How I got my demo ready for Steam Next Fest
Game Maker's Toolkit
0:00 Hey!
0:01 It’s Mark So, this week is Steam Next Fest,
0:05 which is an online festival for upcoming games,
0:09 where everyone gets to show off the demo for their next project.
0:13 And my new game– the roguelike spell ’em up Word Play– is in the showcase.
0:19 Now I’m actually really happy with how things
0:21 have gone in the lead-up to Next Fest,
0:23 and I’m confident that the demo will have the best
0:25 possible chance of standing out and getting those all-important wishlists.
0:31 So I wanted to share 7 tips for how to make a demo,
0:35 and how to get the most out of Steam Next Fest.
0:38 Sound good?
0:39 Okay, then let’s start with Tip Number 1–
0:44 Launch your demo before Next Fest begins So,
0:48 there’s nothing in the rules that says your demo
0:51 has to debut at the start of Next Fest.
0:54 So I actually released the demo for Word
0:57 Play about 2 weeks before Next Fest began.
0:59 And that turned out to be a great decision.
1:02 For one thing, it helped the game gain a bunch
1:05 of wishlists– about 25,000 before Next Fest even started.
1:09 But I also got an enormous amount of feedback from players– and could
1:14 use this to improve and fix the demo before the event kicked off.
1:18 So, for instance, in the first version of the demo,
1:22 you could only spell a word up to 10 tiles long.
1:25 But players told me that it felt bad to find
1:28 a word that’s longer– and not be able to play it.
1:31 So, okay, I changed it– and now if you keep
1:35 adding letters then a secret second row of tile holders appears.
1:39 Players also found it annoying to get into the shop screen–
1:43 and not be able to see the letter bag or the letter grid.
1:46 So I added buttons that let you open the bag
1:49 or peek behind the cards to see the game board.
1:52 I also added the ability to break glass tiles after making them,
1:57 and a way to sort the letter grid into alphabetical order.
2:01 Plus– I fixed loads of bugs.
2:04 So, so many bugs.
2:06 So, remember– you only get one chance with Steam Next Fest.
2:11 And if you want to put your best foot forward,
2:14 release your demo in advance in order to find
2:17 and fix the biggest issues before the event goes live.
2:21 Tip Number 2 is to show enough,
2:24 but not too much This is a tricky one to get right,
2:28 and will change for every game.
2:30 But the basic premise is sound.
2:32 So for instance– my demo for Mind Over Magnet was way too short.
2:36 The demo only contained the first world and that clocked
2:40 in at a measly 15 minutes of gameplay.
2:43 Which wasn’t very satisfying,
2:44 didn’t stick around long enough to get people excited,
2:48 and probably didn’t help the game with the Steam algorithm.
2:52 But, on the other hand,
2:54 you’ve probably played a demo that was so good, and so full of content,
2:59 that you got your fill with the freebie
3:01 and never actually bought the full thing.
3:04 So you want to aim for something that will show off why the game is fun,
3:07 and even give players a reason to play multiple times– but you
3:10 also want to leave a lot out for the full release.
3:14 So in Word Play I found a pretty good balance– the demo has about 25 perks,
3:19 which is enough for strategies and synergies and replayability,
3:22 but is a long way off the full game’s 120 perks.
3:27 And it has just one mode,
3:29 whereas the full game will have a bunch of different ways to play.
3:33 You can then test whether your demo is long
3:35 enough by checking the “median time played” stat in Steamworks.
3:39 You should aim for somewhere between 30 and 90 minutes.
3:43 Word Play is bang in the middle with almost exactly 1 hour of median playtime.
3:49 But if you’re not happy with the number you see?
3:52 Well, good job you launched your game before Next Fest
3:56 and can add or remove content before the event kicks off.
4:00 Another good tip is to look at other demos in your game’s genre.
4:04 How much are they giving away?
4:06 Tip Number 3 is to give a great first impression A demo is free.
4:12 Which means that players have invested nothing– and so will
4:16 happily quit out and delete your demo if they are bored,
4:20 frustrated, or generally unimpressed.
4:22 There are a few ways to avoid this.
4:25 Make sure the presentation is solid.
4:27 I waited until Zach had composed some music before launching
4:29 the demo because a completely silent game does not scream high quality.
4:35 In terms of difficulty, I would err on the side of easier rather than harder.
4:40 You generally don’t want players to rage quit your demo in frustration.
4:44 An easy demo is better– especially because
4:47 players know the full game will get harder.
4:50 And you should find ways to give players a good initial experience,
4:54 even if it’s a little constructed.
4:57 So in the demo for Word Play I made sure to include two
5:00 perks that pair really well– an upgrade that lets you make golden tiles,
5:04 and a modifier where if you submit a golden tile,
5:08 the tile to the right becomes golden.
5:10 This creates a silly synergistic strategy of endlessly getting golden tiles,
5:15 which just feels great and will leave players with a strong impression.
5:19 And with only 25 perks in the demo,
5:22 this situation is pretty likely to come up, almost guaranteeing a good time.
5:27 Remember that a demo is not a playtest build.
5:30 It’s not a way to get feedback and bug reports.
5:33 It’s marketing– so do whatever it takes
5:36 to cast your game in the best possible light.
5:40 Tip Number 4 is to tease content that isn’t in the demo So,
5:45 as discussed, you want to leave a lot out for the actual paid release.
5:49 But don’t leave players guessing about how
5:51 much more content there is left to discover.
5:54 So you can do this inside the game itself.
5:57 Like I said– the Word Play demo has only one mode.
6:00 But I made sure to leave in the buttons for all the other modes,
6:03 just with a lock icon and a tag that says “available in the full release.” Also,
6:09 the game has just one type of special tile– the golden tile.
6:14 But from the logo, you can see that there are other types of tile available.
6:18 What does the green tile do?
6:20 The blue tile?
6:21 The red tile with the dot?
6:24 The… bubbly red water tile?
6:26 There’s clearly more to this game!
6:29 But you can also do it outside of the game.
6:31 So before Next Fest began I made a Steam news event for the game
6:35 that simply describes all of the stuff that isn’t in the demo,
6:38 but will be in the full game.
6:40 How there will be more perks, more special tiles,
6:43 more special rounds, more music, more everything.
6:46 That way players can understand what’s to come
6:48 and– fingers crossed– add the game to their wishlist.
6:52 Oh, and you can make that easier by literally putting a button
6:55 in your demo that will take people directly to the Steam store page.
6:59 Tip Number 5 is to send all of your feedback to a single location Okay,
7:05 so when I first launched the Word Play demo… I was getting a lot of feedback.
7:09 Bug reports.
7:10 Feature requests.
7:12 Ideas for modifiers and special rounds.
7:15 Everything you could think of.
7:16 But those reports were distributed across,
7:20 well, replies on Bluesky, Discord DMs, emails,
7:24 the comments on two different YouTube videos,
7:27 and discussions on the game’s Steam forum.
7:30 Which was completely overwhelming.
7:32 I simply could not keep track of it all.
7:34 So– I made a single source for feedback.
7:37 I made a forum on the GMTK Discord server with places to put bugs,
7:42 ideas, and requests.
7:43 And then I funnelled everything into that forum.
7:46 I made a pinned post on the Steam
7:48 forums telling people to go to the Discord server.
7:50 I put pinned comments on the YouTube videos with the same info.
7:54 And I even put a “report an issue” button into the game–
7:58 which loads up a page linking to the Discord server.
8:01 Now I can more easily track these issues and reply to them.
8:05 Though, the most common piece of feedback was not a bug.
8:09 Or a feature request.
8:11 It was simply… why does the game not let me spell WAIFU?
8:16 Or YEET?
8:17 Or RIZZ?
8:18 Yeah, this is one of the perils of making a word game.
8:21 Your dictionary will never catch everything
8:24 that people consider to be a real word.
8:27 So I knew I needed a bespoke solution for this.
8:30 For starters, I added a tutorial that appears the first time you spell
8:34 an invalid word and explains that proper
8:37 nouns like countries and companies aren’t accepted.
8:41 But also– every time you spell an invalid word it will add a button
8:45 to the options panel which lets you petition
8:47 for that word to be included in future updates.
8:50 Click this button and it shoots an event to Unity’s analytics– and I
8:54 can then get a massive spreadsheet of every word that’s been petitioned.
8:58 Then I can go through them one by one and– as the great
9:03 arbiter of words– decide which ones should go in the game.
9:06 The first batch I added included terms like BESTIE,
9:10 BOOLEAN, EMOJI, GAMIFY, NERFING, and WEEABOO.
9:16 I’m really glad I got all of this sorted before Next
9:20 Fest as it has made my life a whole lot easier.
9:24 Tip Number 6 is to block content properly Okay,
9:29 if you’re making a demo for a game,
9:31 sometimes the easiest thing to do is just upload your full
9:35 game build but block access to the stuff outside the demo.
9:39 In my case, I have a checkbox inside Unity for “demo”,
9:43 and if that’s ticked then the game only
9:45 shuffles in the first 25 perks on the stack.
9:48 And it makes sure the buttons for the other modes are made non-interactable.
9:53 Now I knew that there was probably some
9:55 technical way to make this content accessible again…
9:58 but what I didn’t expect was that on the literal
10:00 first day that I dropped the demo,
10:02 someone let me know that they had fiddled with the files,
10:05 unchecked that box, and opened up the rest of the game.
10:09 Oops.
10:10 So, from the next patch onwards I made sure
10:13 that the demo files only contained 25 perks and 1 round,
10:17 meaning that there was no way to restore the rest of the content.
10:20 Now this might sound like a big goof on my part, but it’s actually not uncommon.
10:26 I remember when the Shadow Complex demo
10:28 launched on Xbox Live Arcade and there was
10:31 a relatively simple way to bypass the end
10:33 of the demo and play through the whole game.
10:36 And also, remember when Sega accidentally uploaded
10:39 the full version of Yakuza 6 as a demo?
10:43 Oopsie.
10:43 So– whatever you put in the demo version of your game,
10:46 just assume that someone will figure out a way to access it.
10:50 And so make sure that the demo only contains the content… from the demo.
10:56 And finally, Tip Number 7 is to release your game shortly after
11:00 the release of the demo If someone plays your demo, gets excited,
11:05 and wishlists your game– you should ideally be able to deliver
11:09 them the full experience before they forget about it and lose interest.
11:14 So don’t wait a year for the actual game to come out.
11:17 And that’s why I’m pleased to announce that the full version
11:20 of Word Play will be out on Steam on July 14th,
11:25 2025– with 120 perks, loads of special rounds,
11:29 loads of modes, more music, more features, and more words.
11:34 Thanks for watching, please consider adding the game to your Steam wishlist.
11:38 And I’ll see you soon.