The Best game you’ve never played — because no one wrote about it
You spent months — maybe years — building your game. Sleepless nights. Burnout. A mountain of tasks from coding to design to QA to community building. And then… nothing. No traction. No buzz. No media mentions. A trickle of downloads. Silence.
What happened?
If you’re like many indie or mid-size studio founders, you might still believe the myth: “If the game is good, it’ll find its audience.” But in 2025, that’s wishful thinking. Great games flop every day — not because they aren’t worth playing, but because no one knew they existed.
PR Is Not a Luxury — It’s Infrastructure
Let’s start with a simple truth: if people don’t hear about your game, they won’t play it. And in an industry where 80+ games launch daily on Steam alone, attention is the rarest commodity.
Public relations (https://techwavespr.com/services/public-relations/ ) isn’t about flashy hype or corporate jargon. It’s about managing how your story enters the world — through the media, influencers, community channels, and social buzz. PR helps people care. And in gaming, caring starts with visibility.
No PR = no narrative = no presence = no players.
Media Coverage Is a Launchpad — Not a Bonus
Many founders overlook traditional gaming media, assuming it’s reserved for AAA studios or that journalists only care about massive budgets. But that’s not true. The press loves a good story — and indie games often have the best ones.
Media like IGN, PC Gamer, Kotaku, Polygon, and niche sites like Rock Paper Shotgun or IndieGames.com still matter. A well-timed article can spark a chain reaction:
- Journalists write
- Streamers read
- Players watch
- Wishlists rise
- Sales follow
That’s how titles like Stray (yes, the cat game) became a viral cultural moment before their official launch. It had a compelling story, eye-catching visuals, and a consistent media presence — built months before release.
Or take Dave the Diver — a quirky blend of diving sim and sushi management that found traction thanks to early press coverage and strong positioning. The game was fun, but PR made sure people actually knew it existed.
Founders Are Often Their Own Worst PR Problem
Here’s where many developers trip up — especially founders juggling 17 roles at once:
- “We’ll reach out to the press after launch.”
- “Let’s just focus on polishing the build — PR can wait.”
- “No journalist will care about a two-person team like us.”
These are fatal assumptions. The press doesn’t just want big names — it wants great stories. And if you don’t pitch yours, someone else will take your slot.
What Do Journalists Actually Want?
They’re not looking for a 10-paragraph backstory or generic feature list. They want:
- A compelling hook: What makes your game different?
- A reason to write now: Is there a launch, demo, milestone, or update?
- A human story: Who’s behind this? What inspired it?
- Visual assets: Clean screenshots, a polished trailer, and a press kit.
If you can’t give them that, you make it harder to say yes — even if your game is a hidden gem.
Good PR Is Good Game Design
Sounds weird? It’s not. Think of PR as an extension of your game design philosophy. Just like you design user experience within the game, you must design the discovery experience outside the game.
Imagine your Steam page as a level. Your trailer is the boss fight. The media article? That’s the side quest that unlocks the secret ending — attention.
If you don’t structure the path, no one gets there.
But PR Isn’t Just About Doing It Yourself
You don’t have to become a PR expert overnight. That’s where agencies, consultants, or internal comms support come in. A good public relations (https://techwavespr.com/services/public-relations/) partner doesn’t just “get you press” — they shape your narrative, identify opportunities, and build a launch arc that fits your voice and vision.
It’s not about shouting louder. It’s about speaking in the right rooms, at the right time, to the right people — with purpose.
Real Talk: A Great Game Can Die in Silence
There are games out there with 92% positive Steam reviews and near-zero visibility. No media mentions. No influencer plays. No wishlist buildup. Why? Because no one knew what to say about them — or when to say it.
On the flip side, we’ve seen small titles with no budget explode because they had a story that resonated — and someone told it well.
It’s not luck. It’s strategy.
Tell the World or Be Forgotten
You don’t make games just to sit in someone’s unplayed library. You make them to be experienced, shared, and talked about. That won’t happen without a plan to be seen.
So to every founder still thinking PR is a “maybe later” task, here’s your reality check: If you can spend two years building your dream, you can spend two months making sure people hear about it.
Because even the best game in the world is only as powerful as the story people tell about it.