# Steam Marketing EXPERT on how to find SUCCESS in 2026!

https://www.youtube.com/watch?v=NjNbIHHu9Z0
Translation: de

[00:00] Somebody asked, "Is the demo really important?"
  Jemand fragte: „Ist die Demo wirklich wichtig?“

[00:01] Oh my god, it is important.
  Oh mein Gott, sie ist wichtig.

[00:03] Oh my god, is it important?
  Oh mein Gott, ist sie wichtig?

[00:06] So, this is awesome, folks.
  Also, das ist großartig, Leute.

[00:06] We should be like, "Yay, way."
  Wir sollten sagen: „Juhu, toll.“

[00:08] I've never seen devs uh being positive about things.
  Ich habe noch nie gesehen, dass Entwickler sich positiv über Dinge äußern.

[00:10] So, let's This is a time to like, yeah, let's be positive because there's an agreement between you and Steam Players.
  Also, lasst uns... Das ist eine Zeit, um, ja, lasst uns positiv sein, denn es gibt eine Vereinbarung zwischen euch und den Steam-Spielern.

[00:15] Like, I'm bringing quality.
  Ich meine, ich liefere Qualität.

[00:17] I'm putting my lifeblood into this and you're giving my money.
  Ich stecke mein Herzblut da hinein und ihr gebt mir mein Geld.

[00:21] And they get a 100,000 wish lists off of one trailer.
  Und sie bekommen 100.000 Wunschlisteneinträge durch einen einzigen Trailer.

[00:24] It is amazing.
  Es ist erstaunlich.

[00:27] Um, you just got to pray to God because uh those games do not sell well on Steam.
  Ähm, man muss einfach zu Gott beten, denn diese Spiele verkaufen sich auf Steam nicht gut.

[00:30] I'm sorry.
  Es tut mir leid.

[00:34] When it's perfectly tested, I know this is going to make money.
  Wenn es perfekt getestet ist, weiß ich, dass es Geld einbringen wird.

[00:36] We got to get down and dirty.
  Wir müssen uns die Hände schmutzig machen.

[00:37] We're indies.
  Wir sind Indies.

[00:39] We don't care.
  Das ist uns egal.

[00:39] We just throw stuff out there.
  Wir werfen einfach Sachen raus.

[00:41] We're just wildman, so be wild.
  Wir sind einfach wilde Kerle, also seid wild.

[00:43] Then what you do is you put those three games up.
  Dann macht man Folgendes: Man stellt diese drei Spiele online.

[00:45] Pick the one that has the best traffic.
  Wählt dasjenige aus, das den meisten Traffic hat.

[00:47] We didn't even mention we actually met.
  Wir haben nicht einmal erwähnt, dass wir uns tatsächlich getroffen haben.

[00:49] Here's a picture.
  Hier ist ein Bild.

[00:52] See the monkey and I?
  Seht ihr den Affen und mich?

[00:52] We met.
  Wir haben uns getroffen.

[00:56] All right.
  Alles klar.

[00:56] So, yeah.
  Also, ja.

[00:58] So, today we've got a nice special guest.
  Heute haben wir einen netten besonderen Gast.

[00:59] So, we're going to learn a little bit about Steam game.
  Also werden wir ein wenig über Steam-Spiele lernen.

[01:01] Marketing.
  Marketing.

[01:01] So, basically, how to get more wish lists and how to get more copies.
  Also, im Grunde genommen, wie man mehr Wunschlisten und mehr Kopien bekommt.

[01:03] Now, I'm pretty sure most people over here on the channel already know Chris from the videos that we did last year, which were very successful.
  Nun, ich bin mir ziemlich sicher, dass die meisten Leute hier auf dem Kanal Chris bereits aus den Videos kennen, die wir letztes Jahr gemacht haben und die sehr erfolgreich waren.

[01:09] A lot of people like them.
  Viele Leute mögen sie.

[01:11] A lot of people found them super useful for getting more wish list and sales, but just in case nobody knows who you are, just go ahead a quick intro on what do you do for indep.
  Viele Leute fanden sie super nützlich, um mehr Wunschlisten und Verkäufe zu erzielen, aber nur für den Fall, dass niemand weiß, wer du bist, gib uns doch kurz eine Einführung, was du für Indie-Entwickler tust.

[01:20] Hey, it's Chris Sukowski.
  Hey, hier ist Chris Sukowski.

[01:22] I write for this blog called howtomarketagame.com where I study how Steam works.
  Ich schreibe für diesen Blog namens howtomarketagame.com, wo ich untersuche, wie Steam funktioniert.

[01:26] I interview devs to see how they had success on Steam.
  Ich interviewe Entwickler, um zu sehen, wie sie auf Steam Erfolg hatten.

[01:28] Dig through numbers and I just compile it into weekly blogs and uh I also build a course that uh you know people can learn all at once so they don't have to go through all my old blogs.
  Ich durchforste Zahlen und stelle sie in wöchentlichen Blogs zusammen, und ich habe auch einen Kurs erstellt, damit die Leute alles auf einmal lernen können, ohne meine alten Blogs durchgehen zu müssen.

[01:39] Um and I'm on because I'm having a sale, a summer sale.
  Ähm, und ich bin hier, weil ich einen Sale habe, einen Sommersale.

[01:42] So I'm excited to talk to you Mr. Monkey.
  Also freue ich mich darauf, mit dir zu sprechen, Mr. Monkey.

[01:45] It's good to see you again.
  Es ist schön, dich wiederzusehen.

[01:49] Nice.
  Schön.

[01:49] Yeah, you too.
  Ja, du mich auch.

[01:51] Yeah.
  Ja.

[01:51] And uh basically I asked the community for a bunch of questions.
  Und äh, im Grunde habe ich die Community um eine Reihe von Fragen gebeten.

[01:52] I said that I was going to be talking to you.
  Ich habe gesagt, dass ich mit dir sprechen werde.

[01:54] And yeah, got quite a lot of submissions.
  Und ja, ich habe ziemlich viele Einsendungen erhalten.

[01:55] So let's go through a bunch of these questions so we can all learn from it.
  Also gehen wir eine Reihe dieser Fragen durch, damit wir alle daraus lernen können.

[01:59] And the first question is actually something that I'm
  Und die erste Frage ist tatsächlich etwas, das ich...

[02:02] Personally, I am very interested in this.
  Ich persönlich interessiere mich sehr dafür.

[02:04] It's a question from YouTube saying basically: is the friendslop genre inflating?
  Es ist eine Frage von YouTube, die im Grunde lautet: Bläht sich das Friendslop-Genre auf?

[02:09] Is it now a good time to start developing a small 3 to 6 month game, a fun co-op game?
  Ist jetzt ein guter Zeitpunkt, um mit der Entwicklung eines kleinen Spiels mit 3 bis 6 Monaten Entwicklungszeit zu beginnen, einem unterhaltsamen Koop-Spiel?

[02:13] And I guess I myself would add basically to that.
  Und ich denke, ich selbst würde im Grunde noch etwas hinzufügen.

[02:15] So, friendslop, also incremental, because that all seems to be a very popular genre nowadays.
  Also Friendslop, auch Incremental, weil das heutzutage alles ein sehr beliebtes Genre zu sein scheint.

[02:20] So are those two genres, are those things that you see are still going up or have they peaked?
  Sind diese beiden Genres also Dinge, von denen Sie sehen, dass sie immer noch zunehmen, oder haben sie ihren Höhepunkt erreicht?

[02:23] Are they going down?
  Gehen sie zurück?

[02:25] Would you still recommend right now designing something to launch in the next 3 to 6 months?
  Würden Sie im Moment noch empfehlen, etwas zu entwerfen, das in den nächsten 3 bis 6 Monaten veröffentlicht wird?

[02:29] Yeah.
  Ja.

[02:29] So inflating, I don't know what inflating means if that means getting better and bigger.
  Also aufblähen, ich weiß nicht, was aufblähen bedeutet, wenn das bedeutet, besser und größer zu werden.

[02:35] Uh, it sounds kind of negative.
  Äh, das klingt irgendwie negativ.

[02:37] I don't know.
  Ich weiß es nicht.

[02:37] Uh, but I still think it's good if I've compiled all the uh, well, I actually had a friend, I should just steal his graph.
  Äh, aber ich denke immer noch, es ist gut, wenn ich all die äh, nun ja, ich hatte eigentlich einen Freund, ich sollte einfach seine Grafik stehlen.

[02:43] I had a friend who compiles all the concurrent user counts for all these popular friendslop games.
  Ich hatte einen Freund, der alle gleichzeitigen Nutzerzahlen für all diese beliebten Friendslop-Spiele zusammenstellt.

[02:49] And then with the release of Mecca Chameleon or whatever that game was.
  Und dann mit der Veröffentlichung von Mecca Chameleon oder wie auch immer dieses Spiel hieß.

[02:54] If you look at the total number of players playing friendslop games across all, you know, all these different games, all friendslop, the number is higher.
  Wenn man sich die Gesamtzahl der Spieler ansieht, die Friendslop-Spiele über all diese verschiedenen Spiele hinweg spielen, all diese Friendslop-Spiele, ist die Zahl höher.

[03:03] Than it's ever been.
  Mehr als es jemals war.

[03:05] And anytime a new game comes in, a lot of people get introduced to this.
  Und wann immer ein neues Spiel herauskommt, werden viele Leute damit vertraut gemacht.

[03:09] You know, there's more Mecha Chameleon players than there were, uh, Lethal Company.
  Wissen Sie, es gibt mehr Mecha-Chameleon-Spieler als es Lethal-Company-Spieler gab.

[03:13] And Lethal Company was the last time we had a huge spike.
  Und Lethal Company war das letzte Mal, dass wir einen riesigen Anstieg hatten.

[03:14] Oh, nice.
  Oh, schön.

[03:15] And so even after that, there's always a nice huge number of people who are introduced via, you know, like Mecha Chameleon like, "Oh, I still man THIS IS GREAT."
  Und selbst danach gibt es immer eine schöne, große Anzahl von Leuten, die durch, wissen Sie, wie Mecha Chameleon eingeführt werden, wie: „Oh, Mann, DAS IST GROSSARTIG.“

[03:23] WHAT other one should I play?
  WELCHES andere sollte ich spielen?

[03:25] And that influences everybody else.
  Und das beeinflusst alle anderen.

[03:27] So, I see no end to it.
  Also sehe ich kein Ende.

[03:30] And especially 3 to 6 months, if you can get a game out, try it.
  Und besonders in 3 bis 6 Monaten, wenn Sie ein Spiel herausbringen können, versuchen Sie es.

[03:32] But my other advice is, here's my other advice.
  Aber mein anderer Rat ist, hier ist mein anderer Rat.

[03:35] Even if it's Idol games, and I think Node Busters are kind of running their, you know, tail.
  Selbst wenn es Idol-Spiele sind, und ich denke, Node Busters sind irgendwie am Ende ihrer, wissen Sie, Möglichkeiten.

[03:42] They're kind of out, but Idol overall is still very popular.
  Sie sind irgendwie out, aber Idol ist insgesamt immer noch sehr beliebt.

[03:45] Um, but my, my general advice is if you've never made a game, folks, your first game's not going to do well.
  Ähm, aber mein allgemeiner Rat ist, wenn Sie noch nie ein Spiel gemacht haben, Leute, wird Ihr erstes Spiel nicht gut laufen.

[03:50] So, at least try some of these newer genres that are very exciting.
  Also versuchen Sie zumindest einige dieser neueren Genres, die sehr aufregend sind.

[03:55] And even if it doesn't sell well, you still learned a lot.
  Und selbst wenn es sich nicht gut verkauft, haben Sie trotzdem viel gelernt.

[03:59] And I like the attitude of Mr. Loluka.
  Und ich mag die Einstellung von Herrn Loluka.

[04:02] Uh, it is like, uh, three to six months and
  Äh, es ist wie, äh, drei bis sechs Monate und

[04:05] You've done something.
  Du hast etwas getan.

[04:06] You've gotten something out and I think that's super powerful.
  Du hast etwas herausgebracht und ich denke, das ist extrem wirkungsvoll.

[04:08] So I still recommend it.
  Also empfehle ich es weiterhin.

[04:10] I think they're doing good.
  Ich denke, sie machen ihre Sache gut.

[04:11] You just have an open mind.
  Du musst einfach offen sein.

[04:14] All right.
  Alles klar.

[04:14] Awesome.
  Großartig.

[04:15] And yeah, I wasn't aware of those numbers.
  Und ja, ich war mir dieser Zahlen nicht bewusst.

[04:17] So yeah, I guess it makes sense.
  Also ja, ich denke, das ergibt Sinn.

[04:17] Look at all the games playing in this specific genre.
  Schau dir all die Spiele an, die in diesem speziellen Genre gespielt werden.

[04:20] And yeah, if those are continuously going up, then yeah, I guess that's very good news for the genre as well.
  Und ja, wenn diese Zahlen kontinuierlich steigen, dann ist das wohl auch eine sehr gute Nachricht für das Genre.

[04:22] That's nice.
  Das ist schön.

[04:24] That's good to know.
  Das ist gut zu wissen.

[04:24] So next up, Isma Gamedev asked a nice general question that everybody should know which is about the Steam page, how early is early enough and what would be too early?
  Als Nächstes: Isma Gamedev hat eine gute allgemeine Frage gestellt, die jeder kennen sollte, nämlich bezüglich der Steam-Seite: Wie früh ist früh genug und was wäre zu früh?

[04:34] So basically when should you publish your Steam page?
  Also, wann sollte man im Grunde seine Steam-Seite veröffentlichen?

[04:36] What is your general advice on that?
  Was ist dein allgemeiner Rat dazu?

[04:39] I say get it up cuz you don't know what's going to happen.
  Ich sage, bring sie online, denn du weißt nicht, was passieren wird.

[04:43] People find your page and that sort of thing.
  Leute finden deine Seite und solche Dinge.

[04:45] And the thing that I'm always fighting against is devs never ever want to share their work.
  Und das, wogegen ich immer ankämpfe, ist, dass Entwickler ihre Arbeit niemals teilen wollen.

[04:51] They're like, "It's not done yet."
  Sie sagen: „Es ist noch nicht fertig.“

[04:52] I'm not done.
  Ich bin nicht fertig.

[04:55] Yeah.
  Ja.

[04:56] So, their Steam page gets delayed and delayed and delayed.
  Also wird ihre Steam-Seite immer weiter verschoben.

[04:58] The one thing is what is too early is if your game sucks.
  Die eine Sache ist: Zu früh ist es, wenn dein Spiel schlecht ist.

[05:03] Don't put it up if your game sucks.
  Stell es nicht online, wenn dein Spiel schlecht ist.

[05:03] And
  Und

[05:06] This has actually got a new question kind of has a new set of answers that people have brought up to me.
  Dies hat tatsächlich eine neue Frage, die eine Art neue Reihe von Antworten hat, die Leute an mich herangetragen haben.

[05:12] They're like, "Well, I have some like AI placeholder art."
  Sie sagen: „Nun, ich habe eine Art KI-Platzhaltergrafik.“

[05:13] Don't put any AI placeholder art if you're I think some devs are even trying to do stuff where they push it so early where they're like, "Well, my game doesn't have an artist yet, but I'm going to generate some AI art to what it's going to look like."
  Verwenden Sie keine KI-Platzhaltergrafiken, wenn Sie – ich glaube, einige Entwickler versuchen sogar, Dinge so früh zu veröffentlichen, dass sie sagen: „Nun, mein Spiel hat noch keinen Künstler, aber ich werde etwas KI-Kunst generieren, um zu zeigen, wie es aussehen wird.“

[05:26] Don't do that.
  Tun Sie das nicht.

[05:29] I really don't think AI art does well on Steam at all.
  Ich glaube wirklich nicht, dass KI-Kunst auf Steam gut ankommt.

[05:32] Um, and and indie or uh Steam players are very smart and they can sniff out some AI art real good.
  Ähm, und Indie- oder Steam-Spieler sind sehr schlau und können KI-Kunst sehr gut aufspüren.

[05:40] So, if you got any AI art in any of your screenshots, even if it's just placeholder, don't put it up.
  Wenn Sie also KI-Kunst in Ihren Screenshots haben, auch wenn es nur ein Platzhalter ist, stellen Sie sie nicht online.

[05:46] Wait until your art comes back uh from an artist or something like that, um it doesn't have to be final final final art.
  Warten Sie, bis Ihre Grafik von einem Künstler oder Ähnlichem zurückkommt; es muss nicht die endgültige, finale Grafik sein.

[05:50] It could still be like, "Hey, I'm still refining how many patches are on this guy's belt or like how many headbands this warrior girl has."
  Es könnte immer noch heißen: „Hey, ich verfeinere gerade noch, wie viele Flicken auf dem Gürtel dieses Typen sind oder wie viele Stirnbänder dieses Kriegermädchen hat.“

[06:01] You can still be working that stuff out, but uh it should look like your final art style in general.
  Sie können immer noch an diesen Dingen arbeiten, aber es sollte im Allgemeinen wie Ihr endgültiger Kunststil aussehen.

[06:07] Don't want to go in with half-ass crappy AI art.
  Ich möchte nicht mit halbherziger, minderwertiger KI-Kunst an den Start gehen.

[06:09] So that's kind of the barriers, but don't be too scared to put your game out.
  Das sind also gewissermaßen die Hürden, aber hab keine zu große Angst davor, dein Spiel zu veröffentlichen.

[06:16] We all have to be brave and put our work out there.
  Wir alle müssen mutig sein und unsere Arbeit da draußen präsentieren.

[06:20] All right.
  Alles klar.

[06:20] Awesome.
  Großartig.

[06:21] Yeah, that is interesting.
  Ja, das ist interessant.

[06:22] So but yeah, visuals are definitely very important.
  Aber ja, die Optik ist definitiv sehr wichtig.

[06:24] Actually I had a question that was also about AI itself which I guess I might as well put it right now.
  Ich hatte eigentlich eine Frage, die sich auch um KI selbst drehte, und ich denke, die kann ich jetzt genauso gut stellen.

[06:30] Someone named Asking Question asked a question which is: what wording would you use to disclose AI usage for things like code or art UI reference basically without sounding like AI slop?
  Jemand namens Asking Question hat eine Frage gestellt: Welche Formulierung würdest du verwenden, um die Nutzung von KI für Dinge wie Code oder UI-Referenzgrafiken offenzulegen, ohne dass es nach KI-Müll klingt?

[06:40] So essentially what have you seen players think about AI?
  Was denkst du also im Wesentlichen, wie Spieler über KI denken?

[06:45] I'm guessing the response is negative.
  Ich vermute, die Reaktion ist negativ.

[06:47] So, how would you recommend that developers sort of navigate that if your recommendation is literally what you just said, which is don't use it?
  Wie würdest du Entwicklern also empfehlen, damit umzugehen, wenn deine Empfehlung buchstäblich das ist, was du gerade gesagt hast, nämlich: Benutzt es nicht?

[06:56] So, is that basically the answer?
  Ist das also im Grunde die Antwort?

[06:57] Yeah, I think for the AI art stuff, people don't want to pay for AI art.
  Ja, ich glaube, was die KI-Kunst angeht, wollen die Leute nicht für KI-Kunst bezahlen.

[07:02] I think it's like they want a human.
  Ich glaube, sie wollen einen Menschen.

[07:06] That's the thing about indie games is they're paying for like a human.
  Das ist das Besondere an Indie-Spielen: Sie bezahlen für einen Menschen.

[07:09] Handcrafted experience.
  Handgefertigte Erfahrung.

[07:12] Um, and so I don't think you can talk your way out of it.
  Ähm, und deshalb glaube ich nicht, dass man sich da herausreden kann.

[07:16] And uh right now I think just cuz it's so new um a lot of players are very sensitive about it and if you try and explain it away in any way they're like well what are you hiding?
  Und äh im Moment glaube ich, nur weil es so neu ist, sind viele Spieler sehr empfindlich, was das angeht, und wenn man versucht, es irgendwie zu erklären, sagen sie: „Nun, was verheimlichst du?“

[07:25] Yeah that kind of they're real grumpy.
  Ja, sie sind irgendwie wirklich mürrisch.

[07:27] I think the code aspect is people kind of understand.
  Ich glaube, den Aspekt mit dem Code verstehen die Leute irgendwie.

[07:29] It's not like I care whether my code was artisally made you know like artis whether this array was constructed artisally or not.
  Es ist nicht so, dass es mich interessiert, ob mein Code handwerklich hergestellt wurde, weißt du, ob dieses Array handwerklich konstruiert wurde oder nicht.

[07:40] Um, but in general, I think AI kind of has the feel of this person did not invest in this game because there's an agreement between you and Steam players.
  Ähm, aber im Allgemeinen habe ich das Gefühl, dass KI den Anschein erweckt, als hätte diese Person nicht in dieses Spiel investiert, weil es eine Vereinbarung zwischen dir und den Steam-Spielern gibt.

[07:47] Like, I'm bringing quality.
  Zum Beispiel: Ich bringe Qualität.

[07:49] I'm putting my lifeblood into this and you're giving my money and that's the agreement.
  Ich stecke mein Herzblut da hinein und du gibst mir Geld, und das ist die Vereinbarung.

[07:54] And if you're like, well, I didn't put my lifeblood into it.
  Und wenn du sagst: „Nun, ich habe mein Herzblut nicht hineingesteckt.“

[07:56] I just I just typed make me a good game into AI, then that that agreement between you and the player has been violated.
  Ich habe nur in die KI eingegeben: „Mach mir ein gutes Spiel“, dann wurde diese Vereinbarung zwischen dir und dem Spieler verletzt.

[08:03] So, I think that that is and I don't want to have an AI discussion.
  Also, ich denke, das ist es, und ich möchte keine KI-Diskussion führen.

[08:08] Don't don't comment down.
  Kommentiert nicht unten.

[08:09] Below an AI discussion.
  Unter einer KI-Diskussion.

[08:11] Yeah, it's not gonna be solved here, right?
  Ja, das wird hier nicht gelöst werden, oder?

[08:16] Okay.
  Okay.

[08:16] Uh so, another very interesting question and one that is great for people just learning about Steam game marketing.
  Also, eine weitere sehr interessante Frage und eine, die großartig für Leute ist, die gerade erst etwas über Steam-Spielmarketing lernen.

[08:22] So, a question from Bad asking, "So, I'd love to know how the rank for which items on the Steam page matters."
  Also, eine Frage von Bad: „Ich würde gerne wissen, wie wichtig die Rangfolge der Elemente auf der Steam-Seite ist.“

[08:28] So, which one is most important and in what order?
  Also, welches ist am wichtigsten und in welcher Reihenfolge?

[08:30] So, you've got the capsule, trailer, description, screenshots, game name.
  Du hast also die Kapsel, den Trailer, die Beschreibung, Screenshots und den Spielnamen.

[08:34] So, what would you say is the most important thing?
  Was würdest du also sagen, was das Wichtigste ist?

[08:37] And then going down that list, I would say number one is capsule because that's the first thing they see and they see it everywhere.
  Und wenn man diese Liste durchgeht, würde ich sagen, Nummer eins ist die Kapsel, weil das das Erste ist, was sie sehen, und sie sehen es überall.

[08:42] It shows up on all the lists.
  Es erscheint auf allen Listen.

[08:44] It shows up at the top.
  Es erscheint ganz oben.

[08:46] And what you're trying to do, and here's the thing, is you have to, and I don't want to say they're all important.
  Und was du versuchst, und das ist der Punkt, ist, dass du musst, und ich will nicht sagen, dass sie alle wichtig sind.

[08:52] It's just you have to project that you know what you're doing.
  Es ist nur so, dass du vermitteln musst, dass du weißt, was du tust.

[08:55] It's like if you I always say it's like a job interview.
  Es ist wie, wenn du – ich sage immer, es ist wie bei einem Vorstellungsgespräch.

[09:00] If you show up and you got a really nice shirt on, but you've got dirty pants, it doesn't matter how good your shirt looks.
  Wenn du auftauchst und ein wirklich schönes Hemd anhast, aber schmutzige Hosen trägst, spielt es keine Rolle, wie gut dein Hemd aussieht.

[09:07] People are like, "Okay, he got a good shirt."
  Die Leute denken sich: „Okay, er hat ein gutes Hemd.“

[09:09] Did he just steal that off
  Hat er das gerade geklaut

[09:10] Somebody?
  Jemand?

[09:13] Why does this guy not have clean pants?
  Warum hat dieser Typ keine saubere Hose an?

[09:16] And why is his hair disheveled?
  Und warum sind seine Haare zerzaust?

[09:18] You know, you don't want that.
  Wissen Sie, das wollen Sie nicht.

[09:18] Everything has to look good.
  Alles muss gut aussehen.

[09:20] It has to look cohesive.
  Es muss stimmig aussehen.

[09:23] Um, and so yes, the capsule is most important, but if you've got AI art or um, asset store slop in your screenshots, you've violated that trust that people have because what players want to do before they invest in your game and like, am I in good hands here?
  Ähm, und also ja, die Kapsel ist am wichtigsten, aber wenn Sie KI-Kunst oder ähm, Asset-Store-Müll in Ihren Screenshots haben, haben Sie das Vertrauen der Leute verletzt, denn was Spieler tun wollen, bevor sie in Ihr Spiel investieren, ist sich zu fragen: Bin ich hier in guten Händen?

[09:39] Has this person made quality stuff?
  Hat diese Person qualitativ hochwertige Sachen gemacht?

[09:41] Do they know how to make a game?
  Wissen sie, wie man ein Spiel macht?

[09:43] And if one thing looks good and then everything else looks bad, that's a bad sign.
  Und wenn eine Sache gut aussieht und alles andere schlecht, ist das ein schlechtes Zeichen.

[09:46] And I often see that myself.
  Und das sehe ich oft selbst.

[09:50] Some uh uh some uh asset store assets actually look really good.
  Einige äh äh einige äh Asset-Store-Assets sehen tatsächlich wirklich gut aus.

[09:51] I'm like, "Man, this looks great."
  Ich denke mir: „Mensch, das sieht toll aus.“

[09:53] I'll see one screenshot and it looks great.
  Ich sehe einen Screenshot und er sieht toll aus.

[09:54] And then I go to the next screenshot and it's the same asset that looks great.
  Und dann gehe ich zum nächsten Screenshot und es ist dasselbe Asset, das toll aussieht.

[09:58] It's just from a different angle.
  Es ist nur aus einem anderen Winkel.

[09:59] And then I go to the third screenshot, it's the same asset.
  Und dann gehe ich zum dritten Screenshot, es ist dasselbe Asset.

[10:00] It's just from the backside.
  Es ist nur von der Rückseite.

[10:02] And I'm like, man, you're really using that one asset a lot.
  Und ich denke mir, Mann, du benutzt dieses eine Asset wirklich oft.

[10:06] That sounds like an asset art.
  Das klingt nach Asset-Kunst.

[10:08] So, see what I mean over here?
  Also, verstehen Sie, was ich hier meine?

[10:09] It's like it's not like all these things.
  Es ist nicht so wie all diese Dinge.

[10:09] If you...
  Wenn Sie...

[10:12] It's not like a score.
  Es ist nicht wie eine Punktzahl.

[10:14] Like if I get my tally up everything and I get above 50, that means I'm good.
  Wenn ich zum Beispiel alles zusammenzähle und über 50 komme, bedeutet das, dass ich gut bin.

[10:18] No, they all must work together to be cohesive to tell the story of I'm a competent dev.
  Nein, sie müssen alle zusammenarbeiten, um ein stimmiges Gesamtbild zu ergeben und die Geschichte zu erzählen, dass ich ein kompetenter Entwickler bin.

[10:25] I made this game and I worked hard on it.
  Ich habe dieses Spiel gemacht und hart daran gearbeitet.

[10:27] So I guess it's like in general I would say capsules, screenshots, trailer, and then maybe description.
  Ich denke also, im Allgemeinen würde ich sagen: Kapseln, Screenshots, Trailer und dann vielleicht die Beschreibung.

[10:35] But it all has to tell the story together cohesively.
  Aber das alles muss zusammen eine stimmige Geschichte erzählen.

[10:40] Nice.
  Schön.

[10:40] Yeah.
  Ja.

[10:40] Yeah.
  Ja.

[10:40] And and I would say for me speaking basically as a player, I definitely agree with that.
  Und ich würde sagen, wenn ich im Grunde als Spieler spreche, stimme ich dem definitiv zu.

[10:44] That consistency is probably the most important thing.
  Diese Konsistenz ist wahrscheinlich das Wichtigste.

[10:46] So as opposed to having one thing really good and then another thing really bad.
  Also im Gegensatz dazu, dass eine Sache wirklich gut und eine andere wirklich schlecht ist.

[10:48] Yeah, just having everything on the same level.
  Ja, einfach alles auf dem gleichen Niveau zu haben.

[10:50] Yeah, for me as a player that definitely screams more quality as opposed to just having quality all over the place.
  Ja, für mich als Spieler schreit das definitiv mehr nach Qualität, als wenn man die Qualität nur verstreut hat.

[10:57] So then we've got a question from Mums gamedev.
  Wir haben also eine Frage von Mums gamedev.

[10:59] So basically asking after releasing a demo, when is the time to stop updating it?
  Die Frage ist im Grunde: Wann ist nach der Veröffentlichung einer Demo der richtige Zeitpunkt, um sie nicht mehr zu aktualisieren?

[11:03] Should it continue to update to reflect the finished polished game or should it just exist as it began?
  Sollte sie weiter aktualisiert werden, um das fertige, polierte Spiel widerzuspiegeln, oder sollte sie einfach so bleiben, wie sie begann?

[11:08] Basically updating demos or just launch it and that's it.
  Im Grunde: Demos aktualisieren oder einfach veröffentlichen und das war's.

[11:12] Well, I mean, if you follow Mr.
  Nun, ich meine, wenn man Mr. folgt.

[11:13] Monkeyy's advice and you make a good well architected piece of software, you shouldn't be updating two.
  Wenn man Monkeyys Rat befolgt und eine gut durchdachte Software erstellt, sollte man nicht zwei Stellen aktualisieren müssen.

[11:19] It should be like one source and then it's like through code and other things it just slices off.
  Es sollte eine einzige Quelle geben, die sich dann durch Code und andere Dinge automatisch aufteilt.

[11:23] So, you don't have to update two places.
  Man muss also nicht an zwei Stellen aktualisieren.

[11:26] You should never be updating code in two places, right, Mr. Monkey?
  Man sollte Code niemals an zwei Stellen aktualisieren, oder, Mr. Monkey?

[11:29] Yeah.
  Ja.

[11:29] Oh, yeah.
  Oh, ja.

[11:30] So, you maybe you have an architecture issue, but um you can use demo updates as a marketing bit.
  Vielleicht liegt ein Architekturproblem vor, aber man kann Demo-Updates als Marketinginstrument nutzen.

[11:36] So you can say like, "Hey, I've updated the demo for Steam NextFest."
  Man kann also sagen: „Hey, ich habe die Demo für das Steam NextFest aktualisiert.“

[11:41] And then you can reach out to content creators and they can play your demo updated and you can do that.
  Dann kann man Content-Creator kontaktieren, damit sie die aktualisierte Demo spielen können.

[11:49] So it really depends as much juice as you can squeeze out of the demo, get it out.
  Es kommt also wirklich darauf an, so viel wie möglich aus der Demo herauszuholen.

[11:54] Um, but yeah, I mean I think and I've even found I've done a study where I looked at all the games.
  Aber ja, ich glaube, und ich habe sogar eine Studie durchgeführt, in der ich mir alle Spiele angesehen habe.

[11:57] Some games even after they've released their game, they still keep their demo up.
  Einige Spiele lassen ihre Demo sogar noch online, nachdem das Spiel bereits veröffentlicht wurde.

[12:03] Like you can buy the game and their demos up.
  Man kann das Spiel kaufen und die Demo ist immer noch verfügbar.

[12:05] And I found that it improves the review score about five percentage points to have your review score is five percentage points.
  Ich habe festgestellt, dass es die Bewertung um etwa fünf Prozentpunkte verbessert, wenn man die Demo beibehält.

[12:14] It is better if you have the demo because all the haters who hate your game and leave you a nasty review go, "This demo sucks."
  Es ist besser, wenn Sie eine Demo haben, denn all die Hasser, die Ihr Spiel hassen und Ihnen eine böse Bewertung hinterlassen, sagen: „Diese Demo ist Mist.“

[12:20] I'm going to get out of here before I even buy the game.
  Ich werde hier verschwinden, bevor ich das Spiel überhaupt kaufe.

[12:21] So you hide those bad reviews.
  Also verstecken Sie diese schlechten Bewertungen.

[12:23] So you might be updating your demo for life.
  Sie könnten also Ihr Leben lang Ihre Demo aktualisieren.

[12:27] Now, I didn't see any difference.
  Nun, ich habe keinen Unterschied gesehen.

[12:30] Just to qualify, I didn't see any difference in sales between the games that had their demo up post-launch and those that didn't.
  Nur um das klarzustellen: Ich habe keinen Unterschied bei den Verkäufen zwischen den Spielen gesehen, die nach der Veröffentlichung eine Demo hatten, und denen, die keine hatten.

[12:38] I didn't see any difference there, but I just saw the review scores a little better.
  Ich habe da keinen Unterschied gesehen, aber ich habe gesehen, dass die Bewertungsergebnisse etwas besser waren.

[12:42] So, whatever you guys want to do, it's fine.
  Also, was auch immer ihr machen wollt, es ist in Ordnung.

[12:44] It's just really like whether you get the squeeze out of that thing.
  Es geht eigentlich nur darum, ob man das Beste aus der Sache herausholen kann.

[12:49] And I really think that those can be marketing beats when you update the demo.
  Und ich glaube wirklich, dass das Marketing-Events sein können, wenn man die Demo aktualisiert.

[12:52] So it's up to you and how good your code is.
  Es liegt also an euch und daran, wie gut euer Code ist.

[12:56] Oh, nice.
  Oh, schön.

[12:57] Yeah, I definitely agree.
  Ja, da stimme ich definitiv zu.

[12:57] Having a nice solid codebase definitely makes it easier to update things.
  Eine gute, solide Codebasis macht es definitiv einfacher, Dinge zu aktualisieren.

[13:01] Yeah, you shouldn't be updating two things at once.
  Ja, man sollte nicht zwei Dinge gleichzeitig aktualisieren.

[13:02] That becomes a nightmare.
  Das wird zum Albtraum.

[13:04] But yeah, keeping the same thing and I really like that using it as a marketing beat.
  Aber ja, das Gleiche beizubehalten, und ich mag es wirklich, es als Marketing-Event zu nutzen.

[13:07] So yeah, cuz there are people that have found tons of success by having demos up for like 6 months to one year, just constantly updating, constantly getting better.
  Also ja, denn es gibt Leute, die riesigen Erfolg damit hatten, Demos für etwa 6 Monate bis ein Jahr online zu lassen, sie ständig zu aktualisieren und ständig zu verbessern.

[13:14] Time it launches, it's really solid.
  Wenn es startet, ist es wirklich solide.

[13:16] So yeah, I quite like that advice.
  Also ja, ich mag diesen Rat ziemlich gerne.

[13:19] Now next for something that actually I, there were a bunch of people asking, not just one person.
  Nun zum Nächsten, etwas, bei dem tatsächlich eine ganze Reihe von Leuten gefragt haben, nicht nur eine Person.

[13:22] So recently Steam basically made the change of the popular upcoming, basically that one essentially gone or changed.
  Kürzlich hat Steam im Grunde die Änderung bei den beliebten kommenden Spielen vorgenommen, im Grunde ist das eine im Wesentlichen verschwunden oder geändert worden.

[13:31] And now it requires an insane amount of wish lists.
  Und jetzt erfordert es eine wahnsinnige Menge an Wunschlisten.

[13:33] So now they apparently introduced the personal calendar.
  Also haben sie jetzt anscheinend den persönlichen Kalender eingeführt.

[13:35] So have you started seeing some data on so are things hard for indie working out better for indie nowadays?
  Hast du also angefangen, einige Daten darüber zu sehen, ob es für Indie-Entwickler heutzutage schwieriger oder besser läuft?

[13:44] This is a good news.
  Das sind gute Nachrichten.

[13:44] Everybody should be so excited about this.
  Jeder sollte darüber so begeistert sein.

[13:46] This is awesome.
  Das ist großartig.

[13:48] Um, early findings, I mean, we're still, it's only been about a month that it's really come out and so I'm still waiting on more data, but early analysis shows it's really good.
  Ähm, erste Ergebnisse, ich meine, wir sind noch, es ist erst etwa einen Monat her, seit es wirklich herausgekommen ist, und deshalb warte ich noch auf mehr Daten, aber erste Analysen zeigen, dass es wirklich gut ist.

[13:55] A couple cool things about it is you get two months of visibility thereabouts, depending.
  Ein paar coole Dinge daran sind, dass man ungefähr zwei Monate Sichtbarkeit bekommt, je nachdem.

[14:02] That's the first earliest you can appear on the calendar.
  Das ist der frühestmögliche Zeitpunkt, an dem man im Kalender erscheinen kann.

[14:04] Now, you have to click more to see the second month.
  Jetzt muss man auf 'mehr' klicken, um den zweiten Monat zu sehen.

[14:06] So when you're when you first get on the calendar 2 months before your launch, you don't get as much visibility, but it slowly grows towards launch.
  Wenn man also zum ersten Mal 2 Monate vor dem Start in den Kalender kommt, erhält man nicht so viel Sichtbarkeit, aber sie wächst langsam bis zum Start.

[14:14] And then in...
  Und dann in...

[14:16] The last month, you know, you get a lot more.
  Im letzten Monat, wissen Sie, bekommt man viel mehr.

[14:18] And then the last week, you get a lot more visibility.
  Und dann in der letzten Woche bekommt man viel mehr Sichtbarkeit.

[14:21] And then after launch, there's another widget that another part of the calendar that's launch this month.
  Und dann nach dem Start gibt es ein weiteres Widget, einen anderen Teil des Kalenders, der diesen Monat startet.

[14:27] So you could theoretically get about three months of exposure on this personal calendar.
  Man könnte also theoretisch etwa drei Monate Sichtbarkeit in diesem persönlichen Kalender erhalten.

[14:31] That's much better than uh popular upcoming because popular upcoming and I I have a scraper that looks at popular upcoming every single day and on average games only get one day on popular upcoming.
  Das ist viel besser als „Popular Upcoming“, denn ich habe einen Scraper, der sich jeden Tag „Popular Upcoming“ ansieht, und im Durchschnitt erhalten Spiele nur einen Tag bei „Popular Upcoming“.

[14:42] One day that's a typical game.
  Ein Tag, das ist ein typisches Spiel.

[14:45] You're very lucky if you get like two days on popular upcoming.
  Man hat sehr viel Glück, wenn man etwa zwei Tage bei „Popular Upcoming“ bekommt.

[14:46] Um so we went from one to two days to three months worth of visibility.
  Wir sind also von ein bis zwei Tagen auf drei Monate Sichtbarkeit gekommen.

[14:53] So this is awesome folks.
  Das ist also großartig, Leute.

[14:55] We should be like yay way.
  Wir sollten uns freuen.

[14:57] I've never seen devs uh being positive about things.
  Ich habe noch nie gesehen, dass Entwickler positiv über Dinge denken.

[15:00] So let's this is a time to like yeah let's be positive.
  Also ist dies eine Zeit, in der wir positiv sein sollten.

[15:04] Um the other thing that is great u is that it encourages devs to have good practice where you set your date nice and early.
  Die andere großartige Sache ist, dass es Entwickler dazu ermutigt, gute Praktiken anzuwenden, bei denen man sein Datum schön früh festlegt.

[15:10] So good code practices don't scope creep you know get your locked in release date.
  Gute Codepraktiken verhindern also Scope Creep, wissen Sie, legen Sie Ihr festes Veröffentlichungsdatum fest.

[15:18] And then set your date two months.
  Und dann setzen Sie Ihr Datum auf zwei Monate.

[15:20] If you look at your own personal calendar, you're going to see two months in the future there's like no games.
  Wenn Sie auf Ihren eigenen persönlichen Kalender schauen, werden Sie sehen, dass es in zwei Monaten in der Zukunft so gut wie keine Spiele gibt.

[15:25] That is open.
  Das ist offen.

[15:25] That's full of open opportunity for devs who are good.
  Das ist voller offener Möglichkeiten für Entwickler, die gut sind.

[15:28] They know when they're going to release.
  Sie wissen, wann sie veröffentlichen werden.

[15:31] They know they've got good production values where they can know the date of their release date.
  Sie wissen, dass sie gute Produktionswerte haben, bei denen sie das Datum ihres Veröffentlichungsdatums kennen können.

[15:36] So fortune favors the well-planned and well-managed code.
  Das Glück begünstigt also den gut geplanten und gut verwalteten Code.

[15:43] So I encourage more of that.
  Ich ermutige also zu mehr davon.

[15:45] Nice.
  Schön.

[15:45] That's awesome.
  Das ist großartig.

[15:46] Yeah, because being an indie dev is usually so difficult.
  Ja, denn ein Indie-Entwickler zu sein ist normalerweise so schwierig.

[15:48] It's such a tough industry.
  Es ist eine so harte Branche.

[15:50] So it's awesome to see some very good news for a change.
  Es ist also großartig, zur Abwechslung mal sehr gute Nachrichten zu sehen.

[15:51] So yeah, I'm very happy that the initial results are very positive.
  Also ja, ich bin sehr froh, dass die ersten Ergebnisse sehr positiv sind.

[15:55] Hopefully that continues to be good.
  Hoffentlich bleibt das weiterhin gut.

[15:58] So related to the personal calendar.
  Also bezogen auf den persönlichen Kalender.

[16:00] So in those basically Steam updates.
  Also in diesen im Grunde Steam-Updates.

[16:02] So just two quick questions.
  Also nur zwei schnelle Fragen.

[16:04] So essentially Xavier asked, so how does this new update on Steam affect the content of your wishlist and visibility course?
  Im Grunde hat Xavier gefragt: Wie wirkt sich dieses neue Update auf Steam auf den Inhalt Ihrer Wunschliste und Ihren Sichtbarkeitskurs aus?

[16:10] And the other question, very quick question.
  Und die andere Frage, eine sehr schnelle Frage.

[16:11] So basically when will the sale end?
  Also im Grunde, wann endet der Verkauf?

[16:14] Yeah, the sale ends on July 17th.
  Ja, der Verkauf endet am 17. Juli.

[16:19] Now, how this changes the general basic strategy does not change.
  Wie dies die allgemeine grundlegende Strategie verändert, ändert sich nicht.

[16:21] The meta strategy.
  Die Metastrategie.

[16:24] If we just zoom out, it's still get your Steam page up nice and early, build wish lists over time, and then when you get a lot of wish lists, you go into personal calendar or popular upcoming.
  Wenn wir einfach herauszoomen, heißt es immer noch: Erstelle deine Steam-Seite frühzeitig, baue über die Zeit Wunschlisten auf, und wenn du dann viele Wunschlisten hast, gehst du in den persönlichen Kalender oder zu den beliebten kommenden Spielen.

[16:34] And I did a very rough study with just my personal because remember, it's personal.
  Und ich habe eine sehr grobe Studie nur mit meinem persönlichen Kalender gemacht, denn denk daran, er ist persönlich.

[16:38] So, everybody's calendar looks different.
  Also sieht der Kalender bei jedem anders aus.

[16:39] I just looked at my personal calendar and I saw that the lowest game on there had about 200 followers.
  Ich habe gerade in meinen persönlichen Kalender geschaut und gesehen, dass das Spiel mit den wenigsten Followern dort etwa 200 hatte.

[16:45] I expanded my calendar all the way there, which maps to about 2 to 3,000 wish lists, which is actually lower than what we always recommended was 7,000 wish lists to show up on your upcoming.
  Ich habe meinen Kalender bis dorthin erweitert, was etwa 2.000 bis 3.000 Wunschlisten entspricht, was tatsächlich niedriger ist als das, was wir immer empfohlen haben, nämlich 7.000 Wunschlisten, um in deinen kommenden Spielen zu erscheinen.

[16:57] So, not only is the calendar showing you more time, but it's also lowering the bar so more people can get in.
  Der Kalender zeigt dir also nicht nur mehr Zeit an, sondern senkt auch die Hürde, damit mehr Leute hineinkommen können.

[17:04] Overall, it doesn't change very much.
  Insgesamt ändert sich nicht sehr viel.

[17:06] Like, yes, I saw one 20,000 wishlist game somewhere about there on Steam personal calendar, but for most games, it was right around 7,000 wish.
  Ich meine, ja, ich habe irgendwo ein Spiel mit 20.000 Wunschlisten im persönlichen Steam-Kalender gesehen, aber bei den meisten Spielen lag es bei etwa 7.000 Wunschlisten.

[17:19] Lists.
  Listen.

[17:20] That's kind of where I saw the sweet spot where I saw the most games were the minimum bar.
  Das ist ungefähr der Bereich, in dem ich den Sweet Spot gesehen habe, wo ich die meisten Spiele als Mindestmaß sah.

[17:23] I think the median when I surveyed my own personal calendar was about 7,000, you know, wish lists or 7,000 wish lists there about.
  Ich glaube, der Median, als ich meinen eigenen persönlichen Kalender untersuchte, lag bei etwa 7.000, wissen Sie, Wunschlisten oder etwa 7.000 Wunschlisten.

[17:31] And this is what I recommend all of you do.
  Und das ist es, was ich Ihnen allen empfehle zu tun.

[17:32] Go just go to your personal calendar, expand it, go two months, look at all the games, and you can look at the follower count and just just look at it and see if there's any game that's right below 7,000 down below.
  Gehen Sie einfach zu Ihrem persönlichen Kalender, erweitern Sie ihn, gehen Sie zwei Monate in die Zukunft, schauen Sie sich alle Spiele an, und Sie können sich die Follower-Anzahl ansehen und einfach prüfen, ob es ein Spiel gibt, das knapp unter 7.000 liegt.

[17:44] And that kind of gives you that sense of what it is um and what it takes to get on there.
  Und das gibt Ihnen ein Gefühl dafür, was es ist und was man braucht, um dort hineinzukommen.

[17:48] So, overall, the strategy has not changed.
  Insgesamt hat sich die Strategie also nicht geändert.

[17:50] Um there's just some little things that are tweaking for the personal calendar.
  Es gibt nur ein paar kleine Dinge, die für den persönlichen Kalender angepasst werden.

[17:54] Like I said, you want to set your date nice and early, like two months in advance, set your date so that you show up on the personal calendar.
  Wie ich schon sagte, sollten Sie Ihr Datum schön früh festlegen, etwa zwei Monate im Voraus, legen Sie Ihr Datum so fest, dass Sie im persönlichen Kalender erscheinen.

[18:00] Um, as far as my course, it is it does need to be updated for that.
  Was meinen Kurs betrifft, so muss er diesbezüglich aktualisiert werden.

[18:04] Um, I we're still studying it.
  Wir untersuchen das immer noch.

[18:06] It's only been out for a month.
  Er ist erst seit einem Monat draußen.

[18:07] I don't like to put stuff in there until it's been like data tested and made sure it's bulletproof.
  Ich füge ungern Dinge hinzu, bevor sie datentechnisch getestet wurden und sichergestellt ist, dass sie absolut wasserdicht sind.

[18:11] Uh, so what I do is, um, I update the course for free for life.
  Also mache ich es so, dass ich den Kurs lebenslang kostenlos aktualisiere.

[18:18] So, if you bought the course, I'm on version
  Wenn Sie also den Kurs gekauft haben, bin ich bei Version

[18:19] 3.0.
  3.0.

[18:19] I'm working on 4.0.
  Ich arbeite an 4.0.

[18:22] It's coming soon.
  Es kommt bald.

[18:22] Not in time for this sale.
  Nicht rechtzeitig für diesen Verkauf.

[18:25] Uh, but what'll happen is if you bought version one of the course, you got updates all the way up to the current one.
  Äh, aber was passieren wird, ist: Wenn Sie Version eins des Kurses gekauft haben, haben Sie Updates bis zur aktuellen Version erhalten.

[18:29] It's lifetime updates for this course.
  Es sind lebenslange Updates für diesen Kurs.

[18:34] Uh and so if when I update it for popular personal calendar, you'll get the updates if you buy it now.
  Äh, und wenn ich es für den beliebten persönlichen Kalender aktualisiere, erhalten Sie die Updates, wenn Sie es jetzt kaufen.

[18:40] So it's lifetime updates.
  Es sind also lebenslange Updates.

[18:42] You don't have to opt in or anything.
  Sie müssen sich nicht anmelden oder Ähnliches.

[18:43] It just automatically just open your course one day and it'll just be a little item that says personal calendar.
  Es passiert einfach automatisch; öffnen Sie eines Tages Ihren Kurs und es wird einfach ein kleiner Punkt da sein, der „persönlicher Kalender“ heißt.

[18:48] Here's how to do the personal calendar.
  Hier erfahren Sie, wie Sie den persönlichen Kalender erstellen.

[18:49] It'll be in the course.
  Es wird im Kurs enthalten sein.

[18:52] So uh I've been around for a while.
  Also, äh, ich bin schon eine Weile dabei.

[18:52] I update these all the time.
  Ich aktualisiere diese ständig.

[18:54] So you're in good hands, folks.
  Sie sind also in guten Händen, Leute.

[18:59] So, next up, we've got an interesting question.
  Also, als Nächstes haben wir eine interessante Frage.

[19:01] So, it's from Mad Metal, basically asking, "Is your marketing philosophy the same for popular genres versus more niche genres, like horror versus a very niche vehicle combat shooter?
  Sie kommt von Mad Metal und fragt im Grunde: „Ist Ihre Marketingphilosophie für beliebte Genres dieselbe wie für Nischengenres, wie zum Beispiel Horror im Vergleich zu einem sehr speziellen Fahrzeug-Kampf-Shooter?

[19:11] Does that really matter or do you do different things or the same thing?"
  Spielt das wirklich eine Rolle oder machen Sie unterschiedliche Dinge oder dasselbe?“

[19:15] Um, if the general strategy that I talk about in my courses and stuff that are on sale now, um, are basically the same.
  Ähm, die allgemeine Strategie, über die ich in meinen Kursen und den Sachen, die jetzt im Angebot sind, spreche, ist im Grunde dieselbe.

[19:22] For those.
  Für diejenigen.

[19:25] However, there are, and actually in my course, I break down specific road maps.
  Es gibt jedoch, und tatsächlich schlüssele ich in meinem Kurs spezifische Roadmaps auf.

[19:31] I call them the road maps where I say, like, oh, if you're making this type of game, do this, this, this, this, this, this, this, and this, and this, this.
  Ich nenne sie Roadmaps, bei denen ich sage: Oh, wenn du diese Art von Spiel machst, dann mach dies, dies, dies, dies, dies, dies, dies und dies, und dies, dies.

[19:36] It is personalized, like it is a little bit based on the genres.
  Es ist personalisiert, es basiert also ein wenig auf den Genres.

[19:40] And this mostly has to do with the fan bases.
  Und das hat meistens mit den Fangemeinden zu tun.

[19:43] And so I cover that in the course, but to zoom back, the same general philosophy is there.
  Und das behandle ich im Kurs, aber um einen Schritt zurückzutreten: Die gleiche allgemeine Philosophie gilt.

[19:48] You want your Steam page up.
  Du möchtest deine Steam-Seite online haben.

[19:49] You want to collect as many wish lists.
  Du möchtest so viele Wunschlisten wie möglich sammeln.

[19:53] You want to reach out to content creators.
  Du möchtest Content Creator kontaktieren.

[19:54] You want to go into festivals.
  Du möchtest an Festivals teilnehmen.

[19:55] You do all that stuff to kind of build up that momentum and the wish list count.
  Du tust all das, um eine gewisse Dynamik und die Anzahl der Wunschlisten aufzubauen.

[20:00] That's the most important thing, the wish list count before you launch.
  Das ist das Wichtigste, die Anzahl der Wunschlisten vor dem Start.

[20:01] You don't want to just shadow drop your game.
  Du möchtest dein Spiel nicht einfach ohne Ankündigung veröffentlichen.

[20:05] Now, the slight change for some niches.
  Nun, die kleine Änderung für einige Nischen.

[20:08] There are a couple niches that are very potent and very different.
  Es gibt ein paar Nischen, die sehr wirkungsvoll und sehr unterschiedlich sind.

[20:11] One is horror fans.
  Eine davon sind Horror-Fans.

[20:15] The difference with horror is your trailer, for some reason, horror has this magic ability.
  Der Unterschied bei Horror ist dein Trailer; aus irgendeinem Grund hat Horror diese magische Fähigkeit.

[20:21] Your trailer can go viral, like super viral.
  Dein Trailer kann viral gehen, also so richtig viral.

[20:23] I've seen.
  Ich habe gesehen.

[20:24] games that make horror trailers that are

[20:26] awesome. And they get a 100,000 wish

[20:28] lists off of one trailer. It is amazing.

[20:32] So, I do think that horror developers

[20:35] should spend a lot of time testing and

[20:37] and seeing how they can make their

[20:39] trailer better and make their monster

[20:41] good and really study how horror

[20:43] trailers are built because if you do it

[20:45] right, you can really do well with your

[20:47] horror trailer. to watch watch a lot of

[20:50] horror game trailers if you're making

[20:51] that. Um, same thing with Wholesome.

[20:53] Wholesome is really based off this

[20:54] community of wholesome devs if you're

[20:56] making a Wholesome game. Um, and those

[20:58] devs uh should really kind of buddy up

[21:01] to the wholesome crowd. Uh, you got do

[21:04] have to spend time on social media which

[21:06] sucks. Social media sucks. Even if you

[21:07] have a no following, the thing that

[21:09] you're putting out there is so that

[21:10] other wholesome community members

[21:13] because there's this organization called

[21:14] Wholesome Games. They're they're

[21:16] watching out. They're they're looking

[21:17] for wholesome games. And if they see

[21:18] you, they'll invite you to these

[21:20] exclusive. It's a little clicky. I I

[21:22] gotta be honest, wholesome games is a

[21:24] little clicky. Um if they like your

[21:26] game, they'll say, "Do you want to come

[21:28] to our cool table?" It's kind of like

[21:30] high school where there was the cool kid

[21:31] table and everybody else. If you get

[21:33] invited to the cool kid table at

[21:35] Wholesome, it's awesome. And they will

[21:37] invite you to festivals and you'll be

[21:39] featured and you'll get a lot of

[21:40] visibility from that. So those are

[21:42] there. And then if you're in the in the

[21:44] car combat shooter,

[21:46] um you just got to pray to God because

[21:49] uh those games do not sell well on

[21:51] Steam. I'm sorry. I'm there's no real

[21:54] niche on that. Maybe on PlayStation or

[21:56] something. I'll be honest. The car

[21:58] combat sim is a hard one. So I don't

[22:00] know of any community in that on that

[22:02] one. Just to specifically answer your

[22:03] question. Uh but yes, uh just really

[22:06] understand and study the genre that

[22:08] you're getting into to see what kind of

[22:10] fan bases and where they live.

[22:13] All right, awesome. All right, so next

[22:15] up we've got a question from Cooker user

[22:17] and this is a question that I have

[22:18] myself which is basically do wish lists

[22:20] from which country matter? So will Steam

[22:22] promote your game on the same level if

[22:24] you have 10,000 wish lists mostly from a

[22:26] country in Asia versus the US? Does that

[22:28] matter at all?

[22:30] It might change a little bit. Um, and

[22:33] here's here's what I mean is um, and I'm

[22:36] not quite sure where we're talking

[22:38] about, but okay. So, do wish list matter

[22:41] per country? They do in the fact that,

[22:43] okay, I'm trying to unravel this. One

[22:46] thing is you should localize your game

[22:48] because there are widgets that are

[22:51] personalized like popular, upcoming,

[22:53] new, and trending. Maybe the personal

[22:56] calendar. I don't know. I still have a

[22:57] call out to Valake. Is a personal

[22:58] calendar, personal per country? I have a

[23:01] feeling it is. So, if you're not

[23:03] translated to Japanese and there's a

[23:06] Japanese man pulling up his personal

[23:08] calendar, he will not see your game

[23:10] because you're not personalized. I think

[23:12] I my my estimation is true. And Valve is

[23:14] making the widgets more and more

[23:15] personalized towards your language. So,

[23:19] that I guess it's kind of like wish list

[23:21] matter, but it's really a localization

[23:23] question. So my my comment to everybody

[23:24] is localize your game in as many

[23:26] languages as you can afford as you can

[23:29] do because of that. Um and uh I think

[23:33] that'll affect I mean if we're talking

[23:36] wish list conversion I mean the US

[23:37] converts the best as far as wish list

[23:40] conversion rate. I'm trying to I'm

[23:41] trying to go all the avenues of whether

[23:42] wish lists matter per country. Um but

[23:44] all the other ones are all the other

[23:46] countries are just as just as good. So

[23:48] it's kind of a minor difference between

[23:49] and you can't really control that. You

[23:51] can't be like, I only want my wish list

[23:52] from America. You can't control it. It's

[23:54] like they come from all all over. I

[23:56] think the main thing that you got to

[23:57] worry about is just localizing your game

[24:00] so that you show up in as many of these

[24:02] widgets as possible. And Valve is

[24:05] constantly adding more wish list to the

[24:07] localization thing. So it's like you

[24:10] only receive updates from games

[24:12] translated to your language. So that's

[24:14] my general advice.

[24:16] All right, makes sense. So next up, a

[24:18] question from Kimberly. So, basically,

[24:20] how do I know when I've got something

[24:21] that is marketable or appealing?

[24:23] Basically, I don't have a strong social

[24:25] media presence, and I want to know well

[24:26] in advance if what I'm building is

[24:28] appealing, ideally before I've even

[24:29] built a demo, so I don't waste years

[24:31] working on a game that no one wants.

[24:33] Essentially, idea validation. I assume

[24:35] that's very important. How would you

[24:37] recommend someone does that?

[24:38] Okay. Um, here's the here. Before I

[24:41] answer that question, let me let me um

[24:44] let me get you specific. Like if this is

[24:46] your first game, okay, just go in

[24:48] knowing your first game is not going to

[24:50] sell. The important thing is just over

[24:52] time to release more and more and more

[24:54] games. So one thing that I don't want

[24:56] devs to do is to think I'm only going to

[24:59] release a game when it's perfect. When

[25:01] it's perfectly tested, I know this is

[25:03] going to make money. I will. You got to

[25:05] just get games out early. Okay? You just

[25:08] got to like early and often release

[25:10] games. Like this de I think I answered

[25:12] about, hey, should I release this game

[25:14] in three to six months? Absolutely. Who

[25:16] cares? It's if you only spend three to

[25:18] six months on it, who cares, okay? It's

[25:20] okay to release games that fail.

[25:22] Nobody's going to yell at you. Nobody

[25:24] will yell at you. I just want everybody

[25:25] to to know you're in a safe spot. The

[25:27] what's going to happen is people just

[25:29] won't care. That's the worst thing

[25:31] that's going to happen is you're not

[25:32] going to have any sales and nobody's

[25:33] going to care. Not that people are going

[25:34] to be like, "Look at this trash dev."

[25:36] No, that's not going to happen. So, I

[25:38] want you all to kind of have this

[25:39] attitude of like, I'm going to be making

[25:41] a lot of games and my first ones are

[25:43] just going to fail. Okay? Okay. So,

[25:44] let's get that attitude right up front.

[25:46] Now, the thing that I want you to do is

[25:48] if you really are, so here's my general

[25:50] advice of how to market test a game just

[25:53] to see if it has something. You're new.

[25:56] You don't know anything. So, all your

[25:57] tests are going to fail about whether

[25:59] your game's marketable or not. Here's

[26:01] what I do is take three months, every

[26:04] month, release a game jam game. Like, do

[26:06] a game jam like over a weekend or

[26:08] something or whenever you can, one to

[26:11] two days, and then take a month to

[26:12] polish it up. put it on it io. Okay,

[26:16] then do that same thing the next month.

[26:18] Put it on io for free. Make sure it's

[26:20] playable in browser. Don't put so many

[26:23] shaders and stuff that you can't play it

[26:25] in browser. It's got to be playable in

[26:27] browser. You do that three times. So you

[26:28] got three games on H.IO.

[26:31] And you just see it's magic. Some games

[26:35] just get more visibility than others

[26:37] just because of the type of game and the

[26:39] way it looks and all that kind of stuff.

[26:42] Then what you do is you put those three

[26:43] games up, pick the one that has the best

[26:45] traffic. Okay? I don't want you to look

[26:47] at benchmarks. I do have a thing on

[26:48] each.io benchmarks. You can look it up,

[26:50] but you're this is your first game. You

[26:52] don't care. Okay? You just pull that

[26:55] first the one that has the most and you

[26:57] develop that game fully. You know, spend

[26:59] three to six months making it and put it

[27:01] out on Steam. And then you do the whole

[27:03] thing again. And you just keep doing

[27:05] that. You just keep releasing things and

[27:07] going on it to see relatively how well

[27:10] they do. And again, benchmarks on my my

[27:12] site, how toarketame.com/benchmarks,

[27:15] I have a specific one on hio, which

[27:16] shows typical traffic numbers based on

[27:19] that. But don't hold yourself to that

[27:20] standard. The games that have did the

[27:22] very best on my benchmarks were from

[27:24] devs who have released lots of games.

[27:26] That's not you. If you're breaking your

[27:27] first game,

[27:29] just release. Don't Don't be too

[27:31] precious about your games. We got to get

[27:33] down and dirty. We're indies. We don't

[27:35] care. We just throw stuff out there.

[27:37] We're just wild men. So, be wild. All

[27:39] right, that's great advice. Nice. So,

[27:42] next up, an interesting question. So,

[27:44] comes from end place basically asking,

[27:47] "What are your recommendations for low

[27:48] visibility launches?" So, games that

[27:50] have not gathered a lot of wish lists

[27:52] before an incoming launch. Would you

[27:54] basically recommend delaying or

[27:55] launching anyway and then working on

[27:57] marketing after or really just moving on

[27:59] to the next project?

[28:00] Yeah, it depends on how you got to low

[28:02] wish list. Like, did you release a demo?

[28:04] Did you do Steam Nextfest? There's a lot

[28:06] of desert and I was like, "Did you do

[28:07] Nextfest?" Like what's nextfest? So if

[28:09] you did Nextfest, you reached out to

[28:11] content creators and they didn't play

[28:12] your game. Even if you reached out to

[28:14] them, you you tried to put some stuff on

[28:16] YouTube shorts, Tik Tok, nobody cared.

[28:19] If you did all of that and you're still

[28:22] sitting under about 7,000 wish list,

[28:24] yes, even in the world of personal

[28:25] calendar, I still think you should try

[28:26] for about 7,000 wish list. That's a good

[28:28] just like benchmark of like what's a

[28:31] good release. If all of that happened

[28:34] and still not 7,000 and you spent a

[28:37] minimum of 6 months, if you spent 6

[28:39] months on Steam with your Steam store

[28:42] page up and still nowhere near 7,000,

[28:45] you can even project it's going to be

[28:46] like 5 years before you get to 7,000.

[28:49] Just release it. It's not going to sell

[28:51] well and that's okay. We're allowed to

[28:53] fail. We're indie game devs. It doesn't

[28:56] matter. So, you let it fail. You just

[28:59] release it and you work on your next

[29:00] one. Okay? It's just just don't push it.

[29:03] But there are some devs who they didn't

[29:06] do anything and they're sitting at like

[29:08] 5,000 wish lists. I was like, "Did you

[29:09] put out a demo?" They're like, "No."

[29:10] "Did you do Steam next?" "No." Okay. If

[29:12] you're sitting already on a couple

[29:14] thousand and you did none of that stuff,

[29:16] do it. Take a couple extra months. The

[29:18] next Nextfest is every three month or

[29:20] four months. Every four months is

[29:21] another NextFest. Do some hard work to

[29:24] get the next Nextfest and then release

[29:26] it and then get a sense of what it is.

[29:28] Um, it's just whether you did the the

[29:30] typical things before you launch. So,

[29:32] that's my that's when I would cut the

[29:34] cord is if you've done everything and

[29:36] still not getting any wish lists,

[29:38] right? Yeah, great advice. Uh, then a

[29:41] question from Mr. Awesome. So, a

[29:42] question about game analysis. So,

[29:44] basically with regards to some recent

[29:46] game hits, so like Mechameon and

[29:48] Tabletop Tavern, how exactly do you

[29:50] analyze a game that succeed in order to

[29:52] figure out why they succeed and what you

[29:54] can learn from those? Couple things I

[29:56] look at is how they made other games.

[29:58] Mecha Chameleon, they made lots of games

[30:01] that did not do that well. Did you see

[30:03] them? Like they they did okay. Like

[30:06] couple hundred reviews. It's okay. See,

[30:09] did anybody say, "Oh, I heard this Mecha

[30:10] Chameleon's blowing up. I'm going to

[30:11] look at their Steam bit. Oh, they

[30:13] released some failed games. I'm not

[30:14] going to play this Mecha Chameleon."

[30:15] That's not how it works, folks. Right.

[30:17] Right. So, look at their other previous

[30:19] games. Um, I like to see if they did

[30:21] previous ones. I like to look at their

[30:23] uh on Steam DB. I look them up on Steam

[30:24] DB and I look at the follower chart and

[30:27] usually you'll see a spike like this and

[30:28] you go, "Oh, what happened at that

[30:29] spike?" It's usually they released the

[30:31] demo or they were on Steam NextFest or

[30:33] some big festival that kind of went like

[30:35] that. Um, that's how I analyze uh really

[30:37] what took off and then you can reverse

[30:39] engineer. It's I'll tell you anytime you

[30:42] see a spike up like this, there's two

[30:44] things that caused it. Festivals or

[30:46] content creators. That's always it

[30:48] folks. There's not some that there

[30:49] aren't that many weird tricks. There's

[30:52] no secrets. It's festivals or content

[30:54] creators. I heard some hater say Chris

[30:56] is just going to recommend festivals and

[30:57] content creators. Yep. Because it works.

[31:00] Like I wish I wish there was some other

[31:02] cool trick I could teach you, but

[31:03] there's not. It's it's the game that

[31:06] matters. Um so usually what it is is

[31:08] it's always the um the release of the

[31:10] demo and then content creators found it.

[31:12] So I haven't specifically looked at

[31:13] Mecha Chameleon, but I can guarantee

[31:15] they released a demo or the game. And

[31:17] then you can filter based on date uh on

[31:21] on you can search on Google search like

[31:23] mecha chameleon and then filter the

[31:25] dates to that spike that you saw. You

[31:28] know if you went into steam follower

[31:29] count you go to steam db follower count

[31:32] for mecha chameleon and you see the

[31:33] spike and then you just filter the

[31:35] Google date search Google and then

[31:37] there's a tools dropown says filters

[31:39] results by date and you filter for that

[31:42] specific time window. I usually add a

[31:43] week on either side anytime I see a big

[31:46] spike and I just search it. Nine times

[31:49] out of 10 you're just going to see a

[31:50] bunch of YouTube content. Search video.

[31:52] You can click the video tab and then

[31:54] you're just going to see a bunch of

[31:55] YouTubers that are like what a game

[31:58] where you camouflage yourself by

[32:00] painting yourself and then a guy going

[32:01] uh and that's it. That's that's nine

[32:04] times out of 10. And why is why are

[32:06] people playing Mecca Chameleon and not

[32:08] your game? Why I wish I could give you

[32:10] the cool advice. It's cuz it's a friend

[32:12] slop game and those are so popular and

[32:15] it's the type of games. I don't actually

[32:16] know table top tavern but again I think

[32:19] it's a management crafty strategy game.

[32:23] Those are just good genres on Steam,

[32:27] right? What is tabletop?

[32:28] Nice. Yeah. Yeah.

[32:29] Tabletop is basically uh indie indie

[32:32] Total War. That's basically it. So very

[32:34] wellmade indie version of Total War and

[32:36] yeah, people have wanted an indie

[32:38] version of Total War. So yeah, he

[32:39] basically just made the game that people

[32:40] wanted and there you go. People have

[32:42] reacted.

[32:43] That's it. It's your game, folks. You

[32:45] got to make a game in a genre people

[32:46] want and it's got to be good. Damn it. I

[32:50] wish I had a I wish I had this one trick

[32:52] where you didn't have to make a good

[32:53] game, but

[32:54] yeah,

[32:55] until we figure that out.

[32:56] That's always great advice.

[32:58] Okay, so finally, a nice quick question

[33:00] to wrap it all up. So, if you could put

[33:02] on ways to mark a game onto a to-do

[33:04] list, what exactly would be on that

[33:06] list? So, what would you do in in what

[33:08] order to market a game to have the best

[33:10] odds of success?

[33:12] Make a good game. Number one, it's got

[33:14] to be in the right genre. Please, folks.

[33:16] I'm not I'm not trying to it. Like,

[33:20] nobody wants a pixel art puzzle

[33:22] platformer. I'm sorry. I know you

[33:24] watching this game right now, we're

[33:25] making a pixel art puzzle platformer. I

[33:27] know. I know. Just wrap it up. Make your

[33:29] next game. Um, okay. It's the game.

[33:31] That's like 90% of the trouble. That's

[33:34] If I would just say that, I would just

[33:35] list it out. just just make the good

[33:37] game, good genre. Do it. I'm sorry. I

[33:40] just have to say that. I can't I can't

[33:42] lie. I'm not a liar. Um then it is make

[33:46] a good capsule. Hire an artist to do it.

[33:48] Don't do yourself. The biggest thing is

[33:50] I see people they they all block cap

[33:53] font. That's the dead giveaway. Don't

[33:55] just at least do one capital and one

[33:57] lowercase if you can't afford an artist.

[33:59] But no, really hire an artist. They're

[34:01] not that expensive for what they do for

[34:03] you. Um,

[34:05] do get an artist to make your capsule.

[34:08] Make a trailer

[34:10] if you can. The there trailers are a

[34:12] little bit more expensive. Maybe edit

[34:14] your own trailer, but don't put logos in

[34:16] the front. Make it go right to gameplay

[34:18] in the first 3 seconds. Search games in

[34:21] your genre and just copy their trailer.

[34:23] And I don't mean literally copy it. Just

[34:26] write down with a notebook every second

[34:28] what is going on. Is it gameplay? What

[34:30] are they doing? What are they showing?

[34:31] Is it a tech tree? Just show write down

[34:33] every second. Do that three for three

[34:36] different trailers and then just copy

[34:37] that trailer. Just copy it like okay

[34:40] most games in 3 seconds they're showing

[34:42] a sword battle. Okay, I will have a

[34:44] sword battle at 3 seconds and you were

[34:46] just literally copying the basic format.

[34:49] Now you put your own stuff. You're not

[34:50] copying their art. Um, and you just put

[34:53] that together and then you just start

[34:55] clipping that up, putting it make your

[34:57] steam page, put that out on YouTube

[35:00] shorts, Tik Tok, and just see if that

[35:02] that registers and then you just go from

[35:05] there. And then if that does well, you

[35:07] keep doing that. If it doesn't, work on

[35:09] your demo and then get your demo out as

[35:11] soon as possible. Seriously, folks, I

[35:12] saw a question. We didn't get to it.

[35:14] Somebody asked, "Is the demo really

[35:15] important?" Oh my god, it is important.

[35:17] Oh my god, is it important? You will see

[35:19] even people who go viral on social

[35:20] media,

[35:22] they'll just bump along. They'll go

[35:23] viral for a second and then it goes

[35:24] down. As soon as they release their

[35:26] demo, boom, they just never drop down

[35:28] because people are always playing the

[35:30] demo. Content creators are playing it.

[35:31] You can get into festivals. I cannot

[35:33] emphasize enough how important a demo is

[35:36] for your game's marketing. So, you get

[35:37] that demo out and then you just keep

[35:39] boiling on that and then you kind of

[35:41] wait until NextFest, right towards the

[35:43] end, releasing the next fest and then

[35:45] you release your game. minimum still

[35:48] even after personal calendar still about

[35:50] 7,000 wish lists. So, God, we'd still

[35:53] have to do that. Unfortunately, we do.

[35:55] Uh, and so you release it and then you

[35:58] uh hopefully make it. If not, you make

[36:00] another game. And that's the most

[36:02] important thing is keep making games,

[36:04] folks. It never happens with your first

[36:06] one. Your look at Mecca Chameleon. They

[36:08] they made lots of games before they got

[36:09] to Mecha Chameleon. It just it takes a

[36:11] while. You have to get good at this.

[36:13] You're not good at making games. You got

[36:15] to get better. And that's only from

[36:17] releasing a lot. So in a nutshell,

[36:20] that's my course. I guess you could just

[36:22] do that or you could buy the course and

[36:23] I show you all that stuff. Uh the course

[36:26] is I I'm working with Mr. Monkey here.

[36:28] We're we're splitting the profits on

[36:30] this one. So if you buy it through him

[36:32] with the links down below, um I'm

[36:35] sharing with the monkey himself. So

[36:39] we're going to share, right?

[36:40] Yeah. Yeah. Yeah. That's awesome. I

[36:43] mean, I can definitely vouch for the

[36:44] quality of it. Yeah. the course is great

[36:46] and I've been reading the blogs since I

[36:48] don't even know since like 2015 2018 I

[36:50] don't know for a very long time. So

[36:51] yeah, basically most of my marketing

[36:53] knowledge that I do know I learned from

[36:55] you. So yeah, thank you so much for

[36:56] making the the blog the course of that

[36:58] has been insanely useful and hopefully

[37:00] yeah this video and all the other videos

[37:02] that we've done hopefully they help

[37:03] quite a lot of people watching this get

[37:05] more wish list, more sales so they can

[37:07] achieve their dreams of being an indie

[37:08] dev and just making a living and being

[37:10] successful and everybody being super

[37:12] happy all the time. So yeah, hopefully

[37:14] that's the result of our nice talk here.

[37:16] We didn't even mention we actually met.

[37:18] Here's a picture. Let me just let me

[37:20] show the picture. Wait, when I snap,

[37:21] I'll show the picture.

[37:22] See, the monkey and I we met. WE YOU'RE

[37:26] A LOT stronger in real life. I I knew

[37:28] you were like buff, but you're like even

[37:30] you're even buffer in real life. I was

[37:31] like, whoa, who is this? Wow. It's a

[37:35] keyboard hard, man. So, yeah, we've met

[37:38] uh you're good guy, Hugo. So, yeah, it

[37:40] was great to meet you.

[37:41] Thank you. Yeah, you too as well. Yeah,

[37:42] it was fun to finally meet since we're

[37:44] basically one ocean apart. So, it was

[37:45] always streaky. So, yeah, it was great

[37:46] to finally meet you. Yeah, it's always

[37:49] always awesome. So, yeah, Chris, always

[37:50] very much a a pleasure to talk to you.

[37:52] So, yeah, thank you so much for doing

[37:54] this. Thank you so much. Yeah,

[37:55] great seeing you all. Thanks for the

[37:56] great questions, everybody.

[37:57] To learn more about Steam Marketing,

[37:59] check out the other videos I did with

[38:00] Chris. And like I said, he's currently

[38:01] running a summer sale. So, if you want

[38:03] all that knowledge condensed into one

[38:04] single place, if so, then check out his

[38:06] course on sale. Check it out with the

[38:07] link description.
