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August 26, 2026 by Akupara Games

How to Make an Excellent Steam Page

If you’re reading this, you’re probably some level of indie game developer who’s feeling a bit daunted at everything you hear about Steam. Thousands of games per year. Players driven away by unprofessional pages. Expensive assets needed to make it good. Well, I’m Buddy, the Head of Publishing for Akupara Games, and I’ve spent a […]

July 29, 2026 by Akupara Games

The Variables in Creating and Selling Indie Games

Many indie developers understand how to make a great game, but far fewer grasp how the business behind that game actually works. That knowledge gap can make it difficult to evaluate publishing offers, estimate development costs, or understand why projects might struggle financially even when sales look strong. Having a basic understanding of how publishers […]

June 26, 2026 by Xavier Stambaugh

Creator Economy: How to, Why to, Who to

One thing you hear time and time again with developers is that they want their game in front of their oh so favorite creators, Markiplier, Northernlion, Pokimane, etc. The reality of it all though is that there’s about a 1 in quintillion chance that you’re actually going to reach out and receive any confirmation that […]

May 6, 2026 by Akupara Games

From Chaos to Console: Navigating the Game Production Pipeline

Introduction Stop me if you’ve heard this one before: A good idea doesn’t always make for a good game.   The video game industry is built on wild ideas, but an idea alone doesn’t make a playable product. The biggest challenge indie developers face isn’t a lack of creativity; it’s the sheer complexity of the […]

February 17, 2026 by Akupara Games

Publisher Red Flags: What to Look For in Contracts and Negotiations

Signing with a publisher can be a pivotal moment for a developer looking for external support and financing, and even the most experienced industry veterans don’t always know or recognize the telltale signs of a bad partnership. Publishing deals are often positioned as a necessary lifeline: funding, marketing support, platform access, and perceived legitimacy. But […]

May 3, 2023 by Akupara Games

Indie Insights: Writing the Perfect Bug Report

Every game developer hopes they can release a game without a single bug found. Unfortunately, the reality is that every game will have bugs no matter how much time and how many resources are put into bug searching and fixing. Most publishers will have a dedicated QA team that takes pride in searching and finding […]

April 27, 2022 by Buddy Sola

Diving Deep: Capturing, Editing and Finalizing Your Indie Game Marketing Video

If you take a look at any mainstream AAA release, like the recently released Total War: Warhammer III, you’ll see dozens of videos from trailers to unit profiles to mechanics overviews. While indie games can’t replicate all of those videos without a AAA budget and staff, we can take the hint: videos can be more […]

April 6, 2022 by Buddy Sola

Diving Deep: Outlining, Scripting and Recording Your Indie Game Marketing Video

If you take a look at any mainstream AAA release, like the recently released Total War: Warhammer III, you’ll see dozens of videos from trailers to unit profiles to mechanics overviews. While indie games can’t replicate all of those videos without a AAA budget and staff, we can take the hint: videos can be more […]

March 24, 2022 by Akupara Games

Indie Insights: Marketing on a Shoestring Budget, Part One!

By Alyssa Kollgaard One of the things that indie developers tend to struggle with the most is how to market their games – especially if they don’t have a publisher, a marketing budget, or an expert on their team to lead the charge. Usually this work tends to fall to someone on the team who […]

February 16, 2022 by Buddy Sola

Diving Deep: An introduction to Video Marketing for Indie Games

If you take a look at any mainstream AAA release, like the recently released Total War: Warhammer III, you’ll see dozens of videos from trailers to unit profiles to mechanics overviews. While indie games can’t replicate all of those videos without a AAA budget and staff, we can take the hint: videos can be more […]

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