Announcing Your Game: A Pre-Launch Timeline for Maximum Wishlists

The announcement is the starting gun for your game’s public life. Done well, it kicks off months of momentum that build toward a strong launch. Done as an afterthought — a single tweet the week before release — it wastes the one moment when your game is genuinely news. A little structure goes a long way.

Before you announce anything

You don’t need a finished game to announce, but you do need a few things ready: a live Steam “Coming Soon” page, a short trailer or gameplay clip that communicates the core idea, three to five strong screenshots, and a one-sentence hook you can repeat everywhere. Announcing with nowhere for interested people to land is the most common early mistake.

A rough timeline that works

  • Announcement day: Steam page goes live, first trailer drops, you post everywhere with a clear “wishlist now” call to action.
  • The following months: steady drumbeat of devlogs, clips, and Screenshot Saturday posts — consistency over intensity.
  • Mid-campaign beats: a festival appearance, a new trailer, or a demo release to create wishlist spikes.
  • Launch week: a polished launch trailer, a modest launch discount, and a burst of visibility to convert wishlists into day-one sales.

The mindset shift

Think of your announcement not as one event but as the opening of a campaign. Every clip, every devlog, every reply in your community is another small invitation to wishlist. The games that launch to real momentum are almost always the ones whose developers treated the months before release as the main event — not the release itself.

You only get to announce once. Make sure that when you do, there’s a page to wishlist, a hook to remember, and a plan for what comes next.

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