$15K built it. The dev is finished, the marketing site is live, the trailer is cut, the Steam page is composed. This phase is about putting it in front of people so it pays itself back — conservatively.
Quick state check, since this is the part that matters: the game is built. The work this phase isn't continued development — it's getting the finished product in front of buyers. That's why the focus has moved to launch + creator outreach + the studio brand polish.
Real fast on the Steam side, since this is what's been driving the timing: Steam runs a 7-day visibility window for each new release. The "Popular Upcoming" and "New & Trending" placements key off launch wishlists and first-week sales velocity. Once that window closes, organic visibility drops to near zero and doesn't come back.
Wishlists at launch needed to trigger Steam's "Popular Upcoming" feature, the largest free traffic source on Steam.
"New & Trending" rotates daily. Games cycle out within a week. There is no second visibility round.
GameDiscoverCo's 2024 median conversion in launch week. Lifetime conversion adds another 30–50% across the 12-month tail.
Couple other things worth knowing while you're reading the rest of this:
Sources: How to Market a Game (Chris Zukowski), GameDiscoverCo (Simon Carless), Steamworks Visibility Documentation, Cloutboost — Steam Wishlists & Gaming Influencers.
Pulled it together using the trailer, character art, and screenshots already on candidbaysolarium.com. Tags, copy, and category placement are dialed in.
Mockup, not live yet. Render of the page using final assets.
Most YouTubers don't publish rate cards, so for the lists below I used the standard industry formula: subscriber count × average views × gaming-niche CPM. Same model the agencies use. Sourced everything inline so any number is checkable. Actual quote per creator only locks in after direct outreach.
| Input | Source / Benchmark |
|---|---|
| Subscriber count | Pulled from each creator's public YouTube page. Cross-referenced against Social Blade where applicable. |
| Avg views per video | Trailing-30-video average, observed publicly on each channel. |
| Gaming-niche CPM | $5–$15 per 1,000 views for sponsored gaming integrations (US audience). Sourced from Bluehost 2026 Sponsorship Rate Guide, InfluenceFlow 2025, and Vivian Agency 2026. |
| Micro-tier YouTube (10K–50K subs) | $100–$500 per sponsored integration in gaming. Source: Bluehost 2026, InfluenceFlow 2026. |
| Mid-tier YouTube (100K–500K subs) | $2,000–$5,000 per integration in gaming. Source: Bluehost 2026, Creators Agency. |
| Top-tier YouTube (1M+ subs) | $5,000–$25,000 per integration in gaming. Higher for short integrations on entertainment-leaning channels. |
| TikTok micro (10K–50K) | $100–$500 per branded post. Source: InfluenceFlow TikTok Rate Guide 2026. |
| Sponsorship status | Confirmed against each creator's public business-inquiry channel and stated policy. Some creators do not accept paid promo and are reachable via key-submission only — flagged below. |
Starting here. Small channels in the VN/narrative-indie space. Reason being: micros in a tight niche convert better per dollar than larger creators outside the niche — a 5K-follower channel with 6%+ engagement out-pulls a 200K channel with 1%. Running these in parallel gives me real conversion data to size up Wave 2 against, instead of guessing.
Wave 1 sources: Social Blade — SuperAnge128, Fuwanovel VN-creator directory, Cloutboost — Key Distribution, Lurkit Pricing.
Listing these so you can see who's on the radar. These go out once I've got real numbers from Wave 1 to size the spend against — not before.
These come last, once Wave 1 + 2 have actually moved wishlist numbers. Including them here so the full picture is on one page.
Wave 2 & 3 sources: GameDiscoverCo, HowToMarketAGame, Social Blade, Cloutboost.
Built on GameDiscoverCo's published 2024 median wishlist-conversion data (10–15% week-one, growing across the 12-month tail), Steam's standard 70% developer payout, and industry CTR benchmarks for indie creator placements. No assumed over-performance. The 12-month conversion range used below is 12–18% — that's the published median (15%) with a 3-point cushion on either side.
Calculation: wave wishlists × 12–18% conversion (GameDiscoverCo 2024 median ±3pts) × $17.49 net per sale ($24.99 retail × 70% Steam payout). Each wave is independent — sized against the conversion data the previous wave produced.
Mid-case projection across the full Wave 1 → 2 → 3 plan. Anchored to GameDiscoverCo's published median conversion data and industry indie-VN benchmarks for marketed launches.
Without distribution, the dev work returns nothing. Each wave is what flips that.
Steam Summer / Autumn / Winter sales add 30–50% to indie lifetime revenue (per Chris Zukowski). Plus itch.io, long-tail, DLC. None of that is in the $50K above.
The honest read: at GameDiscoverCo's published median conversion (15%) and the mid-bound of each wave's wishlist accumulation, the full plan projects roughly $50K in net revenue over 12 months. At the floor of every input, it still produces $16K. At the upper conservative bound, $74K. The right comparison isn't "marketing vs no marketing" — it's "earn back $50K vs earn back $0." Without distribution, the dev returns nothing.
Sources for every input: GameDiscoverCo — State of Steam Wishlist Conversions (2024 median data), HowToMarketAGame — Do wishlists matter any more, Cloutboost — Steam Wishlists & Gaming Influencers, Steamworks Wishlist Documentation, iqfluence — Indie Influencer Strategy.
Marketing is iteration. Each step's pacing is set by what the previous step's data shows — not by a calendar I'm guessing at. Here's the order:
Itch release starts pulling in feedback and a baseline community. Steam "Coming Soon" begins accumulating wishlists.
Micro creator promo rolls out. Tracking view counts, click-through, wishlist delta.
Pull the actual numbers. See what converted. Size whatever comes next against real conversion data, not estimates.
Mid-tier creators deployed (Wanderbots, Red Bard, Mortismal, ChristopherOdd, Pat Stares At). Sized against Wave 1's actuals.
Launch with the wishlists Wave 1+2 produced already attached. Steam fires "Popular New Releases." Reviews start landing.
If launch metrics hold: Wave 3 fires (ManlyBadassHero, SplatterCat, GirlfriendReviews). Steam Summer / Autumn / Winter sales compound revenue across the long tail.
Candid Bay is the name attached to The Solarium. Every press hit, creator video, and curious player who searches the studio after seeing the game lands on the studio site — so we need to be ready from all angles. The Solarium's art outshines 99% of VNs in this market for what it cost to build. The marketing, the studio brand, and everything around it should match that by default.
I get how much the art matters in The Solarium — especially the NSFW. That's the heart of this. But a beautiful game nobody finds is a beautiful game that earns nothing. My #1 job is making The Solarium best-in-class for what it cost to build, then getting it in front of the buyers who'll actually pay for it — projecting ~$50K in net revenue over 12 months, conservatively. Anything past that is upside.
Once Wave 1 is running, NSFW images are next.
Net revenue projection is a conservative mid-case estimate using GameDiscoverCo's published 2024 median wishlist-to-purchase conversion (15% applied across the 12-month tail), Steam's standard 70% developer payout, and a $24.99 retail price. Projection is for the full Wave 1 → 2 → 3 plan executed across the next 12 months. Lower-bound floor (12% conversion + low-bound wishlists): ~$16K. Upper-conservative bound (18% conversion + upper-bound wishlists): ~$74K. Excluded from the projection: Steam seasonal sale events (typically +30–50% lifetime), itch.io revenue, sequel/DLC compounding, and creator over-performance.