Let me guess, you are finally building the game you always wanted. No more quick game jam games or half finished projects. This is it. The big one. You are actually going to sell a game on Steam.
You know how to make the game, but marketing is your weakest skillset. You have tried everything but you aren’t seeing the wishlists come in. You know people will like the game once they try it, but how do you get it in their hands?
All the advice you read on r/gamedev is conflicting, and you don’t quite trust the advice of someone on Youtube with a huge audience. The Steam algorithm seems to change so fast that GDC talks seem out of date and there is no source of truth.
You have seen other games just as good as yours do well, so it is possible.
You just want a plan.
Where do you even start?

It's rough out there
I have done the research. The number of games launching every year is increasing and most games do not succeed.

Even in the “good genres” the number of games that succeed every year are tiny. Here are the top genres indies pick and the percentage of success.
The indie game industry is competitive and it seems like everyone else knows the secret to getting their game seen.

Imagine this...
Imagine logging into Steamworks Monday morning and you are excited to see a wishlist graph that shoots up to the 1000 line. A day later, even further up 1500. It is surprising, but not unexpected since that Youtuber covered your game which caused a second one to see what all the fuss was about.
But this is just one blip. Thanks to the resources from the masterclass you have a plan.
Influencers are covering your game, your trailer is getting thousands of views, and the wishlists are rolling in.
When you know which marketing to apply when, results can come fast. Look at this quote from a satisfied student:
"Thanks to the Wishlist & Visibility Masterclass I learned how to outreach to the press and I managed to get covered in PC Gamer and Famitsu which earned me more wishlists in a week than my previous game did in 6 months."
- Ralph Barbagallo Founder, FLARB LLC
(Seriously, Look at this great article for Ralph's Game Xenotilt)
Or look at this email I got from the developers of Momento:
“I wanted to reach out to say thank you for making your Wishlist and Visibility Masterclass. It has been an amazing resource that we have used to help us achieve a super successful Steam page launch with over 75K wishlist in 6 weeks! It has been insane and we couldn’t have done it without your incredible work on the masterclass and blog.”
- Julian Beiboer, Fat Alien Cat

Best practices
I built the Wishlist & Visibility Masterclass to give indie game developers the best chance to sell their game. This course takes the best practices I have seen hundreds of successful games and combines them into an easy to follow roadmap.
This concise guide gives you clear action-items for you to do to get visibility at every single stage of your development. From game conception, to Steam page launch, to Demo launch, full launch, and post launch, you will have clear actions that you can take to get visibility.

Course Benefits
Clear Roadmaps for Your Specific Situation
I’ve created targeted roadmaps for different game types and dev timelines that are specific for your genre. There are proven strategies for horror games, wholesome games, rapid-release games, and even advanced strategies for established devs who have released hit games in the past.
Step-by-Step Wishlist Strategy
You’ll learn exactly how to launch your Steam page and grow it into thousands of wishlists with actual tactics that have worked for other developers.
Real Pitch Emails That Worked
Don’t know what to say to that big streamer or IGN? I got you! This masterclass includes actual emails that successful game developers used that creators opened and lead to coverage.
Real Demo Breakdown Interviews
Watch me play through actual hit game demos while their creators give live commentary. You’ll learn what makes a great first impression and how to structure your own demo to keep players hooked.
Battle-Tested Cheat Sheets and Trackers
[Most popular feature] Get access to the Customer Relationship Management (CRM) spreadsheet that I use to track which journalist and content creator you have reached out to. I also provide a wishlist tracker, and campaign planning tools so you can track your marketing progress.
What You Get In The Course
Updated Content Based on the Latest Steam Algorithm
Steam changes often but I have updated the course with the latest algorithm changes. I also include case studies and data that are only months old. This is the latest information available.
Live Developer Demo Playthroughs
Watch top indie devs walk through their actual demos while I play them. You’ll learn what content they include to hook players, what they exclude to prevent over-exposing their game, and what options they include so players don’t get mad. Use their insights to make your demo your biggest marketing tool.
8 Modules Covering the Full Marketing Timeline
From pre-announcement to post-launch. Each module shows you exactly what to do and when to do it. No more guesswork.
Custom Roadmaps for Different Game Types and Dev Situations
These roadmaps are built for your game’s genre, game scope, and experience level. You’ll get a plan you can actually follow.
Step-by-Step Wishlist Growth System
Get proven strategies to grow from zero to thousands of wishlists. Includes checklists and walkthroughs to build your Steam page and attract real attention.
Example Pitch Emails That Got Real Results
Use actual email templates from hit games to pitch press and creators. These pitches got opened, replied to, and covered. Just customize and send.
CRM and Wishlist Tracker Tools
Stay organized with tools I use every day. Track outreach, monitor wishlist progress, and plan your next move without losing your mind.

A DECADE OF RESEARCH & WORK
I am Chris Zukowski. I’ve helped developers take control of the Steam algorithm and land their games on Steam’s front page, grow massive wishlists, and launch successfully with practical, data-backed strategies that actually work for studios the size of solo devs all the way up to big companies. This course distills everything I’ve learned, tested, and seen work over the years. If you're building a game and want a clear path to visibility, I made this for you.

TESTIMONIALS

Tiny Glade
The Wishlist & Visibility Masterclass is an invaluable source of knowledge for any indie. The course is packed with information, practical advice, and examples you can start applying right away. The breakdown on how Steam works was particularly revelational to watch.
Chris paves out what to expect: he doesn't sugar coat, and prepares you for both the best and worst scenarios. That's something you can only get from many many years of experience. With this course, Chris serves that knowledge to you while at the same time being genuinely entertaining and encouraging. Honestly, this course has no right to be this good. But it is.
In the end, you will need to find what works for your particular game, but with so many starting points, tips and examples, this course is a lighthouse in the raging sea. When we announced our debut game (Tiny Glade) within the first two days, it received 26k wishlists. I believe we wouldn't be here without Chris's monumental work. Wholeheartedly thank you, Chris.
Game: Tiny Glade

Microcivilization
Thanks to Chris' Visibility & Wishlists Masterclass I was finally able to throw away the myths I 'learned' on the internet and clearly see what is actually important.
I started with a proper streamer email pitch, and began contacting people weekly. I turned my attention to Demo analytics, Festivals and Streamers. By applying all the new knowledge I managed to reach my target of 30,000 pre-release wishlists two months earlier.
The masterclass was without any doubt the best investment in my entire project and it made so many things apparent, which were invisible to me before.
Ondrej Homola
Game: Microcivilization

Momento
I wanted to reach out to say thank you for making your Wishlist and Visibility Masterclass. It has been an amazing resource that we have used to help us achieve a super successful Steam page launch with over 75K wishlist in 6 weeks! It has been insane and we couldn’t have done it without your incredible work on the masterclass and blog.
Game: Momento
Example Curriculum
- 🔵 Roadmap: Pre Steam Page (6:31)
- Pre Steam Page Marketing (15:24)
- Competitor Research (21:49)
- What Is Marketing (12:49)
- Real Talk: The Games That Don't Sell (24:55)
- TikTok (6:56)
- Twitter Pre Steam Page (31:29)
- Twitter Dos And Dont's (12:32)
- How To Setup Your Mailing List (42:15)
- How To Email Your List (24:59)
- How To Create A CRM (23:59)
- Who you should follow and add to your CRM
- CERTIFICATION: You are now a game designer
- Summary: Pre Steam Page Marketing (10:46)
- Case Study: Tiny Glade (12:18)
- 🔵 Social Media Hell Month (18:16)
- 🔵 Social Media Benchmarks: What is viral
- 🔵 Roadmap Steam Page Launch (17:18)
- Why You Need A Coming Soon Page (19:11)
- How To Make A Steam Page (2:54)
- How To Create An Announce Trailer (8:22)
- 🔵 Getting Trailer Launch Featuring (16:40)
- Presskits: How To Make One (4:36)
- ContactingThePress (10:36)
- 🔵 Marketing Beats Beatdown! (42:54)
- 🔵 Marketing Beats Beatdown Checklist
- Day Of Steam Page Launch (7:49)
- Post Steam Page Launch (9:18)
- Algorithm Chat: Visibility Matching (14:25)
- Steam Page Launch Frequently Asked Questions (12:39)
- Algorithm Chat: Click Through Rate (12:48)
- 🔵 Drafting off Social Media Influencers (6:50)
- 🔵 Understanding A Steam Page Launch (6:05)
- The Pre Demo Grind Intro (10:32)
- Algorithm chat: alpha, beta, demo, prologue (12:52)
- Real Talk: The Pre Demo Grind (17:15)
- Predicting Your Wishlist Rate (11:50)
- Monitoring Your Wishlist Rate (13:26)
- The Steam Page Grind (11:51)
- How To Do Development Updates (12:08)
- Development Updates Do's And Dont's (2:55)
- Example Development Updates (10:14)
- Streamers Pre Demo (6:34)
- Twitter Pre Demo (18:23)
- Game Development To Support Marketing (9:13)
- Festivals Pre Demo (31:32)
- How To Enter Festivals (29:30)
- Reddit Pre Demo Large Subreddits (21:52)
- Reddit Pre Demo Small Subreddits (17:21)
- Live Q&A Pre Demo Marketing (54:05)
- 🔵 Roadmap Demo (7:25)
- The Grind Post Demo (3:35)
- What Is A Demo (7:59)
- Should I Make A Demo (12:27)
- Demo Design Principles (14:01)
- Demo Launch (12:11)
- 🔵 How To Launch A Demo (18:19)
- Festivals After A Demo (6:24)
- Streamers With A Demo (9:25)
- How to Contact Streamers (16:11)
- Should I Pay For Streamers (5:38)
- How To Do Twitter Post Demo (3:09)
- The Prologue Trick (16:31)
- Summary Post Demo Grind (2:25)
- Real Talk Post Demo Grind (8:19)
- Things That Just Don't Work (10:33)
- 🔵 Steam Next Fest Basic Strategy (6:55)
- 🔵 Marketing for Steam Next Fest (15:39)
- 🔵 After Steam Next Fest (7:58)
- 🔵 Roadmap Launch (3:44)
- Intro: The Last Month of Your Campaign (2:46)
- Why Some Games Dont Sell Well (12:25)
- Algorithm Chat: How Steam Picks Winners (10:34)
- Should I Launch (6:41)
- When To Release (10:54)
- Release Date Trailer and Launch Trailer (4:49)
- Estimating Steam Sales (17:29)
- PR and Hiring An Agency (9:29)
- 10 Review Challenge (9:31)
- 1 Month Before Launch (11:35)
- 1 Week Before Launch (8:00)
- Algorithm Chat: How Steam Promotes Your Launch (26:32)
- The Launch Live Q&A Sept 7th (29:23)
- 🔵Proud of you (5:42)
- The Grind Post Demo Q&A (22:59)
- Q&A Pre Production Marketing (52:17)
- Live Q&A: Steam Page Launch (42:39)
- Beta Q&A (39:01)
- August 2nd, 2023 Q&A (40:11)
- August 16th, 2023 Q&A (36:46)
- August 30th, 2023 Q&A (63:13)
- September 13th, 2023 Q&A (58:54)
- September 28th, 2023 Q&A (40:18)
- 2024 Season: Week 1: Intro (109:10)
- 2024 Season: Week 2: How Steam Works (82:18)
- 2024 Season: Week 3: Pre Production Marketing (61:35)
- 2024 Season: Week 4: Steam Page Launch (63:57)
- 2024 Season: Week 5: The Grind Pre Demo (73:39)
- 2024 Season: Week 6: Beta (46:49)
- 2024 Season: Steam Page Review (129:25)
- 2024 Season: Week 7: The Grind Post Demo (65:09)
- 2024 Season Week8:Launching Your Game (57:02)
- 2024 Season: Week 9 (55:39)
- 2024 Season: Week 10 (54:30)
- 2024 Season: Week 11 (31:02)
- 2024 Season: Week 12 (14:28)
- 2025 Season: January (35:55)
- 2025 Season: February (28:13)
- 2025 Season: May (46:18)
- 2025 Season: June (66:45)
30-DAY MONEYBACK GUARANTEE
I offer a no questions asked, all questions answered money back guarantee
I’m so confident that this course has everything you need to market your game that if you go through the material and don’t feel like it has what you need, just let me know within 30 days and I’ll give you a full refund. No questions asked.
And as a bonus, if there's something you were looking for that you couldn't find, I’ll do a one-on-one text chat with you to answer your questions directly with the best information I have.


LIFETIME ACCESS + CONSTANT UPDATES
Pay once. Get every future update. Forever.
This is version 3.0 of the course. I’ve been updating it since it launched in 2022. New case studies. Updated strategies. Fresh lessons based on the latest Steam algorithm changes.
As long as the Steam evolves, the course will too. You’ll always have access to the latest tactics, no extra charge.

Frequently Asked Questions
Is this for beginners or experienced devs?
It's built for both. For first-time devs there are clear step-by-step instructions and tactics that cost no money and don’t require a big following.
For experienced devs there are tried and true tactics that can only be done if you have a hit game. You might even learn some beginner techniques that you didn’t know about the first time around.
What if I already launched my Steam page?
Great! There are techniques and roadmaps for every phase of marketing. I even provide tactics that can be used even after the steam page launch.
Does this work for rapid-release or free games?
Absolutely. I even have a roadmap built for games with 3-month game development time lines. Most of the tactics also work if you aren’t charging money for your game.
Will this help with Next Fest?
Without a doubt. There are two lectures specifically detailing the actions for a successful next fest. I even updated the content for 3.0 to take advantage of the latest Next Fest changes.
What if I hate marketing?
My mission is to make marketing not feel so scary, intimidating, or boring. My philosophy is that successful marketing not about being the life of the party, or a social butterfly, it is about having a strategic, calculating plan and executing. I supply the plan, you just need to execute.
Can I get a refund if it’s not for me?
Yes, you have 30 days to try it and get a full refund if it’s not what you need.
Is this course up to date?
Yes, this is version 3.0 and I recorded my last lecture just last weekend. All future updates are included forever.
Can I ask you questions directly?
Yes, if you get stuck or can’t find what you need, I run a twice-monthly live Q&A with times that are convenient for both Eastern and Western hemispheres.
I’ve already tried other marketing advice and it didn’t work.
This course is full of REAL case studies from proven games. This is not generic advice, it is detailed, and tactical.
I don’t have time to take a course
I purposely designed the course progressively. Each section is introduced via a high-level roadmap. Then each part of the roadmap has an associated lecture. You can easily identify what you need to do next and if you need to deep dive into the topic.
Is this worth the money?
This course gives you proven techniques to get wishlists which will literally turn into money. As the testimonials attest, the techniques listed here will yield wishlists faster than you have earned in months of grinding away.
"What if I buy it and it doesn’t help?"
I offer a no-risk 100% refund within the first 30-days if you are not happy with your purchase.