Member-only story
Hey people, here is my new indie game
Hey, Twitter, my game is out there, look how cool it is! No? Nobody?

Why I have a few little followers? I tweeted this cool gif, but nothing happens!
Yeah, that happens, all the time…it is the harsh truth I’ve learnt the hard way after many years as an indie dev
I released my first indie title last year, and I did a lot of things wrong marketing-wise….
Hard to accept but it’s never late to amend your mistakes.
No matter how good and amazing your game is if no one knows about it.
Side note: My background is not marketing, I run my own studio Cubenary, a two-people indie studio, and my role always has been and will be a game programmer! (This is my true passion)
Take anything from this article with a pinch of salt; everything I know is based on my own experience.
Let’s begin with this article talking about my first released game, Fantasy Little Jobs; a VR game where you run a shop in a fantasy medieval era and you can play different crafting areas such as brew potions, quest making, shield customization and even an archery minigame (my favourite).
This game was developed in Unreal 4 in 2 years; we changed the core gameplay several times, and that causes us unnecessaries delays.
We settle with this arcade-style were you, as a player has to sort as many customers orders as possible in a limited time.
It’s fun, in around 30 minutes you play all of the stations and enjoy different “jobs.”
The game didn’t sell much, I believe VR is a complex market and not everyone is willing to expend an immense amount of money on a headset + a really good pc.
What we did for Fantasy LIttle Jobs
One month before the launch of the game, we completed a list of streamers who could be interested in playing the game.