How Indie Devs Can Market on a Tiny Budget: A Case Study of *Chumini: Tiny Army*
Hi everyone, this is KO (kkll7952) from FilterGame = w =/
Today I want to share a low-budget indie game marketing case study,
based on a Reddit post.
It explains how Chumini: Tiny Army managed to build up wishlists
despite having almost no marketing budget—definitely worth learning from.
Chumini: Tiny Army launched on Steam on January 31, 2026,
and it’s a survivor-style survival game where
you lead a tiny army through a forest to fight demons.
Game link: https://store.steampowered.com/app/3310000/Chumini_Tiny_Army/
Original post: https://www.reddit.com/r/gamedev/comments/1qtrkbw/my_experience_as_an_inexperienced_marketing_guy/
The game was developed by the French studio Guilloteam,
a four-person team that finished the project in roughly eight months (not full-time for everyone).
As a brand-new small studio,
they initially had almost no PR or marketing experience,
so Clement shared how they learned and executed promotion step by step along the way.
—
About the publisher:
The team worked with the publisher Abiding Bridge.
This publisher is quite unique—they encourage developers to do marketing themselves,
and they also help build a local French dev community.
So most of the promotional work was still handled by Guilloteam,
and below is a breakdown of how they marketed their Steam game on a low budget.
Launch Performance
Steam wishlists: 6,500
Featured on Popular Upcoming for about 30 hours
Post-launch results (as of Feb 2):
Around 30 reviews
96% positive
About 800 copies sold
—
Marketing Strategy Breakdown
1. Opened the Steam page early (opened in 2024/12)
Used Steam Playtest as an exposure tool
Successfully got covered by YouTubers
One creator who focuses on survivor-style games achieved:
120K views
2,000+ wishlists
which kicked off their first major wave of community traffic.
- Demo + Steam Next Fest
They ran their first wave of “mass outreach”:
Sent 1,000+ emails
No ad spend
Proactively contacted streamers and YouTubers
Results:
Average Next Fest performance
+600 wishlists
Total reached ~2,900
Below expectations, but that’s also how Next Fest tends to be now— outside the top games, it’s hard to see huge growth.
3. Mid-cycle marketing — staying visible
They experimented with multi-platform exposure:
Posting on Bluesky
Testing Reddit
Testing TikTok
Building a Discord community
Attending events
This period added another +300 wishlists.
- Final push before launch They reserved a full month focused purely on marketing.
Tactics:
Posted every day for the final 3 weeks
Sent 6,000+ emails
Including:
Press kit
Demo keys
Giveaway keys
Community links
And they used YAMM to manage sending campaigns.
Why: Free email providers (like Gmail) can flag mass sending as spam and block you.
Key turning point:
They re-contacted YouTubers they had worked with before and got strong support again.
Results:
Reached 6,000 wishlists
After hitting Popular Upcoming, gained another +500
Final total reached 6,500
—
The author’s core conclusions:
Marketing is necessary—if you don’t do it, you won’t be seen
Consistent visibility + pushes at key milestones (Demo / Next Fest / Launch)
Modern marketing heavily relies on content creators
Actively building relationships is extremely important
Their rough feeling of the ratio:
80% luck + 20% effort
—
FilterGame’s observations and takeaways:
Many thanks to Clement for sharing this.
Key points you can clearly see:
Email outreach + YouTube exposure has become a common playbook for many teams
Making the most of Steam’s official event milestones is becoming more and more important
On top of that, I’d also recommend:
Actively joining third-party Steam events
Joining sales events
Attending game expos
Doing cross-promotions / collaborations with other games
For example, AirBoost is currently doing a collaboration with Lami: Programming & Coffee.
Also, building a developer community is just as critical—
when teams can support each other and retweet/share, exposure can multiply rapidly.
In an era where the number of Steam releases grows rapidly every year,
earning players’ attention has become one of the key conditions for development success.
That's it! Chumini: Tiny Army just released on Steam, and launches with a 10% discount!
store.steampowered.com/app/3310000/…
We hope that you'll have a sweet time playing our cute & colorful survivors-like, and we're eager to read what you think of it!
#indiedev #indiegame #gamedev #steam
— Guilloteam | CHUMINI & MIDNIGHT BLOOD RUSH (@guilloteam.bsky.social) 2026年1月31日 凌晨1:01
[image or embed]
Featured Game
新聞標籤
Latest News
-
Japanese Indie Game Online Expo 'MY GAME FES Vol.4' Scheduled for December 2026
MY GAME FES Vol.4, an online indie game exhibition organized by Japanese indie developers Terumi Hoshizora and Choryu, has officially announced its 2026 event details. The event focuses on connecting indie creators and players through an online exhibition platform for showcasing games, promoting new releases, and community interaction.
2026-06-11 -
A Thief’s Grand Adventure — Point-and-Click Adventure Game “Tail of Glory” Launches on Steam May 29
Developed by Taiwanese team BearCell Games, the point-and-click puzzle adventure game “Tail of Glory” launches on Steam on May 29, with a Demo already available.
2026-05-27 -
Save the World With a Mysterious Girl on 5/20 — Taiwanese Deckbuilder “Voice of Belldona” Launches in Early Access on Steam
Developed by Taiwanese studio StoryCropStudio, Voice of Belldona launches into Steam Early Access on May 20, featuring stunning visuals and highly flexible deckbuilding gameplay.
2026-05-19 -
Touhou Meets Civilization? Touhou Fan-Made 4X Strategy Game “TOHOTOPIA” Launches on Steam
Touhou Project fan-made 4X strategy game TOHOTOPIA has officially launched on Steam, featuring streamlined Civilization-style gameplay and multiplayer battles.
2026-05-16 -
Lami: A Cup of Code and Coffee Over 4,000 Steam Wishlists and Updates Its Demo
Lami: Code & Coffee has announced that it has surpassed 4,000 Steam wishlists, alongside a Demo update with more features and expanded town exploration content.
2026-05-08 -
The Super Blacksmith Is Here! Path of Gear: Blacksmith’s Legend Launches in Early Access on Steam on April 30
Developed by Taiwanese team HanwaGames, Path of Gear: Blacksmith’s Legend launches in Early Access on April 30, featuring Roguelite gameplay that combines forging with tactical combat planning.
2026-04-25 -
Indie Game ONLY Event: Over 20 Games Showcased in Taipei This May
Indie Game ONLY will take place in Taipei this May, featuring over 20 indie teams showcasing their games on-site. Free entry with opportunities for player interaction.
2026-04-24 -
Mobile Roguelike “Shindai Record” by a Two-Person Team — Experience Diverse Build-Based Combat!
Mobile Roguelike “Shindai Record” by a Two-Person Team — Experience Diverse Build-Based Combat!
2026-04-11 -
Steam East Asia Sale 2nd Edition Now Open! Submissions Now Open
Steam East Asia Sale 2nd Edition Now Open! Submissions Now Open
2026-03-28 -
AirBoost January Development Update & 2026 New Year Illustration
A January 2026 development update for AirBoost: Airship Knight, including character voice acting, new gameplay mechanics, and a celebration illustration for reaching 7,000 wishlists.
2026-03-08