IndieGuild

How to find a game marketer for your indie game

Updated October 28, 2026 · 7 minute read

Plenty of good indie games launch to silence because nobody knew they were coming. I'm making my own game too, and marketing is the part I'm most tempted to put off. If you'd rather have help with it, here's how I'd find a marketer who actually moves the needle for a small game.

The short answer
  1. Decide what you need help with: a plan, your Steam page, social posts, creator and press outreach, or your community.
  2. Start well before launch, while there's still time to collect wishlists.
  3. Judge marketers by games they worked on and what actually changed, not by their follower count.
  4. Start with a small paid piece, like a Steam page review or one month of posts.
  5. Put the scope, the pay, how you'll judge results and who owns the accounts in writing.

1. Decide what kind of help you need

"Game marketer" covers a lot of different jobs. For an indie game it's usually one or more of these:

Tip: If what you really need is a trailer, that's a video editor, and my trailer editor guide covers it. If it's your capsule art, that's an artist, and my capsule art guide has sourced prices.

2. Start earlier than feels natural

Here's why timing matters so much on Steam. Valve's wishlist docs say that once your store page is public, players can wishlist your game, and when it releases (in Early Access or full release) everyone who has it wishlisted gets an email or mobile notification. The same happens when you run a discount. So every week your page is live before launch is a week of collecting people who'll hear about it on day one.

Festivals are the other big moment. Steam Next Fest is a weeklong event for upcoming games with playable demos, and it runs three times a year, in February, June and October. You need a public store page and a playable demo to take part. A marketer is most useful when there's time to plan around moments like these, not two weeks before launch.

One honest note: a marketer can make a good game easier to find, but can't make a dull clip exciting. If your GIFs don't grab people, a round of playtesting might be the better first spend.

3. Where to look

Freelancer, agency or publisher? A freelancer is great for a clear piece of work, like your page, a festival or a month of posts. An agency can run a bigger campaign with more hands. A publisher may take on marketing as part of a much bigger deal, usually in exchange for a share of revenue, so read that contract very carefully. For a lot of small games, one good freelancer and your own effort is plenty.

4. Judge past launches and real results

Marketing is easy to talk about, so look for proof. Here's what I'd ask to see:

If you can, ask a past client how it went. One short chat tells you more than any pitch deck.

5. What to put in your post or first message

Tip: If creator outreach is the part you need most, PlayScout is mine too. It makes creator outreach simple and gives a big list of YouTubers and streamers who played games like yours.

6. Start with a small paid piece

Before you sign up for months, pay for one small, real piece of work:

Agree on what "done" looks like and how you'll judge it before they start. A month of real work together tells you more than any interview.

7. Put it in writing

Write down what they'll do, how they're paid (per task, per hour, a monthly fee or rev share) and when. Keep any ad budget separate from their fee, and say who approves spending it. Your Steam account, social accounts, Discord and mailing list should stay in your name: give them access, not ownership. Add how they're credited, whether they can show the work in their portfolio, an NDA if the game isn't announced, and what gets handed back if it ends, like logins, files and contact lists.

Red flags

Common mistakes

Frequently asked questions

Where do I find a game marketer for my indie game?

Look at who ran marketing for games like yours that launched well, Work With Indies for studio roles, r/gameDevClassifieds for paid work, r/INAT for rev share and hobby teams, and LinkedIn. On IndieGuild, marketer profiles show Steam pages, launch plans and campaign results they worked on, and Find my match shows marketers by what you need and the channels you care about.

When should I hire a marketer for my game?

Earlier than feels natural. Wishlists start once your Steam page is public, and Steam tells everyone who wishlisted your game when it launches, so the months before launch matter most. A marketer is most useful with time to plan around your page, a festival like Steam Next Fest and your launch.

How much does a game marketer cost?

I won't make up numbers. Marketers charge per task, per hour, as a monthly fee or sometimes as rev share. What drives the cost is how much they do (a one-off Steam page review or running your socials every week), for how long, whether ads are involved, and their track record. Ad spend is usually separate from their fee. Ask for a quote on a small first piece.

What should a game marketer's portfolio show?

Real games you can check, what they did for each one, what changed and how they measured it, and ideally a launch plan or campaign write-up. Ask about something that didn't work, too.

Is IndieGuild free?

Yes. Posting a role, browsing, matching and messaging are free for game devs and creators, and I don't take a cut. You and the marketer agree on pay, scope and access directly.

Find a marketer for your game

Pick what you need and the channels you care about, and see marketers whose work fits. Message anyone for free and agree on scope, pay and access together.

Find my marketer

Market games? Create a free profile. · Game marketers for hire · How to find a trailer editor · Why IndieGuild

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