FAQ

Buying questions, answered plainly.

Prices are public. These answers cover what you get, who handles implementation, how we treat evidence, and what stays outside the project.

Why is this worth more than a page review or free advice?

A page review can be enough when you already know the page is causing the problem and only need a second set of eyes. ContentCrepe is for cases where the same weak number could come from audience demand, the game or demo, the Steam page, or the traffic reaching it. We compare all four, identify the most likely cause, and give the team a practical first move. The fee covers a supported decision about where to put time and budget.

We already paid for marketing once and it went nowhere. Why would this be different?

We assume that history, because most inquiries carry it. Two structural differences. First, the proof is our own operated game with dated Steamworks records, not client logos. Second, we decline games we do not believe we can move, so the fee never depends on telling you what you hope to hear. If that discipline is not visible in our first reply, do not buy.

Are you going to tell us the game itself is the problem?

Sometimes that is the finding, and it is worth knowing before you spend on traffic that cannot convert. More often the game is fine and the page tells the wrong story to the right player. Either way you get the evidence behind the call, and if the honest first move is to wait, spend less, or fix the demo, the plan says so.

Is $4,950 a lot to pay to hear what we got wrong?

Next to a $1,000 trailer, yes. Next to commissioning the trailer, the art, and the ads before knowing which one the game actually needs, it is the cheapest line on the list. The fee buys the order of operations: what to fund first, what to test, and what not to spend on yet. The price is fixed in writing before you pay.

What does our team get at handoff?

The exact files depend on your proposal. A typical handoff includes the diagnosis and supporting evidence, what we still need to test, page or positioning direction, relevant creative briefs, starting measurements, and an implementation plan. The plan names who ships each change and when we check the work. Your team receives materials built for day-to-day use.

Who implements the changes?

ContentCrepe completes the diagnosis and strategy work listed in the proposal. Depending on the scope, that can include direction, copy, briefs, reviews, and measurement work. Your team normally creates or commissions production assets and publishes changes in Steamworks. Each core service includes a bounded review of the agreed priority work. Further implementation or QA help can be quoted as a separate fixed scope.

What proof can I inspect?

Read the operator case. It publishes selected, dated records from Girls! Girls! Girls!?, a title the founder owned and funded: four Steamworks reports and two Steam store captures, including a $2,544 reporting month and a $79,899 31-day reporting period about 21 months later. It is our own game, not a client result, and the periods are selected rather than continuous. Your game gets its own diagnosis.

Open the operator case

Is this AI-generated advice?

Every recommendation is made and owned by ToffeeSan, the operator who ran the Myosuki recovery, against your game's actual data. Tools can help with research or drafting along the way, but nothing reaches you until the person accountable for the result has judged it against your evidence and signed off. What you are paying for is that judgment: which problem to fund first, and why. The generic advice you can prompt for free is exactly what we are not selling.

What might we pay for beyond the consulting fee?

A recommendation may call for art or trailer editing. It may also require localization production, development, QA, media, creators, events, or another vendor. Your team will need time to approve and publish the work, then measure what happens. Those costs are separate unless your proposal explicitly includes them.

How do review rounds work?

Each review round uses one combined set of notes from your team's named decision-maker, submitted against the delivered version. That lets us make one decisive revision and keep the project moving. Steam Page Rebuild includes one consolidated revision round; Steam Launch Campaign includes two across the whole project. Separate notes from every stakeholder, or several batches of comments over multiple days, count as more than one round.

What needs a larger quote?

Anything that changes the job: another title, app, or platform; another source language or localization production; an extra revision round or meeting; finished asset production; creator outreach or media buying; campaign or launch operation; or a materially changed direction after the previous one was approved. When that happens, we show you the added work, timing, and price before we start it. You can approve it or stay with the original plan. No surprise invoices.

Which service fits us?

Start with the decision in front of you. Indie is Steam Page Rebuild: Fixed $4,950, with standard timing of four to six weeks. Studio is Steam Launch Campaign: Starts at $12,500, usually eight to twelve weeks. Publisher is Steam Catalogue Operations: Starts at $30,000 per quarter, with a three-month initial term, one priority title, and up to two monitored titles. Under-resourced indie teams may ask to be considered for the Indie Game Scholarship, which subsidizes Studio-level work rather than adding a fourth service. If the choice is unclear, describe the decision in the inquiry form. We will recommend the service that fits.

How long does the work take?

Steam Page Rebuild normally takes four to six weeks once the starting material is ready. Steam Launch Campaign usually takes eight to twelve weeks. Steam Catalogue Operations begins with a three-month term. Your proposal states the actual schedule, dependencies, review windows, and factors that could move a date.

How do you tell whether a change worked?

Before interpreting a change, we define the starting metric, relevant player group, data source, comparison period, and important external events. That keeps an ordinary before-and-after chart from being treated as proof. The review explains what the available evidence can and cannot support.

What if the best answer is to delay, spend less, or stop?

Then we say so. The useful first move may be a smaller test, more product or demo work, a later marketing beat, a narrower scope, less spending, or the end of a tactic. That recommendation may prevent the team from paying for another campaign that is unlikely to help.

When is ContentCrepe not a fit?

Look elsewhere if you need guaranteed wishlists or revenue, emergency launch-day operation, a replacement for your product team, or production work outside the signed scope. A project also needs someone on your side who owns the decision, enough evidence to examine, and enough time to act.

What is guaranteed, and what is not?

Guaranteed: the work. The agreement defines the deliverables, evidence standard, responsibilities, reviews, price, and delivery process, and we stand behind every item in it. ContentCrepe does not guarantee wishlists, revenue, Steam placement, or virality. Steam and players decide for themselves, which is why we vet projects instead of promising outcomes. Any forecast is an estimate. Steam and other third parties control their own decisions. Your signed agreement states what we will do and who is responsible for what.

Who is accountable for the recommendation?

ToffeeSan leads the work directly, makes the final recommendation, and approves everything listed in the proposal. ToffeeSan is the founder of ContentCrepe and the Steam operator at Myosuki. The proposal names any specialist production or support before the work begins.

What happens after I send an inquiry?

We reply to every inquiry within two business days, including when we do not recommend a fit. We may invite you to a fit call, ask you to prepare something specific, or explain why we do not recommend a project. The form starts a conversation, and you will get a straight recommendation about what to do next.

What data or account access do you need?

Start with a public Steam page or footage and the commercial decision that is stuck. If a conversation progresses, the proposal will name any private evidence needed and how it should be shared. Do not send passwords. ContentCrepe never needs your Steam password, recovery codes, or unrestricted financial account access.

One route

Send the page and the decision at risk.

We will tell you whether an Indie, Studio, or Publisher conversation makes sense. We may suggest waiting or decide there is no fit. We reply to every inquiry within two business days, including when we do not recommend a fit.

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