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How to build an audience for your indie game

DreamEp, founder of NextWishlist · Updated October 28, 2026 · 3 min read

1staudience on Steam: your wishlisters, emailed at launchValve rule
2ndyour mailing list: no algorithm between you and themPractitioners
1–2social networks, picked where your genre's players arePractitioners
On this page
  1. Your real audience: wishlists
  2. A mailing list, started early
  3. Social channels: pick one or two
  4. Borrow other people's audiences
  5. Discord: once you have players
  6. Grow it with a plan
  7. A weekly routine you can keep

On this page

  1. Your real audience: wishlists
  2. A mailing list, started early
  3. Social channels: pick one or two
  4. Borrow other people's audiences
  5. Discord: once you have players
  6. Grow it with a plan
  7. A weekly routine you can keep

Short answerOn Steam your audience is your wishlisters first, then your mailing list: open your page early, start a list with a sign-up gift, post clips on one or two networks, and borrow other audiences through festivals and creators. Open a Discord once you have players.

Your audience isn't your follower count on social media. On Steam, it's the players who will hear about your launch: your wishlisters first, then your mailing list. Here is how indie developers build both, and in what order.

01Your real audience: wishlists

When your game launches, in Early Access or 1.0, every wishlister gets an email or a notification from Steam. No social network reaches your players that reliably. So before release, judge every channel by the wishlists it brings, not by likes or followers.

The first step is a Steam page live as early as you can show your game well: wishlists collected years before launch still convert. See how to get more Steam wishlists.

02A mailing list, started early

  • Start it before your Steam page, with a sign-up gift (soundtrack, artbook, in-game bonus): nobody gives an email just for news.
  • Tell the list when your page goes live, when your demo comes out, and when you announce your date.
  • At launch, send a short series: the announcement, launch day, and a last reminder before your launch discount ends. The last email usually does best.

One subscriber clicks far more than one social follower, and you own the list: no algorithm decides who sees your email.

Do it with NextWishlist · Analysis

Your wishlists explained, and your niche side by side

NextWishlist puts your channels next to those of the games in your niche (followers, growth, posts) and shows which networks you're missing.

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Analysis · Nebula Drift · niche: roguelike deckbuilder38 games · read every day
Nebula Drift
6,107
Niche average
5,020
YouNiche average (38 games)Your posts
3,6415,1186,59630 days agotodayReddit postBluesky clipTrailer update
GameSteamBlueskyYouTubeXTikTokSteam, 30 d
Nebula Drift (you)612120———+9%
Starfall Roguetaking off2,8401.9k4.2k3.1k12k+31%
Hollow Orbit1,105640310890—+2%

Followers per channel. Last column: Steam followers gained in 30 days.

Screenshot with Nebula Drift, our sample game.

03Social channels: pick one or two

  • Where your genre's players are, not where other developers are: screenshots and devlogs written for developers rarely bring wishlists.
  • Short gameplay clips at a pace you can keep. See how to make your game go viral for what makes a clip spread.
  • Reddit converts well once you've earned a place in the community: how to market an indie game on Reddit.
  • A tracking link per post (Steam UTM), so you keep only what brings wishlists.

04Borrow other people's audiences

The fastest way to reach players is through people who already have them:

  • Festivals: Steam Next Fest, Steam's themed fests and third-party online festivals. See Steam festivals.
  • YouTubers and streamers who play your genre: how to get YouTubers to play your game.
  • Press and showcase accounts, with a ready press kit: indie game press kit.

05Discord: once you have players

A Discord server opened before you have players to put in it stays empty and costs you time. Open it when you have a demo or a beta: then it becomes where your most engaged players give feedback and wait for news.

06Grow it with a plan

NextWishlist reads your wishlists and your channels every night and turns them into a daily to-do list: which channel works for your game, which creators to contact, which festival comes next. Join the private beta.

07A weekly routine you can keep

  • Two or three clips a week on one or two networks, each with a tracked Steam link.
  • Ten minutes a day answering comments and taking part where your genre's players talk.
  • One creator or festival action a week: an email, an application, a follow-up.
  • One newsletter a month, or at each milestone, to your list.
  • A weekly look at your wishlists and which links brought them (how to track your wishlists).

Small and steady beats big and rare: a routine you keep for months builds more than one big push.

How to build an audience for your indie game: quick answers

What is the best way to build an audience for an indie game?+

Open your Steam page early and collect wishlists, start a mailing list with a sign-up gift, post short gameplay clips where your genre's players are, and borrow other audiences through festivals, YouTubers, streamers and press.

Should I open a Discord for my game?+

Once you have a demo or a beta. Before that, a Discord server usually stays empty and takes time you'd better spend on your page, clips and creators.

Is a mailing list still worth it for games?+

Yes. You own it, no algorithm filters it, and one subscriber clicks far more than one social follower. Start it before your Steam page, with a gift for signing up.

Sources

Valve's rules can change: the official Steamworks page always wins. Practitioner benchmarks are surveys of developers, given as ranges.

  • Valve, Wishlists (Steamworks) (read Oct 28, 2026)
  • Valve, UTM analytics (Steamworks) (read Oct 28, 2026)
  • Chris Zukowski, “Email marketing 101” (2017)
  • Chris Zukowski, “How to market your indie game: a 10 step plan” (2021)
  • Chris Zukowski, Benchmarks (How To Market A Game) (updated June 2026)
  • How To Market A Game, list of game festivals (2026)
  • Chris Zukowski, “2026 tips for making your tweets go viral” (May 7, 2026)
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Your wishlists, your Steam page, your channels and games like yours, read every night and turned into a short daily marketing plan, aligned with Valve's calendar. In private beta.

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Related guides and free tools

  • Steam marketing for indie developers: the guide and a 3 to 4 month planA practical Steam marketing plan for indie games, for solo devs and small studios: page, trailer, demo, festivals, creators and launch, with Valve's rules.
  • How to make your indie game go viralWhat makes a game clip spread on X, TikTok and Reddit, what the numbers say, and how to turn views into Steam wishlists. Sourced and dated.
  • How the Steam algorithm works: visibility explainedWhat Steam's visibility really rewards, which store surfaces exist, and what doesn't matter (traffic, conversion, paid promotion), from Valve's own docs.
  • When to start marketing your indie gameWhen to start marketing an indie game: what to share early, when to open your Steam page, and the 3 to 4 focused months before Next Fest and launch.
  • Publisher or self-publishing for your indie game?Should you sign with a publisher or self-publish on Steam? What publishers bring, how advances and recoupment work, and the splits to expect.
  • Kickstarter for indie games: fees, timing and your Steam pageHow Kickstarter works for an indie game: all-or-nothing funding, the 5% fee plus payment processing, and why your Steam page should come first.
  • Steam wishlist calculatorPaste your Steam page: estimated wishlists, Next Fest outlook and launch sales.
  • Steam Next Fest calendarEvery upcoming edition with its demo deadlines, sales and themed fests.
  • Top upcoming Steam games by genreThe most followed and fastest growing upcoming games, refreshed daily.

All 47 guides →

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