The classic indie mistake is adding features every time feedback arrives instead of asking what actually improves the loop. Another is treating marketing and community updates as work that starts after the game is already exhausted.
Common traps to watch:
- expanding scope every time feedback arrives
- running playtests without a consistent note format
- treating launch marketing as something to start after the build is finished
References that help correct the drift:
- Steamworks store documentation: partner.steamgames.com/doc/store
Essential reading for anyone who wants launch prep to be more than vibes.
- Steamworks release docs: partner.steamgames.com/doc/home
Useful screenshots and checklists for release prep, store setup, and update flow.
This folio post is meant to be saved and revised. Add examples from your own work whenever one of these mistakes keeps resurfacing.
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