

DevGAMM
8.7K posts

@DevGAMM
Game Conference with heart 🧡 🇵🇹 Madeira: May 7-8 🇵🇱 Gdańsk: June 18-19 🇷🇸 Belgrade: Sept 29-30 🇵🇹 Lisbon: Nov 17-18












Madeira full lineup is out!🎤 And we’re excited to welcome new industry leaders from @yallagroupltd, @VelaGamesLive, @GIBiz, Didimo, Ansible Comms, and @GSC_GW. 🌐 Wondering who else you can meet there? Check our website: devgamm.com/madeira2026/sp…



Meanwhile @HozyGame just passed 200k copies sold and almost $2.2M in sales - in just 3 weeks! Wishlists went from 500k at launch to over 700k! 30% of week 1 sales came from bundles with @houseflippersim @PounceLight @neoludic Here’s how it went. No magic or luck, just really hard and dedicated work: - Found the game at @DevGAMM in 2024 as a really cozy black and white prototype. Worked with the team to bring color and depth to it. - Announced at @tinyBuild Connect in May 2025 → +24k wishlists instantly, then steady 250-270/day - August 2025 packed push: Wholesome mailing, Tiny Teams, paid shortform TikTok/IG campaign + playtest update → huge jumps - Ran 8 straight months of creator campaigns with fresh levels or seasonal decor every time. The milestones were the marketing. Many indie devs feel like marketing and development are separate. It’s one and the same for us. - Sustained ~1.3k wishlists/day all the way to Steam Next Fest (+74k during the event alone) One new level was enough for killer Reels, and paid content snowballed into massive organic coverage. The small dev team (~8 people at Come On Studio) delivered new content on schedule every single month — that consistency was everything for marketing. Super tactile physics, relaxed “no wrong answers” gameplay, and hyper-detailed objects did the rest. Grateful to the dev team, our production team at @tinyBuild and every creator and player 💖 Big W















