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You will own the end-to-end Steam launch plan, including store page management, creator seeding, and community growth strategies. You will report to the CEO and work closely with the game lead to drive wishlist velocity and day-one sales.
This is a remote position.
Wooster Games makes Animal Company, the best-selling game on Meta Quest in 2025. It is a social survival game built for friends to scream, laugh, and share clips with each other, and it reached the top of the platform with a fraction of a typical marketing budget. Our edge is designing gameplay that spreads on its own. Our next game brings that edge to Steam PC. It is an unannounced multiplayer title, currently in full production. We are a profitable, fully remote, independent studio headquartered in New York City. Full details under NDA during the interview process.
You will own how our next game, an unannounced multiplayer title for Steam PC, finds its audience: the store page, the demo, Steam Next Fest, creator seeding, and launch week. You join as the game moves toward its public debut; at the moment the plan becomes real.
This is not a brand or ad-spend job. On Steam, the breakout games are often sold by players and creators, not campaigns. We need the person who makes that kind of attention happen on purpose, then turns it into wishlists and day-one sales. You report to the CEO and work daily with the game's lead.
Own the Steam launch plan. Build the timeline from demo to launch: store page live date, demo release, Next Fest entry, creator waves, launch week, first 30 days. Decide the beats, then run them.
Run the Steam store page. Capsule, trailer, GIFs, short description, tags. Test what converts and keep iterating with the art team.
Build and run creator seeding. Identify the Twitch and YouTube creators whose audiences are the right fit for the game. Pitch them, distribute keys (Keymailer, Lurkit, or similar), manage embargoes, track every video and what it did to wishlists.
Make clips happen on purpose. Work with the design team so the game produces shareable moments, then direct the social lead on where to push them and brief creators on what to try.
Community Growth. Set the strategy for Discord, Steam hub, and subreddit alongside our community manager who runs them day to day, show up in them yourself, and own the funnel from demo player to playtester to evangelist.
Run Steam Next Fest like a launch. Demo live well ahead of the fest, wishlists already climbing, creators lined up for fest week, dev livestreams scheduled.
Report in numbers. Weekly wishlist velocity, creator reach, demo installs and retention, conversion at launch. Tell the CEO and the game lead what is working and what to change.
Shipped at least one game on Steam where you owned marketing and can show the wishlist curve and what moved it.
Hands-on Steam knowledge: store page optimization, demo timing, Next Fest, featuring, how the discovery algorithm rewards wishlist velocity and launch-week sales.
Ran a creator seeding campaign at scale (hundreds of creators, key distribution tooling, embargoes, tracking), not just managed an agency that did.
Deep familiarity with multiplayer and co-op games on PC - You can explain, with numbers, how a breakout indie game found its audience on Steam.
Short-form instinct. You know what a clip needs to spread on TikTok and YouTube Shorts, and you can brief an editor or cut one yourself.
Flexible between leading and doing: marketing strategy, execution, and reporting, with a small team and contractors, and you still hands-on where it counts
Built a Discord community from zero to tens of thousands.
Enough game sense to push back on design when a mechanic will not clip well.
Existing relationships with streamers and content creators in PC gaming.
Experience with Early Access launches and post-launch update marketing.
Location: Remote
Type: Full-time / *or 6-month contract through launch is possible.
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