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FORKOFF
For indie studios, AA/AAA publishers, and game launches · By application · Selective on ICP

Distribution for game studios thatdrives the wishlist push.

FORKOFF for Gaming Studios is a marketing engagement for indie, AA, and AAA teams, Steam, console, and mobile-game launches, and Web3 gaming. Developer clip stacks. Gameplay short-form. Vetted streamer stacks. Reddit and Discord marketing. AEO citation. A qualified-view proof per dollar spent. The clip library keeps driving wishlists through early access and DLC. Buyer-LLM citation names you in the genre shortlist before the Steam visit.

by application · routes to clipping + short-form + streamer stack + Reddit + AEOBy application · 5 engagements per quarterSteam · console · mobile · Web3 gaming
Launch-readyDistribution stack scoped and live before the wishlist push
14Days to first developer long-form moment in market
by applicationEngagement band per quarter (pilot to embedded retainer)
5Engagements per quarter (selective on ICP)
The short answer

What is a game marketing agency, and how does it drive a game launch?

A game marketing agency runs the distribution a studio needs around a launch: wishlist and install campaigns, streamer and creator seeding, clip stacks cut from trailers and gameplay, and community activation across the platforms players actually watch. FORKOFF is an outcome-priced game marketing agency for indie studios, mobile-game teams, and Web3 game builders. It seeds each launch into a clipping and distribution network that has processed 5B+ qualified views, syndicates across creators and channels in parallel, and reports on qualified views produced rather than retainer hours.

▸ Outcome-priced on qualified views, not retainer hours. Steam, console, mobile, and Web3 game launches. Updated 2026-07-24.

Studio shapes FORKOFF runs distribution for
Indie studiosAA publishersAAA launchesSteam launchesConsole launchesMobile-game studiosWeb3 gamingLive-service gamesEarly-access titlesRoguelike and co-op gamesGame DLC dropsStudio communitiesIndie studiosAA publishersAAA launchesSteam launchesConsole launchesMobile-game studiosWeb3 gamingLive-service gamesEarly-access titlesRoguelike and co-op gamesGame DLC dropsStudio communities
Steam · console · mobile · Web3 gamingWishlist push · launch window · early access · DLCDeveloper cadence lockedAudit ledger per dollar
By the numbers

The AI recall shift, in numbers.

Players and press research a game inside AI answer engines before a store page ever loads. Here is the sourced picture behind the AEO, creator, and clip work in this engagement.

  • Gartner projected that traditional search volume will fall 25% by 2026 as buyers move to AI chatbots and answer engines. (Gartner, 2024)

  • A page cited inside a Google AI Overview earns 120% more organic clicks per impression than an uncited page on the same result. (Seer Interactive, 2026)

  • Only 38% of AI Overview citations now come from a Google top-10 page, down from 76%, so ranking first no longer earns the citation. (Ahrefs, 2026)

  • Adding cited statistics to a page lifts its visibility in generative-engine answers by 41%, authoritative-source citations by 115%, and expert quotations by 28%. (Princeton GEO study, 2024)

  • Brands in the top web-mention quartile earn 10x more AI Overview mentions than the next quartile. (Ahrefs, 2025)

  • Google users click a traditional result only 8% of the time when an AI summary appears, versus 15% of the time without one. (Pew Research, 2025)

  • FORKOFF has processed more than 5 billion qualified views across its clipping network, the proof base behind the qualified-view reporting on this engagement. (FORKOFF, 2026)

Pre-engagement diagnostic

Why most game launches
stall before the wishlist push lands.

Five patterns we see when a game studio shops for marketing support. The launch reads as a quiet trailer drop nobody shares. Each row is the FORKOFF fix. Read it before you book the discovery call.

fk_audit · game_studio_engagement_reject_log.csv
  • Row 01
    Reject reasonNo clip culture before the wishlist push
    Audit detail

    Most studios cut one cinematic trailer, drop it on the Steam page, and wonder why wishlists stall. There is no developer long-form, no gameplay clip stack, no community presence the launch can build on. The game cannot spread because nobody on Discord or Reddit has anything to share.

    FORKOFF fix

    FORKOFF builds a gameplay clip stack before the launch window. 30-plus clips per long-form session, each one a distinct hook from the game loop. The clips are seeded into the communities that actually move wishlists, and they keep working through early access and DLC.

  • Row 02
    Reject reasonStreamer spend with no per-creator audience accountability
    Audit detail

    A games-PR shop books streamer and creator promos through a network. The audience is not your player. The view count is mostly passive viewers who never wishlist. The studio pays per stream with no idea which creator actually drove qualified wishlists versus vanity concurrent viewers.

    FORKOFF fix

    Vetted KOL and streamer stack. Per-creator audience overlap checked against your player ICP before any spend goes out. Every activation reported on the qualified-view ledger. Bot and passive-viewer rate disclosed. Spend goes where players who buy games like yours actually watch.

  • Row 03
    Reject reasonA Discord that launches empty and a Reddit presence that is just self-promo
    Audit detail

    The studio spins up a Discord on launch week with nobody in it and drops trailer links into r/gaming that get downvoted to zero. The two highest-intent community surfaces for a game launch sit unused or actively work against the studio.

    FORKOFF fix

    FORKOFF runs community and Reddit marketing with a native posting cadence. We seed gameplay clips and dev-diary content into r/gaming, r/IndieGames, and the genre subreddits before launch, build the Discord with a real reason to join, and never buy upvotes or post links that get removed.

  • Row 04
    Reject reasonNo buyer-LLM citation for genre-discovery queries
    Audit detail

    Players now ask ChatGPT, Perplexity, and Claude for the best game in a genre before they browse Steam. The answer cites the established titles. A new game is invisible in that shortlist unless AEO work runs before the launch window.

    FORKOFF fix

    AEO citation work, schema graph, and answer-first long-form gets your game into buyer-LLM responses for the genre-discovery queries your real players run. The shortlist names you before the player ever opens the Steam page.

  • Row 05
    Reject reasonA dev-diary podcast that drops to 200 plays and dies
    Audit detail

    The studio records a developer interview or dev diary. It drops to 200 plays. Nothing gets clipped, nothing gets distributed to the genre communities and streamer audiences. The developer story that should sell the game dies in a podcast feed.

    FORKOFF fix

    Every developer session becomes a 30-plus clip arc. Each clip is a distinct hook seeded into the right gaming communities on Twitter, Reddit, and streamer surfaces. The dev story lives for 12 months and through every content beat, not 48 hours.

5 / 5 patterns auditedSource: FORKOFF game engagement bankPre-application diagnostic
The wedge

PR shops rent a trailer drop.
Clip stacks compound the game loop.

Generic games-PR shops sell a 72-hour coverage window. Streamer networks sell concurrent-viewer counts. Neither builds a distributable game thesis. FORKOFF ships developer-led gameplay clip stacks, Reddit and Discord presence, and AEO citation that stays discoverable next content beat. Launch week ends, but a compounding clip library keeps driving wishlists through early access and DLC.

14Days to first developer long-form in market
30+Gameplay clips per long-form session
5Engagements per quarter (selective ICP)
See the Web3 distribution hub
Service 01 of 07

Clipping and gameplay video for game launches.

Your cinematic trailer is not a distribution asset. A gameplay clip stack is. FORKOFF cuts 30-plus clips from a single developer long-form session, each one a distinct hook from the game loop that a real player can verify in 30 seconds. The clips are seeded into the genre and gaming communities that actually move wishlists before the launch window opens. The trailer is the entry point. The clip library is what keeps earning wishlists through early access and DLC. On the tooling that makes that clip volume viable, our best AI video editor breakdown covers the stack.

Explore the Clipping service
Service 02 of 07

Short-form video that drives genre discovery.

Wishlists move on short-form gameplay. A polished trailer that lives only on the Steam page never reaches the player mid-scroll. FORKOFF cuts the developer long-form and gameplay captures into vertical short-form built for the surfaces where your genre gets discovered, and seeds each clip with a hook tuned to the game loop. The cadence runs weekly, not just on launch day, so genre discovery compounds while the trailer fatigues.

Explore Short-Form Video
Service 03 of 07

Twitter virality and clip distribution for game launches.

Gaming Twitter is where a launch goes from zero signal to real word of mouth. FORKOFF seeds developer and gameplay clips from the long-form arc into the relevant communities, timed to the announce and wishlist-push beats. Each clip is a specific gameplay hook, not a generic highlight. The distribution cadence runs weekly, not just on launch day. The clip library compounds while everything else on the timeline expires in 24 hours.

Explore Twitter Marketing
Service 04 of 07

Reddit and Discord marketing for genre communities.

r/gaming, r/IndieGames, and the genre subreddits where your players already discuss games like yours are the highest-intent wishlist surfaces on the internet. FORKOFF posts natively, seeds gameplay clips and dev-diary content that answers the question the community is asking, and builds the Discord with a real reason to join before launch week. We do not buy upvotes, use karma-farm accounts, or drop trailer links that get downvoted to zero in 20 minutes.

Explore Reddit Marketing
Service 05 of 07

Dev-diary and long-form sessions that become 30-plus clip assets.

A dev diary that drops to 200 plays and dies in a podcast feed is not a distribution asset. A developer session that gets clipped into 30 distinct gameplay and story hooks and seeded across Reddit, Discord, and streamer surfaces is. FORKOFF scopes the long-form session, produces the arc, and clips it for every surface in one production cycle. The developer story does not expire after 48 hours.

Explore the Podcast service
Service 06 of 07

Streamer and KOL marketing with per-creator player-ICP audit.

Generic creator agencies book streamer promos through networks with no per-creator vetting. The audience is not your player. The concurrent-viewer count is mostly passive viewers who never wishlist. FORKOFF audits every creator on the streamer stack before any spend goes out, checking audience overlap with your specific player ICP. Passive-viewer rate is disclosed on the engagement ledger, and qualified reach is reported against the wishlist cohort where store data allows. You pay for qualified reach, not raw concurrent viewers.

Explore KOL Marketing
Service 07 of 07

AEO and GEO citation for games in genre-discovery shortlists.

Players now ask ChatGPT, Perplexity, and Claude for the best game in a genre before they ever browse Steam. The genre answer cites the established titles. A new game is invisible unless AEO work runs before launch. FORKOFF runs schema graph, answer-first long-form, and per-LLM citation tracking so your game appears in the buyer-LLM shortlist before the player reaches the store page.

Explore Answer Engine Optimization
LIVEAudit ledger · Game-studio engagement bench

Three numbers that decideif a game launch compounds.

0 days
First developer long-form moment in market
From scope-signed to first published clip in the right community. Locked into every 30/60/90 plan.
Each clip is a distinct gameplay hook, not a recut cinematic trailer. Seeded across Reddit, Discord, and streamer surfaces.
Gameplay clips per long-form session
0
Pilot floor by application. Routes to clip stack, short-form, streamer stack, Reddit strategy, AEO, or developer funnel.
Engagements accepted
0/qtr
Application-only · selective on ICPSteam · console · mobile · Web3 gamingQualified-view proof, audited every FridayScale-up or scale-down call at quarter end
What plugs into the game-studio engagement

Four phases. Thirty
deliverables behind the seat.

PHASE 01[WEEK 1-2]
01
Strategy

Game thesis locked, streamer stack vetted, launch and wishlist calendar mapped.

Deliverables (5)

  • Game positioning and genre thesis signed.
  • Launch window and wishlist-push timeline classified.
  • Streamer and KOL stack vetted on audience and player-ICP overlap.
  • AEO and genre-query citation baseline run.
  • Developer voice extracted from prior content.
PHASE 02[WEEK 3-6]
02
Production

Developer long-form, gameplay arcs, and clip stack in production.

Deliverables (5)

  • Developer long-form session recorded and edited.
  • Gameplay and dev-diary video arc produced.
  • Genre deep-dives scripted and shipped.
  • Clip stack (30 per long-form) cut and seeded.
  • Reddit and Discord posting strategy live.
PHASE 03[WEEK 6-10]
03
Distribution

Clips seeded across gaming surfaces and Reddit. Streamer activation live.

Deliverables (5)

  • Gameplay clips shipping weekly from the developer stack.
  • Reddit threads live in relevant genre and gaming subs.
  • Discord community seeding started.
  • Streamer and KOL activation timed to the wishlist push.
  • AEO citation schema live and crawler-indexed.
PHASE 04[WEEK 10-13]
04
Settlement

Wishlist and community signal reported, qualified views on ledger, scale or extend decision.

Deliverables (5)

  • Weekly audit-ledger receipt on qualified views and wishlist signal.
  • Community reply rate and Discord growth reported.
  • Buyer-LLM citation share checked and logged.
  • Wishlist and player pipeline attributed where store data allows.
  • Scale-up or scale-down recommendation issued.
What counts on the game-launch proof

What countson the weekly receipt.

A game-launch engagement is only working when four signals hold every week. Developer gameplay clips replayed by real players. Reddit threads opened from the distribution spine. Streamer qualified reach reported with player-ICP overlap data. A clip library that is still earning wishlists through early access and DLC. Total impression count without qualified-view trace does not count. The verified proof writes the four signals down every Friday. The operator signs it.

Active check · GAMEPLAY PROOF
1 / 4Signals the weekly report checks every Friday. Gameplay clips, community signal, streamer qualified reach, and AEO citation share.

01 GAMEPLAY PROOF

Developer gameplay arc replayed by real players before the wishlist decision.

01

GAMEPLAY PROOF

Gameplay clips and Reddit threads surface in pre-launch genre discovery. Players watch the game loop before they wishlist. The Steam-page visit happens after the player already wants the game.

fk_audit · qv_check_01

rule · Developer gameplay arc replayed by real players before the wishlist decision.

02

COMMUNITY SIGNAL

Community replies, upvotes, and Discord joins traceable to specific Reddit posts and seeded gameplay clips. Not vanity post count. Real genre-community signal the audit ledger can name.

fk_audit · qv_check_02

rule · Reddit threads and Discord seeding attributable to the distribution spine.

03

STREAMER QUALIFIED REACH

Per-creator audience overlap checked before any spend. Only streamers whose audience includes real players of games like yours get activated. Passive-viewer rate disclosed. Qualified reach reported against the wishlist cohort where store data allows.

fk_audit · qv_check_03

rule · Streamer activation qualified by player-ICP audience overlap, not raw concurrent viewers.

04

COMPOUND CLIP LIBRARY

Every asset shipped this quarter is indexed, discoverable, and still driving wishlists next content beat. The clip library is the studio's permanent distribution asset, not an agency deliverable that expires when the launch week ends.

fk_audit · qv_check_04

rule · Clip stack from every long-form session keeps earning wishlists through early access and DLC.

Counts as verified
  • Gameplay clip replayed by a real player before the wishlist decision
  • Reddit thread opened by the distribution spine, not a bot account
  • Streamer activation delivered via a vetted creator with player-ICP overlap data on file
  • Buyer-LLM citation logged on a genre-discovery query
  • Discord join rate above baseline traced to a seeded gameplay clip
Does not count
  • ·Streamer count optimised for vanity concurrent viewers, no player-ICP overlap data
  • ·Press release distribution to wire services with no community follow-through
  • ·Launch-day Discord announcement with no clip distribution or Reddit seeding
  • ·Generic gaming-Twitter impressions with no qualified-view attribution
  • ·Steam trailer as the only developer-voice asset before launch
Outcomes the game-studio engagement unlocks

Distribution, community signal,
and a real scale call.

Three game-studio engagements across an indie Steam launch, a live-service title, and a Web3 gaming team. FORKOFF operators owned the distribution spine and ran the clip layer. The weekly proof was something the developer could read in two minutes. Read the longer write-ups inside our case-study hub.

30+

Clips shipped per developer long-form session. Every clip a distinct gameplay hook seeded into relevant communities before launch.

14

Days from engagement start to first developer long-form moment in market. The game thesis is distributable by week two.

60

Days from engagement start to first measurable AEO citation inside buyer-LLM responses for genre-discovery and game-recommendation queries.

YOURS

You keep raw footage, all edits, the clip library, community posts, and the distribution playbook after the engagement ends.

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operator proof

What operators say after the first quarter.

The qualification ledger changed how we report to the board. Real attention, verified weekly, not dashboard vanity.
G

Growth lead

Series A, 2026, AI infrastructure startup

Brand
We went from guessing pipeline attribution to seeing it in a weekly audit ledger. Finance signed off on the next quarter before the first one ended.
M

Marketing director

Mid-market, 2026, B2B SaaS platform

Brand
FORKOFF ran our conference activation across three cities in one quarter. Side events, content capture, post-event distribution. One operator, one ledger.
H

Head of events

Three cities, one quarter, DevTools company

Partner
Geo-routing pulled the campaign out of single-market mode. India and Southeast Asia carried the qualified attention count. The unit cost dropped by two thirds.
C

Campaigns lead

India + SEA launch, Q1 2026, Consumer tech brand

Brand
99.71%Sustained legitimacy rate
3.4xRetained attention vs prior agency
250+Qualified introductions
4.2MQualified views in 14 days
Featured engagements
Voices from the field

What operators say about outcome-priced marketing.

Quotes from real buyer-side teams across AI, SaaS, Web3, and DevTools verticals.

Outcome-priced changed the conversation with our board. We pay for verified pipeline, not activity reports. The audit ledger is what our CFO actually reads.

Founder and CEO

AI startup, Series A

Same budget, 3.4x more retained attention. The unit of account matters. Qualified views are the only metric we report now.

VP marketing

B2B SaaS, mid-market

FORKOFF ran our developer conference activation end to end. Side events, podcast capture, post-event clip waterfall. One operator replaced three vendors.

Growth lead

DevTools, developer conference activation

The founder funnel compounded faster than any paid channel we tested. 30 minutes a day of founder voice, 50 named accounts, weekly warm intros. Built once, runs indefinitely.

Product marketing lead

Web3 protocol

Comparison

FORKOFF game engagement vs the alternatives.

Four routes to game-launch distribution. Match the engagement to your launch stage, wishlist-push timeline, and willingness to commit to outcome-priced reporting. Games-PR shops and streamer networks both lose on wishlist durability and audit-proof transparency. DIY studio teams lose on clip production speed. Pair routes with co-funded events through our services/events lane.

← scroll horizontally to see more →

FeatureFORKOFF game engagementEmbedded · outcome-priced · developer-led game distributionGames-PR shopStreamer network blasts · press release fire-and-forgetDIY studio teamIn-house community manager · no distribution playbookGeneric creator agencySame streamer template reused across every game on the roster
Distribution driverDeveloper long-form plus gameplay clip stack plus vetted streamer activation plus Reddit and Discord strategyPaid streamer promos through unvetted networks plus generic press release distributionDeveloper tweets, a Steam page, and a launch-day Discord announcementReused game-promo streamer template adapted for every client on the roster
Player trust sourceDeveloper-led long-form with real gameplay proof plus Reddit and Discord presence plus gameplay clipsLogo walls on the agency website, no per-creator qualified-view dataDeveloper personal brand if the studio has one, nothing otherwiseCopy-pasted case studies from a previous game in a different genre
Streamer accountabilityPer-creator player-ICP overlap audit before any spend. Passive-viewer rate disclosed on ledgerTop-tier network list. No audience overlap data. Passive-viewer rate not disclosedThe studio's personal network. Reach is randomNetwork list with no per-creator vetting for your specific player
Engagement modelEmbedded retainer, outcome-priced on qualified community signal and wishlist distributionProject fee, output-priced on press release count and streamer countHeadcount salary plus equity plus ramp plus tenure varianceFlat retainer priced on deliverable count, not wishlist outcome
Speed to first assetFirst developer long-form in market by day 14Week 8 press release ready. No clip stack. No distribution systemRoughly 90 days, gated on hiring closing and tool setupWeek 6, recycled from the agency template library
Post-launch durabilityClip stack and community presence remain discoverable through early access and DLC for 12 monthsCoverage window is 72 hours. Then silence until the next paid campaignDepends entirely on whether the studio keeps posting after launchCampaign ends when the retainer ends. No compounding library
Reporting surfaceWeekly audit-ledger receipt on qualified views, wishlist signal, streamer outcome, AEO citationMonthly PR clipping report. Impressions and estimated reach, no qualified-view dataWhatever analytics the studio checks on a TuesdaySlide deck of stream totals, light on wishlist-quality attribution
Game-studio engagement plans

Three routesfor game studios and publishers.

Clipping and gameplay video, full launch engagement, or streamer and KOL activation. Match the engagement to the launch stage. By application, capped at 5 per quarter.

01

Clipping and Gameplay Video

Developer long-form arc plus 30-plus gameplay clip stack for the wishlist push

by application/cycle
  • One developer long-form session
  • 30+ gameplay clips per session
  • Reddit and streamer-surface seeding
  • Wishlist-push timing
  • Clip library ownership
Apply for Clipping
Most picked
02

Full Launch Engagement

Clipping plus streamer activation plus Reddit and Discord plus AEO citation

by application/qtr
  • Embedded operator
  • Vetted streamer stack
  • Reddit and Discord strategy
  • AEO citation layer
  • Weekly audit ledger
Apply for the engagement
03

Streamer and KOL Activation

Vetted streamer and creator activation timed to launch and content beats

by application/window
  • Per-creator ICP audit
  • Wishlist-push timing
  • Developer cadence locked
  • Community seeding
  • Post-launch durability
Apply for KOL Marketing

Note ·Pilot floor (by application) applies to the first cycle. Engagements scope-locked, not retainer guesswork.

Game-studio engagement fit diagnostic

Strong fit when 4+ are true.
Skip when any disqualifier fires.

Who you are
  • Launching a game on Steam, console, or mobile in the next 90-180 days and need a wishlist-driving distribution spine
  • Building an indie, AA, or live-service title with a genuinely demoable game loop
  • Developer or studio lead willing to do one long-form session per month and let the clip stack do the distribution
  • Game with a gameplay hook real players can verify in a 30-second clip
  • Studio that wants qualified wishlist and community signal reported on a weekly audit ledger, not just impression totals
  • Already getting some community traction but no systematic clip, Reddit, or Discord strategy behind it
What FORKOFF delivers
  • Embedded operator who owns the distribution spine and runs weekly cadence with the studio
  • Developer long-form arc plus 30-plus gameplay clip stack plus Reddit and Discord strategy plus vetted streamer activation
  • 30/60/90 plan signed in week one with the audit-ledger baseline captured on day one
  • Gameplay clip stack plus Reddit community threads plus Discord seeding plus AEO citation layer
  • Weekly audit-ledger receipt against qualified views, wishlist signal, and streamer qualified reach
  • Routes to /services/clipping, /services/clipping, /services/twitter-marketing, /services/reddit-marketing, /services/kol-marketing, /services/podcast, and /services/answer-engine-optimization based on launch stage
Not the right fit
  • ×Pre-vertical-slice teams with no playable build or gameplay loop to demo and distribute
  • ×Studios where the developer will not commit to one long-form session per month
  • ×Pure paid-acquisition mandates with no narrative, developer voice, or owned-distribution work
  • ×Games with no demoable hook where the loop cannot be shown in a short clip
  • ×Studios expecting a community to build itself without a systematic posting and seeding strategy
Apply for the engagement

by application pilot floor · routes to clipping, short-form, streamer stack, Reddit, AEO, podcast, Twitter marketing

FORKOFF runs the game-studio engagement as an embedded retainer. The FORKOFF execution stack plugs in behind it. By application. Capped at 5 engagements per quarter. Selective on ICP. Pilot floor sized per service stack chosen, by application. Most studios route into a gameplay clip stack plus Reddit and Discord strategy (project), a full launch engagement (retainer), a streamer activation (wishlist push), or a genre-led discovery retainer after the diagnostic.

  1. 01Sandbox
  2. 02Engagement
  3. 03Compound
By application
Apply for the engagement
Markets we run this in

Game-studio engagements compound where studios, players, and capital cluster. We anchor the developer cadence inside San Francisco and Berlin. We run wishlist-push distribution through Berlin GTM for launch and content-beat windows.

Frequently asked questions

How does FORKOFF handle clipping for a game launch specifically?

We scope a full gameplay clip stack before the wishlist push opens. The developer records one long-form session, and FORKOFF cuts 30-plus clips, each one a distinct gameplay hook seeded into the right genre and gaming communities on Reddit, Twitter, and streamer surfaces. Each clip is a real moment from the game loop, not a recut of the cinematic trailer. The clip library stays discoverable and keeps driving wishlists through early access and DLC for 12 months after launch.

How do you vet the streamer and KOL stack for a game launch?

Every streamer and creator handle gets a player-ICP overlap audit before any spend goes out. We check whether the creator's audience includes real players of games in your genre, not just a high concurrent-viewer count. Passive-viewer and bot rate is disclosed on the engagement ledger, and qualified reach is reported against the wishlist cohort wherever store data allows. We do not use generic streamer networks with no per-creator vetting for your specific player.

What does the Reddit and Discord work look like for a studio?

We post natively in r/gaming, r/IndieGames, and the genre subreddits where your players already discuss games like yours, seeding gameplay clips and dev-diary content that answers the question the community is asking. We build the Discord with a real reason to join before launch week, not an empty server with a trailer link. We never buy upvotes or drop self-promo that gets removed. The community becomes a real wishlist source through launch and beyond.

Is FORKOFF right for a Steam launch, a console launch, or a mobile game?

All three, with different distribution stacks. Steam launches anchor on the wishlist push, gameplay clip seeding, and the genre-subreddit cadence. Console launches add the streamer activation timed to the announce and release beats. Mobile games lean on short-form gameplay clips and creator surfaces for install-driving discovery. Web3 gaming adds the community and token-aware layer. The engagement is scoped to match the platform and the game loop.

What AEO and GEO work is included for game studios?

AEO citation work is a standard layer of the game engagement. Schema graph, answer-first long-form copy for genre-discovery queries, llms.txt publication, and per-LLM citation tracking on the ChatGPT, Perplexity, and Claude queries your players run when they ask for the best game in a genre. The goal is to get your game named in the buyer-LLM shortlist before the player ever opens the Steam or store page.

How long does a game-studio engagement typically last?

Most studio engagements run 90 days as a first cycle, often anchored to a launch or major content beat. The first 14 days lock the strategy and produce the first developer long-form moment in market. Days 14 to 60 run the full gameplay clip and community distribution stack. Days 60 to 90 settle the ledger, report qualified views and wishlist signal, and prepare the scale-or-extend recommendation. Engagements can continue on a quarterly retainer through early access and DLC.

The brand line

Stop dropping trailers into silence.
Build the distribution spine before the wishlist push.

30/60/90 cadence. First developer long-form in market by day 14. Gameplay clip stack shipping by day 21. Streamer activation timed to the wishlist push. Reddit and Discord community presence live before launch. AEO citation running from week two. Audit-proof proof every Friday. Built for game studios who need distribution that keeps earning wishlists through early access and DLC. Pair the seat with Clipping, Short-Form Video, Twitter Marketing, Reddit Marketing, KOL Marketing, or Answer Engine Optimization depending on launch stage. Adjacent ICP hubs: Mobile apps, Web3 protocols, SaaS companies. Browse all FORKOFF ICPs if gaming studios is not the closest fit.