SHYPIARD
SERVICE · LAUNCH STRATEGY

Steam launch strategy, built backwards from what actually failed.

Of the 14,084 paid games released on Steam in 2024, 11,218 never reached fifty user reviews. Not because they were bad — because nobody was waiting for them. A launch plan is the work you do so that a release day has an audience to land on.

TIMELINE
4 weeks
DELIVERABLE
Written plan + execution
ENTRY POINT
Free diagnostic
PRICE
€800 one-off
01 — WHAT THE DATA SAYS

Four out of five releases never find an audience.

We studied every paid game released on Steam in 2024 — 14,084 titles, excluding demos, playtests, prologues, soundtracks and free-to-play. 79.7% of them sat below fifty user reviews twelve months later. More than half — 56.6% of the whole cohort — never passed ten.

On the hundred cases we read one by one, the dominant problem was distribution and reach in 46% of them, and post-launch velocity in another 38%. Positioning accounted for 8%. Store page conversion: one game in a hundred.

That ordering matters, because it is the reverse of how most launch advice is written. The page is not what kills a launch. Nobody arriving at the page is what kills a launch.

Source — 14,084 paid Steam releases, 2024 cohort. Method and limits

02 — WHAT YOU GET

One plan, four moving parts.

PART · A

Positioning statement

What the game promises, to whom, and against which three games it will be compared on a store search.

PART · B

Steam page rebuild

Short and long description, tag selection, capsule brief, press kit — ready to publish.

PART · C

Creator shortlist

Named creators matched to the game's genre and audience size, with the angle to approach each one.

PART · D

Release calendar

What happens each week from now to launch, and for the ninety days after it.

03 — HOW IT RUNS

Four weeks, no discovery theatre.

01

Read the market

We read the fifteen Steam pages that worked in your genre over the last twelve months, and the ones that didn't. Patterns, tags, pricing, timing.

02

Fix the page

Description, tags, capsules and press kit rewritten. This is hygiene, not the lever — but it is the one part that must not be wrong.

03

Build the coverage

Creator shortlist assembled and contacted. The goal is three structured coverages secured before release, not a hope of virality.

04

Hand over the calendar

The ninety-day post-launch plan, written down, so velocity is worked rather than watched.

04 — WHAT THIS LOOKS LIKE

Among Us spent two years invisible.

Released June 2018, under a hundred concurrent players for six months. It became a phenomenon in 2020 through a chain of streamer coverage — not through a patch. The lesson is not that you should wait for luck: it is that coverage is the mechanism, and coverage can be arranged in advance.

READ THE AMONG US TEARDOWN

Public case study. Not a Shypiard client.

FREQUENT QUESTIONS
How far before release should we start?

Three to nine months is the useful window. Closer than that and the creator work has no time to land; further out and the game usually changes too much for the positioning to hold.

Our game is already out. Is it too late?

No, but the work changes. Post-launch the lever is velocity — reviews, updates, sustained coverage — rather than preparation. The diagnostic tells you which of the two you are in.

What if we already have a Steam page we like?

Then we say so and spend the time elsewhere. The store page is the dominant problem in about one launch out of a hundred; we would rather not bill you for rewriting something that works.

Is the €800 a subscription?

No. It is a one-off for the four-week engagement, at launch pricing for the first five missions. Post-launch tracking is separate at €100 a month, and optional.

START HERE

Your launch, read in 48 hours.

A free written diagnostic: where the game stands, what the three real frictions are, what to do first. Five a month.