Studio flagship for one funded title
Make the page, demo, campaign, and launch sell the same game.
Individually capable teams can end up promising different games: the page says one thing, the demo teaches another, and the campaign courts a third audience. Steam Launch Campaign finds what is limiting demand or conversion, then aligns the presentation, measurement, economics, and implementation behind one answer, so the team walks into an expensive launch with momentum instead of open arguments.
ContentCrepe stays with the work through every scheduled review. We lead the strategy and give your team work it can ship. Your team approves what goes live.
Send us your Steam page Inspect the operator caseFind the disconnect before the budget becomes fixed.
A good fit when
The team can still change an expensive commercial choice.
This service covers one funded title. Teams that need only asset production, campaign operation, a second title, or open-ended support need a different scope.
One funded title has a real commercial or launch decision at risk.
The page, demo, campaign, economics, and launch are being decided in separate rooms.
A decision-maker and the person who will ship the changes can act during the project window.
The opportunity or avoidable spend is materially larger than the starting fee.
What this clears up for your team
Fewer conflicting instructions for the same title.
Separate debates about the page, demo, campaign, and launch
Possible fixes with no order of priority
Briefs built around different player promises
Spending without success measures or stop conditions
No clear owner for approval or publication
At handoff, your team has
Work your team can assign, review, and ship.
The starting scope covers one title, its connected demo, one source language, and one agreed test, campaign, or launch window. Before work begins, you know exactly what we are delivering.
- Service
- Steam Launch Campaign
- Starting price
- Starts at $12,500
- Typical timing
- Usually eight to twelve weeks
A before-and-after conversion record from your own Steamworks account, comparing click-through and wishlist rate against the baseline we took at the start
A rebuilt Steam page covering tags, short description, screenshot sequence and About section, tested one variable at a time against wishlist rate
Every eligible festival whose submission window opens during your campaign, written and filed under your name, tracked, chased, with placement confirmed one to two weeks before each event goes live
150 personalised creator contacts sent from your address with your approval on every batch, three contacts maximum per creator, then we stop
Three to five playtests run with recruitment, telemetry and a written read on each, before the demo launch spends your one-time featuring
The demo launch, Next Fest and launch day operated, down to the release minute, which decides your slot ordering
One bounded low/base/high financial model when budget, paid spend, or runway is part of the decision
Project sequence
The diagnosis stays visible through every review.
Evidence intake and kickoff
We record the title, evidence, economics, timing, constraints, the decision-maker, and the person who will ship the changes.
Diagnosis
We test the audience, game or demo, Steam page, and traffic before ranking the first problem.
Coordinated rebuild
We connect the presentation, demo, campaign, economics, and measurement work into one direction the team can execute.
Implementation and reviews
The implementation plan names who ships each change, the quality checks, and the working sessions along the way.
Handoff and measurement
The work ends with the agreed test, launch, or handoff review and a practical record for the team.
How we work together
Meetings with a purpose, feedback in one voice.
Every session exists to make or check a decision, and each revision round is one consolidated set of notes from your decision-maker.
One kickoff
One decision workshop
Up to four working reviews
Two consolidated revision rounds across the whole project
One final handoff
How the work is divided
You know who handles each part of the work.
- ContentCrepe
- The analysis, direction, copy, briefs, plans, boards, quality checks, and reviews listed in your proposal.
- Your team
- Accurate evidence, approvals, budget, the person who ships the changes, and normally making and publishing them.
- Outside production
- Art, trailers, localization production, media, creators, events, engineering, and vendor work unless written into scope.
- Additional follow-through
- Reviews inside the Rebuild are included. Later implementation or QA work requires a separate fixed-scope order.
Work outside the standard scope
- Engineering, certification, legal work, localization production, paid media, events, creators, and third-party vendors unless written into scope
- A second title or open-ended work after the agreed project window
- Guaranteed wishlists, revenue, visibility, placement, coverage, or conversion
- Running a festival and creator campaign into a page that cannot hold it. Traffic work starts when the page clears its target, or when we have written down that the page is not your constraint. You get one Next Fest per game and one demo launch featuring, and we will not help you spend either on a page that converts below its comparable set.
Before the next commitment
Tell us which decision will be expensive to reverse.
Include the title and the commercial choice facing the team. Sending it does not start a project. You will receive a personal fit answer within two business days.
We look at the game before we quote it, and if we do not think we can move it you get a straight no instead of a proposal. If we do take it: you sign an agreement listing what we deliver and what you are responsible for, you pay in full, and we start. No instalments, no refunds. We would rather turn work down in week one than hand money back in week six.