims. Is there a particular reason you rebuilt the air flow simulation instead of tweaking the old one? Looking forward to trying it.
Congrats on 1.5.0! Making sure every Mac build boots on a real Mac before it ships is the kind of care most devs skip, and the line about Apple finally agreeing you weren't up to something made me laugh. Shipping a multiplayer game on Windows, Linux, Mac and Android is a lot, and the devlog titles alone, like Angrier Goats and Bots Find Their Bearings, have me curious about the game.
Quick question, do you have a Discord or somewhere for players to find teammates and games?
Congrats on the 3.0 Technicolor update! Going from 1-bit to full color for the PC version sounds like a big glow up, and the Autumn Sale timing is smart. I like that you made the batting timing clearer during combat too. A baseball mini game inside a turn based JRPG is such a fun mix, and a more lenient economy is a nice touch for a slice of life game. It's cool that the Playdate build is under half a megabyte, and the steady patches since the PC launch in August show how much you care about it.
Quick question, is a Steam release in the plans for the PC version?