What I learned running a wishlist push as a solo dev
A quick, honest devlog on the marketing side of Chaos Football Club rather than the code.
Wishlists are the metric
Before launch, Steam wishlists are the number that matters — they drive visibility and the launch-day spike. So I've been treating them as the primary goal, not downloads or follows.
What actually moved the needle
- Short vertical clips (Shorts/Reels) out-performed static screenshots for reach- A personal "here's what I built and why" post beats a polished ad every time- Offering free keys to testers turned lurkers into sharers### What I'd do differently Start posting earlier, and batch a week of content in advance so momentum doesn't depend on me feeling inspired each day. Wishlist Chaos Football Club: https://store.steampowered.com/app/4945250/Chaos_Football_Club/ Building something similar? Happy to compare notes — and I'll send a free key if you want to see it in action. 🔑
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