You know what Horizon Zero Dawn, Untitled Goose Game, and the latest Supermarket Simulator have in common? They all became hits thanks to smart marketing. The approaches were completely different though — depending on budget, audience, and the nature of the game itself.
Rule number one: visual identity is half the battle
Before we talk about ad campaigns and trailers, there’s a basic principle to understand: the game needs to sell itself even during development. Visual style, character design, location atmosphere — all these work as advertising long before release. That's why many studios turn to professional game art studio teams to create a unique artistic style that's instantly recognizable. When your game's art stands out from competitors, half the marketing work is already done.
Take Hollow Knight from Team Cherry. The game became a cult classic not just because of gameplay, but thanks to its unique hand-drawn style that sticks in your memory from first glance. Every screenshot looked like art people wanted to share.
AAA projects: marketing as a military operation
When Sony prepared the Horizon Zero Dawn release in 2017, game ads appeared practically everywhere. Subway billboards, YouTube videos, PlayStation partnerships — classic expensive strategy of total coverage. Marketing budgets for such projects sometimes exceed the actual development budget.
Major publishers spend between US$ 50 and US$ 150 million marketing flagship titles. Electronic Arts uses everything for FIFA or Battlefield promo: from TV commercials to sports event sponsorships. Rockstar Games ran a campaign worth over US$ 100 million before GTA V's 2013 release, including trailers that racked up tens of millions of views within days.
An example of an impressive game in 2025 is the marketing of the game S.T.A.L.K.E.R. 2 from GSC Game World. The studio lit up a shopping mall in the center of Kyiv, which became a viral event. This is not just outdoor advertising - it is an immersive experience that resonates with the cultural context, especially important for a country at war and with problems with electricity supply. When marketing becomes part of the urban space, people talk about it themselves. Newspaper pages spread it, and you don’t have to pay for advertising, the publicity spreads on its own.
Indie: how to go viral without a budget
If you don't have millions for advertising, you need to play a different game. Untitled Goose Game from Australian studio House House — perfect case of viral indie marketing. The game about a troublemaking goose became a meme long before release. Why? The concept was so absurd and charming that people wanted to talk about it. Twitter exploded with fan art, GIFs, and jokes.
The studio didn't spend a single dollar on traditional advertising. Instead they released the right trailer at the right moment, and the community did all the work. YouTubers and streamers picked up the game instantly — PewDiePie, Jacksepticeye, and other big channels made let's plays that got millions of views.
That leads to the next obvious thing: for indie games, influencer marketing is no longer “nice to have”, it’s the main growth driver. StreamElements reports that in 2024 more than 65% of players found new games on Twitch or YouTube. And when a large streamer with hundreds of thousands of followers picks up your game, it’s basically a free ad campaign worth thousands of dollars.
TikTok and the new era of virality
We're seeing a new trend now: hyper-casual simulators going viral on TikTok. Supermarket Simulator, Powerwash Simulator, Gas Station Simulator — all these projects became hits thanks to short video content. The mechanics are simple: a 15-second video shows satisfying gameplay (arranging products on shelves, washing a dirty car), add a trending sound — and voilà, millions of views.
Banana is a good example of how social media hype can work on its own. It’s a simple, almost absurd clicker on Steam that spread mostly through TikTok memes. The game itself is extremely basic and free to play, but people kept installing it simply because it was everywhere. At its peak, SteamDB shows that Banana had over 800,000 concurrent players. Not because of deep gameplay — but because everyone was talking about it.
