Many indie launches fail because there was no anticipation, not because the game was bad. This session unpacks avoidable decisions that quietly sabotage momentum, showing how visibility, timing, and audience-building must start long before release.
Many indie launches fail because there was no anticipation, not because the game was bad. This session unpacks avoidable decisions that quietly sabotage momentum, showing how visibility, timing, and audience-building must start long before release.