Straight answers, before you apply.
The questions developers actually ask us. If yours isn’t here, put it in the application and we’ll answer it personally.
Why do my Steam wishlists stop converting after launch?
Usually the Steam page is doing the wrong job before the discount ever hits. If the capsule, first four screenshots, and short description sell the wrong promise, Steam learns who not to show the game to, and the wishlists you have skew toward players who were never going to buy at that price. The fix is rarely more traffic; it's making the Steam page want the right buyer first, then letting discounts and events work on an audience that's actually a fit. It's the same arc we documented on our own game, Girls! Girls! Girls!?, which went from a $2,544 month in October 2023 to a $79,899 month in the 31 days after a June 2025 Daily Deal.
How do I fix a Steam page that gets visits but no wishlists?
Start at the first five seconds, not the feature list. Most Steam pages lose the player on the capsule read, the order of the first four screenshots, and a short description written to explain the game instead of making someone want it. Judge every capsule at thumbnail size, where it actually lives, and reorder screenshots around the moment players are buying. Tags matter too: the wrong ones put you in front of shoppers who were never going to buy, no matter how good the art is, and getting them right is its own piece of work. That sequence, Steam page read first, tags second, spend last, is the core of how we work.
When should an indie game run Steam Next Fest?
When the demo and the Steam page are ready to be seen, not when the calendar says so. Next Fest gives you one concentrated visibility spike, and spending it on a Steam page that doesn't convert or a demo that doesn't represent the game wastes your best moment. The order that matters: the Steam page reads correctly, the demo shows the actual hook, then you sequence Next Fest against that readiness. Most campaigns fail on sequence rather than effort, running the right moves in the wrong order and burning their strongest beats early.
How much does Steam marketing or launch consulting cost?
ContentCrepe publishes its starting prices instead of hiding them. For indie teams, a Steam-page-focused Sprint starts at $1,950 and a fuller diagnosis-plus-roadmap Foundation at $4,500. For funded or established studios, a Growth Rebuild starts at $12,500, with a standalone $5,000 Diagnostic available first to answer whether the game can hit its target before anyone commits to the rebuild. For publishers, quarterly portfolio direction starts at $30,000. The starting numbers are real; the exact scope is recommended after we've seen the game, so you're never buying a figure invented before we knew anything about you.
Do I need a Steam marketing agency or a consultant?
It depends on what's actually broken. If the problem is that nobody knows why the game isn't selling, you need judgment: a straight read on the bottleneck and the changes that will move it, made live on your Steam page, not a 60-page report that gets shelved. That's a consultant's job, and it's what we do. We're founder-led and a small senior team, so the people who read your application and run the fit call are the same senior people who do the work. An agency floor makes more sense once the direction is settled and you need volume production, capsule art, trailers, localization, across many titles. We keep production specialists on tap and disclosed, but the read on your game is never handed to a junior team you never meet.
Can you market an adult or visual novel game on Steam?
Yes, and it's a specialty rather than an exception. Romance, visual novels, anime-style games, and adult titles play by different rules: restricted creator coverage, event and festival fine print, and store-visibility mechanics most buyers never see. Generic marketing advice assumes none of that applies. We work these constraints every week and publish in the niche ourselves, so the read on what's realistic for your title comes from operating experience, not guesswork.
Do you guarantee wishlists or sales?
No, and nobody honestly can. What we do guarantee: named deliverables, real deadlines, changes implemented live on your Steam page, and results reported straight, including when something didn't work. Anyone promising you a wishlist number is guessing or lying.
Why do you publish your prices?
Because hiding them wastes your time and ours. The starting prices are real. The exact scope is something we recommend after we've actually seen your game, so you're never buying a number we invented before we knew anything about you.
What if you think my game can't sell?
We'll tell you, before you spend real money on a rebuild. Sometimes the most valuable thing we can hand you is “don't launch yet” or “fix this first.” That's exactly what the $5,000 Diagnostic is for.
Who actually does the work?
A small senior team, founder-led. The founder owns the read, the positioning, and the final calls, and stays hands-on, but the work is genuinely shared by a team of six senior people, the same ones who read your application and run your fit call. Nothing gets handed to a junior team you never meet. For production work like capsule art and trailers we bring in vetted specialists, always disclosed, and if we manage them the fee is stated up front, never a hidden markup.
Do you work with adult or visual novel games?
Yes. It's a specialty, not an exception. We know the niche's channels, festivals, and constraints, and we've published in it ourselves. We'll tell you honestly what's realistic for your title on Steam.
What happens after I apply?
You get a confirmation email right away, then a personal reply within 3–5 business days (a little longer when submissions pile up), from a senior person who'd actually work on it. If it looks like a fit, a short call. Then a straight recommendation, including which project (if any) makes sense for your game.
Why would you decline a project?
We're a small team, so we only take games we can genuinely move. Usually it's timing (launch too close for the work to matter), no playable build or demo yet, or nobody on your side who can approve changes. We'll say so, and point you somewhere useful.
My game already launched. Too late?
No. A launched game still has updates, discounts, festival slots, and a catalog to work with, and that's often where real revenue is won. Apply and tell us where it's stuck.
What's the scholarship?
Up to two games a quarter get the full project scope, sometimes more, at a subsidized fee that starts from $4,500, for teams with a strong game and no budget. It's not a discount tier; it's us investing our own hours. We weigh the game's potential, your readiness to implement, and genuine financial need. Some quarters have no spots.