Shipped my first commercial game as a solo dev last week - here's what the launch actually looked like
Turdventure went out on Steam on 30 July. Comedy arcade game about dog walks that go very wrong.
A few things I learned the hard way and would tell past-me:
Build the demo earlier. Mine went up six days before launch and it's still the single best thing on the page - people try it, and the ones who like it buy without hesitating.
Your store page is doing more work than your trailer. I rewrote the short description three times and the third one is the only one that says what the game feels like instead of what it contains.
Marketing links break silently. I found out days after launch that a link I'd been sharing everywhere wasn't clickable at all on one platform - it just looked like one. Check what you post from a logged-out browser, not from your own account.
Reviews come far slower than wishlists. Ten reviews is a mountain when you're small, and no amount of posting speeds it up.
Game's here if you're curious, launch discount until 6 August: https://f.mtr.cool/XKKHSUMHPX
Ask me anything, I'll answer all of it.
Posted Aug 3, 2026, 2:02 PM UTC