The Solarium — Where We Are

The game is done. Now it earns back.

$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.

Updated May 2, 2026  ·  Studio Raine · Candid Bay Productions

$15K
Spent so far
Dev + materials. Done.
100%
Game complete
Built. Playable. Tested.
Now
Distribution + ROI
Wave 1, then iterate from real data.
1. What's done · what's queued

Game dev's not paused. It's finished.

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.

Done

  • Game built & playable (full demo)
  • candidbaysolarium.com live
  • Trailer cut + sound design
  • Character art + screenshots exported
  • Steam store page composed
  • Tags, copy, category placement set

Up next

  • itch.io free release going up
  • Steam "Coming Soon" page publishing
  • Wave 1 creator outreach kicking off
  • candid-bay.com redesign starting
  • SEO + GEO build for studio site
2. Why the Steam timing

Steam gives you one launch window. We're sequencing for it.

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.

~7,000
Wishlists for Visibility

Wishlists at launch needed to trigger Steam's "Popular Upcoming" feature, the largest free traffic source on Steam.

7 days
Promo Window

"New & Trending" rotates daily. Games cycle out within a week. There is no second visibility round.

10–15%
Wishlist → Sale (Wk 1)

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.

3. Store page

The Steam store page — already composed.

Pulled it together using the trailer, character art, and screenshots already on candidbaysolarium.com. Tags, copy, and category placement are dialed in.

The Solarium

Su'til
Williams
Kigi
Forest
Fort by day
Fort at night
Factory
Zeff and Williams
Sun
Tundra
Canyon
Candid Bay Productions
The Solarium
2031. The ozone layer is gone. Survivors ration sunband charge in military shelters while the powerful seal themselves inside walled solariums. You're a soldier stranded in the Wilds — and the woman beside you doesn't need protection from the light that would kill you both.
All ReviewsNo user reviews
Release DateComing Soon
Popular user-defined tags for this product:
Visual Novel Post-apocalyptic Story Rich Choices Matter Female Protagonist Atmospheric Romance Sci-fi

Mockup, not live yet. Render of the page using final assets.

4. How creator rates were priced

Every rate below is industry-formula. Sources cited.

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.

InputSource / 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.
5 · Wave 1 · Micro creators $100–$300 each · starting now

Wave 1 — micro creators in the VN niche.

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.

YouTube · ~6.7K subs · VN reviews + monthly recap
Curates the "Visual Novel Monthly Recap" series. Audience is built specifically of VN buyers — highest signal-to-noise micro in the niche.
$100–$200Estimated
Open
YouTube · VN/JRPG reviews · niche VN coverage
Reviews VNs and Japanese narrative games. Audience is small and self-selected for the buyer profile.
$150–$300Estimated
Open
YouTube · "The Prince of Play" · VN playthroughs
Long-form VN playthroughs with character-voice acting. High-watch-time VN audience.
$150–$300Estimated
Open
YouTube · The August Hail · VN commentary
Visual novel commentary and reviews. Catalogued in the SuperAnge VN-creator directory.
$100–$250Estimated
Open
YouTube · Rockmandash Reviews · VN/JRPG
Long-running VN reviewer (Ever17, Fate/Stay Night, Muv-Luv). Low-output, dedicated audience.
$150–$300Estimated
Open
TikTok · BookTok / VN-Tok creators · 10K–40K followers
BookTok & VN-Tok micro pack (×3)
Three micro-creators sourced via Lurkit / Keymailer in the BookTok and VN-Tok niches. Average 20K–40K followers each, gaming-CPM-comparable rates. TikTok and YouTube Shorts are the #1 wishlist drivers per Cloutboost 2025.
$100–$200Each
Open
Twitch · VN category streamers · 500–3K avg viewers
Twitch VN-category sponsored stream (×2)
VN-category streamers with concurrent viewership 500–3K accept sponsored full-playthroughs. Lower viewer count, but the entire audience is in-niche. Discoverable via Twitch's VisualNovel directory.
$150–$300Each
Open
Lurkit / Keymailer · paid distribution boost
Lurkit "Highlighted Game" feature
€1,000/week (~$1,080) gets the title featured to all Lurkit creators (gaming-creator distribution platform). Triggers organic key-claims from creators we wouldn't reach via cold outreach.
$200Pro-rata 1 week split
Open

Wave 1 sources: Social Blade — SuperAnge128, Fuwanovel VN-creator directory, Cloutboost — Key Distribution, Lurkit Pricing.

6 · Wave 2 · Mid creators $1K–$2K each · once Wave 1 data lands

Wave 2 — mid creators, sized against Wave 1 data.

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.

YouTube · ~254K subs · VN, otaku, anime
Mid-tier VN/anime channel with engaged audience. Estimated avg views 60K–120K per video × $10 CPM = $600–$1,200; brand-deal premium pushes upper bound to ~$2K.
$1K–$2KEstimated
Likely Open
YouTube · Noisy Pixel · VN/JRPG news + reviews
Established VN/JRPG outlet with editorial brand. Sponsored coverage is a published service.
$1K–$2KEstimated
Open
YouTube · ~369K subs · indie variety, story-driven
Identified by Chris Zukowski (HowToMarketAGame) as one of two YouTubers most consistently driving indie Steam wishlists alongside Splattercat. Confirmed sponsorship-friendly.
$1.5K–$3KEstimated
Open
YouTube · ChristopherOdd · narrative-RPG playthroughs
Blind-playthrough specialist for narrative games. Audience aligned with story-rich VN buyers.
$1.5K–$2.5KEstimated
Open
YouTube · Mortismal Gaming · cRPG / narrative completionist
Sponsorship-friendly, RPG-focused. Audience trusts his recommendations enough to drive wishlists.
$1K–$2KEstimated
Open
YouTube · Pat Stares At · indie / narrative streams
Mid-tier indie variety creator. Plays daily, runs sponsored "indie showcase" videos publicly.
$1K–$2KEstimated
Open
YouTube · I Dream of Indie Games · indie editorial
Mid-tier outlet covering narrative-driven indies. Editorial sponsorships are part of the channel model.
$1K–$2KEstimated
Open
YouTube · Architect of Games (Adam Millard) · narrative analysis
Game-design analysis with narrative focus. Featured-in-essay placements drive long-tail wishlists.
$1.5K–$2.5KEstimated
Open
YouTube · ~790K subs · indie horror/narrative
High-fit narrative-game audience. Publicly stated he does not accept sponsorships; reached via free key submission. Listed for tier-fit context.
N/ASubmit-only
Submit Key
Twitch · mid-tier narrative streamers · 5K–20K avg viewers
Twitch mid-tier sponsored stream (1 placement)
Mid-tier Twitch partners take sponsored playthroughs at $1K–$2K for a 4–6 hour live stream. Discoverable via Twitch Bounty Board / direct.
$1K–$2KPer stream
Open
7 · Wave 3 · Top creators $3K–$15K+ each · post-launch

Wave 3 — bigger creators, fired after Steam launch metrics confirm.

These come last, once Wave 1 + 2 have actually moved wishlist numbers. Including them here so the full picture is on one page.

YouTube · ~1.6M subs · indie horror & VN — top niche fit
The single highest-fit creator in the indie VN space. Member of Mob Entertainment's "Partners in Crime" program — accepts vetted business inquiries. Avg views 100K–300K × $10–$15 CPM = $1K–$4.5K formula floor; brand-deal premium for vetted partners places real-world rate in the $3K–$6K range.
$3K–$6KEstimated
Vetted
YouTube · ~3M subs · horror/narrative
Mainstream horror-narrative crossover. Sponsorships available via management. Higher subscriber count → wider top-of-funnel.
$5K–$10KEstimated
Open
YouTube · ~1.2M subs · couples-review narrative games
Story-rich/narrative-game-focused review channel. Documented to drive wishlist surges on character-driven narrative indies.
$4K–$8KEstimated
Open
YouTube · Razbuten · ~1M subs · narrative game design analysis
Narrative game-design essayist. Long-tail traffic per video; sponsorship integration is a published model.
$3K–$6KEstimated
Open
YouTube · SplatterCatGaming · indie variety / first-look
Highest-volume indie first-look channel on YouTube. Identified by GameDiscoverCo as a top-3 wishlist driver. Sponsorship slots taken months in advance.
$3K–$6KEstimated
Open
YouTube · CoryxKenshin · ~18M subs · horror/narrative
Top of niche for indie horror discovery. Massive top-of-funnel; conversion lower than mid-tiers but volume offsets. Slot subject to availability.
$10K–$25KEstimated
Open
YouTube · Markiplier · ~37M subs · narrative horror
Documented to drive cold-launch indies into Steam top-sellers (Doki Doki Literature Club, FAITH, etc.). Aspiration tier; slot availability is the limiting factor, not budget.
$15K–$50K+Estimated
Pitch via mgmt
YouTube · Jacksepticeye · ~31M subs · variety / narrative
Indie-friendly. Has discovered cult VNs in past (Heavy Rain, Until Dawn era). Pitch-via-management only.
$15K–$40KEstimated
Pitch via mgmt
Twitch / YouTube · CohhCarnage · ~1.5M subs · long-form story-rich
Narrative-RPG long-form streamer. Highly engaged audience. Sponsored playthrough is an established offering.
$5K–$10KEstimated
Open
Twitch · top VN-niche streamers · 30K+ avg viewers
Twitch top-tier sponsored stream
Top-tier narrative streamers (e.g. CohhCarnage, KingGothalion-tier) take 6–10 hour sponsored playthroughs. Built-in long-tail VOD and clip economy.
$5K–$15KPer playthrough
Open

Wave 2 & 3 sources: GameDiscoverCo, HowToMarketAGame, Social Blade, Cloutboost.

8. The numbers

Conservative 12-month net revenue projection: ~$50,000.

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.

Wave
Marketing spend
Wishlists added (conservative)
Net revenue (12 months)
Self-recovers?
Wave 1
Starter scale
+1,500 to +3,500
$3,150–$11,000
Wishlist proof + niche reach
+ Wave 2
Mid scale
+3,000 to +8,000
$6,300–$25,200
Algorithmic launch tier hits
+ Wave 3
Top scale
+3,500 to +12,000
$7,350–$37,800
Mainstream-tier discovery

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.

Realistic 12-mo net revenue
~$50,000

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.

Currently earning
$0 / mo

Without distribution, the dev work returns nothing. Each wave is what flips that.

Not modeled (upside)
+30–50%

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.

Not modeled in the table above (any of these tilt the math meaningfully upward):
  • + Steam Summer / Autumn / Winter / Spring sales — Chris Zukowski's data shows these typically generate 30–50% of an indie's lifetime revenue.
  • + itch.io free release running in parallel — funnel feeds Steam wishlists at zero ad cost.
  • + One creator over-performing (Manly hit at upper bound = +3K wishlists from one placement).
  • + Long-tail discoverability (years of organic Steam traffic on the established SKU).
  • + Future content / DLC / sequel — every additional release sells back into the existing audience at near-zero CAC.

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.

9. Also doing

Rebuilding candid-bay.com end to end while I'm at it, so the studio site matches the rest of the launch.

Web — full rebuild
candid-bay.com — end-to-end redesign
Custom build, no template. Films, screenplays, novels, BAFTA + Oscar-qualifying placements — all restructured.
IncludedBonus
Bundled
Technical SEO — full sweep
SEO build for the studio site
Schema (Organization, CreativeWork, Movie, Person), sitemap, robots, Core Web Vitals, OpenGraph cards.
IncludedBonus
Bundled
GEO — AI search
AI Overviews + ChatGPT + Perplexity optimization
llms.txt, passage-level citability, brand-mention signals. So AI search results cite Candid Bay properly.
IncludedBonus
Bundled
10. Flow

Order of operations — paced against real data, not a rigid calendar.

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:

Step 1

itch.io live · Steam "Coming Soon" page up

Itch release starts pulling in feedback and a baseline community. Steam "Coming Soon" begins accumulating wishlists.

Step 2

Wave 1 placement runs

Micro creator promo rolls out. Tracking view counts, click-through, wishlist delta.

Step 3

Wave 1 review

Pull the actual numbers. See what converted. Size whatever comes next against real conversion data, not estimates.

Step 4

Wave 2 placements (when data supports)

Mid-tier creators deployed (Wanderbots, Red Bard, Mortismal, ChristopherOdd, Pat Stares At). Sized against Wave 1's actuals.

Step 5

Steam launch

Launch with the wishlists Wave 1+2 produced already attached. Steam fires "Popular New Releases." Reviews start landing.

Step 6

Wave 3 + seasonal Steam sales

If launch metrics hold: Wave 3 fires (ManlyBadassHero, SplatterCat, GirlfriendReviews). Steam Summer / Autumn / Winter sales compound revenue across the long tail.

What's getting done

Everything in motion right now — across the launch and the studio brand.

The Solarium — launch & outreach

  • 1 paid creator promo, fully managed end-to-end — sourced from the Wave 1 roster, vetted for niche fit, full outreach handled
  • All communication with the creator and/or their management — every contract, brief, asset hand-off, scheduling, follow-up
  • Real conversion-data tracking after the placement runs — view counts, click-through rates, wishlist delta segment by segment
  • Iteration when the data calls for it — adjustments to the angle, asset pack, or audience target before scaling
  • Steam "Coming Soon" page configured — wishlists start accumulating in parallel
  • itch.io free release coordinated — funnels interested players to the Steam page at zero ad cost

candid-bay.com — full studio brand rebuild

  • End-to-end redesign. Custom build, no template. Same caliber as candidbaysolarium.com.
  • Films, screenplays, novels, BAFTA + Oscar-qualifying placements — all restructured for press-ready presentation
  • Complete technical SEO — schema markup (Organization, CreativeWork, Movie, Person), sitemap, robots, Core Web Vitals, OpenGraph cards
  • GEO / AI-search build — llms.txt, passage-level citability, brand-mention signals so ChatGPT, Perplexity, and Google AI Overviews cite Candid Bay correctly
  • Press-search readiness — when journalists Google "Candid Bay" after seeing the game, the brand surfaces properly
Realistic 12-month net revenue projection
~$50,000
based on GameDiscoverCo's 2024 median wishlist conversion data + industry indie-VN benchmarks for marketed launches

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.