accelerateGAMES MARKETINGAll insights

INSIGHTS / STEVE FOWLER

Steam and Google Play are not in the business of telling anyone your game exists.

Steam and Google Play are not in the business of telling anyone your game exists.

Google launched Game Finder on the Play Store on October 13. It builds a profile from a player’s play history and stated preferences and recommends games that people like them are already playing.

Two weeks earlier Valve moved Steam’s Discounts & Events section from a hand-scheduled calendar to algorithmic placement.

These moves tell me something game companies need to understand.

The stores will no longer introduce a random game to anyone. They will recommend a game to people who resemble the people already playing it, or a game the player has already shown interest in.

Valve’s own visibility documentation says as much: purchases, playtime, tags and supported languages drive placement. Game Finder runs on play history and lookalike engagement. Both systems read a signal the game has already generated and return it as reach.

Neither generates the first signal.

That first signal comes from outside the store. GameDiscoverCo’s Steam Fan Snapshot of roughly 16,000 committed Steam players puts long-form video at 57% and word of mouth at 44.9% as discovery methods. On mobile, AppsFlyer’s 2025 data shows 57% of Android installs and 44% of iOS installs arriving through paid media rather than store browsing.

We helped Shape of Dreams, from Neowiz, run the sequence in the right order.

An organic, community-driven campaign built around micro creators started the awareness. Community feedback and engagement from the February 2025 Steam Next Fest amplified that interest to over 1 million wishlists.

By the September 10, 2025 launch, in the same week as Silksong and Borderlands 4, the audience already existed in Steam’s data, and the store multiplied it: 100,000 copies in 24 hours, a 35,000 concurrent peak, a top-10 top-sellers placement, and more than 1.5 million units sold to date.

These changes make complete sense for the storefronts’ business models. A store that recommends games people have already shown they want sells more copies per visit at lower cost and lower risk. Valve and Google are in the business of amplifying demonstrated interest and converting it.

They are not in the business of surfacing a new game to people who have no idea it exists, because there is no money in that for them.

That job belongs to the studio and the publisher.

The marketing, community and awareness work that happens outside the storefront now carries the entire front half of the funnel, and its output has to show up inside the store as wishlist velocity, early purchases and playtime before the store will do anything at all. A plan that waits for the platform to find the audience is waiting for a signal it never sent.

Join the conversation on LinkedIn ↗