Presale Engine
The Presale mountain decides your launch. We engineer it from announcement through review embargo.
- Steam capsule + tag stack audit
- Festival and Next Fest placement
- Demo strategy + retention loops
- Cross-store Presale parity
We launch games like events. From Presale push to sold-out servers — GlitchXP is the marketing studio publishers, indie devs, and platform partners hire when "Coming Soon" isn't a strategy.
Discoverability isn't broken — it's just brutal. The marketing problem at every tier looks the same: too many great games, too little oxygen, and a 30-day launch window that closes faster than a content cycle.
Games shipped on Steam in 2025. Your "discovery queue" is the boss healthbar.
Of indie titles break $50K lifetime revenue. Presale mountains decide who's in the 1%.
Discoverability decay window. Miss it and the algorithm stops surfacing you to anyone new.
Typical Presale → sale conversion. The variable that 10x's revenue is the size of the list, not the rate.
We don't fix this with a Twitter post and a prayer. We fix it with a system — wired before announcement, executed through launch, compounded after week one.
Every studio gets a custom loadout — pick the modules that match your launch window, budget, and platform mix. Run one. Run all six. Run a hybrid through publisher co-marketing.
The Presale mountain decides your launch. We engineer it from announcement through review embargo.
Discord servers that aren't ghost towns. Subreddits that grow. AMAs that actually move Presales.
Reveal, gameplay, story, launch, post-launch. Cuts and edits for every platform, every store, every showcase.
Embargo strategy, outlet targeting, preview events, awards submission. We work the press calendar like a fight card.
Twitch and YouTube activation at scale. Vetted streamer lists, contracts, briefs, KPIs. No DM-and-pray.
Cross-platform store optimization. Day-one timing, post-launch DLC roadmaps, sales-event calendars.
A great launch isn't a moment — it's a 14-month arc. We engagement-load every phase: pre-launch builds the mountain, launch week converts it, post-launch compounds it.
Steam page launch, announcement trailer, festival placement, demo cycles, community foundation, creator seeding. Six months of compounding Presales before review embargo lifts.
Embargo cascade, creator raid, Twitch activation, press beat, paid layered against proven creative, day-one Steam visibility round, console store features, social blitz, streamer marathon coordination.
DLC marketing, content updates, sales event timing, awards submissions, platform feature submissions, community season pacing. Most of the revenue lives here — we make sure it shows up.
A snapshot of recent engagements. Patch-note format because we ship like a games team — versioned, transparent, with results in the changelog.
// Logo wall — placeholder studios pending case-study clearance
Tell us about your project. Studio name, the game, your target window, and where you are in development. We'll come back with a loadout recommendation and a no-pressure intro call.
Earliest engagements get the deepest Presale mountains. The discovery window doesn't get easier — get on the calendar.
You found the cheat code. We honor that. Mention KONAMI in your pitch and we'll lock in founder pricing on your first 3 months — full loadout, no setup fee.
Pitch Your Game →