
InAppStory is on its way to Web Summit 2025

There’s a reason “how to market a game” is one of the most searched phrases among indie developers and game studios. Building a game is hard. Getting anyone to notice it? Often harder.
And to be honest, most advice out there is recycled. Post on Reddit. Launch a Discord. Make a trailer. Try ASO. These aren’t bad suggestions. But they rarely move the needle on their own.
In 2025, game marketing needs more than visibility. It needs context, targeting, and format. That means meeting users where they already are — not just in app stores, but inside other apps, inside real content, and inside their routines.
This guide covers the basics you’re expected to do (ASO, ads), then expands into real-world strategies you probably haven’t tried yet like in-app story promotion and partner placements in other apps. If you’re trying to figure out how to advertise your game without depending on saturated channels, read on.
Start with the fundamentals. You still need App Store Optimization (ASO). Your title, screenshots, keywords, and ratings matter — especially if you’re marketing a mobile game. Same goes for paid user acquisition. A short burst of installs can improve ranking and social proof early on.
But neither of these is a full strategy. ASO works best when your game is already getting some attention. It doesn’t generate demand — it converts it. And paid ads? They get expensive quickly. Especially in mobile gaming, where install costs are high and user churn is fast.
So yes, ASO and ads are part of game marketing, but they’re no longer where you win. They’re where you support your efforts elsewhere. And that brings us to newer, less crowded tactics — the ones that most developers still overlook.
Here’s a question most indie teams don’t ask: Why are you only promoting your game outside the app ecosystem, when your audience already spends hours per day inside other apps?
Partner app promotion means showcasing your game inside another app, ideally one that shares your target audience but doesn’t directly compete. Think of it like renting attention in a highly relevant space, without paying ad network fees or fighting for inventory in Google Ads.
Let’s say you’ve built a turn-based strategy game. Your core audience? Likely over 25, detail-oriented, and familiar with similar digital formats. Now imagine placing a short preview or playable story for your game inside:
These apps already attract your audience. And unlike banners or video interstitials, in-app placements — especially those that look and feel native — avoid ad fatigue. Some examples of what this could look like:
This format isn’t theoretical — brands already use in-app stories to promote non-native content. One example is a food delivery app, which used interactive Stories to highlight restaurant promotions and deals directly inside the app. The same logic applies to mobile games: when you place short, engaging story content where users are already active, attention follows.
Most marketing strategies focus on pulling users out of where they are — off social media, out of a blog post, into a store listing. But what if you flipped that?
In-app story campaigns let you reach users inside the apps they already use. Think of Instagram stories, but designed specifically for showcasing new features, promos, or yes, mobile games.
This isn’t just another ad format. Stories feel native. They don’t interrupt; they guide. That makes them a strong fit for game marketing, especially when the game has a visual or choice-based mechanic you can preview.
Games are interactive by nature. Stories are too. So when you show your game through a short, tappable story — a decision path, a reward loop, a character reveal — you’re not just selling a download. You’re showing how it feels to play.
Even a 3–4 screen story can:
And because this happens inside another app, your user is already active, already engaged, and if you’ve chosen the right partner app, likely a good fit demographically.
You can use in-app story campaigns in a few ways:
This tactic isn’t common yet, which is why it works. It’s immersive, cost-effective, and measurably better than static banners or broad video placements. Especially for devs with limited ad budgets.
Let’s say it plainly: “build a community” is advice that’s easy to say and hard to apply. Especially when your actual job is building and launching the game.
But community doesn’t have to mean managing a 24/7 Discord or posting memes every day. It just means creating a small space where players feel seen, and new players feel welcome. And if done right, it becomes a marketing channel of its own.
The goal isn’t reach. It’s resonance. Short-form content (gameplay reels, 15-second trailers, devlog cuts) works best when it answers one of these questions:
It’s about being clear enough that someone watching for 6 seconds can say, “That looks like something I’d try.”
People love watching things take shape. If you’re short on time or don’t want to manage a full YouTube channel, do this:
No need to be polished. Raw is often better. And over time, these posts build a quiet following especially on platforms like Reddit, Twitter/X, TikTok, and YouTube Shorts.
If you’re wondering whether this matters for game marketing, here’s a simple rule: If 10 people care enough to share your game before it launches, that’s more valuable than 10,000 impressions from people who forget it 5 seconds later.
Start small:
You don’t need a huge audience to market a game. You need a few real humans who are waiting for it to go live.
Cross-promotion still works, especially when it’s targeted, transparent, and fits the tone of both games involved. It’s exactly what it sounds like: you promote someone else’s game, and they promote yours. You can do this:
The key is audience alignment. A chill puzzle game probably shouldn’t promote a violent PvP shooter. But a fantasy RPG and a deck-builder? That makes sense. Same with two narrative games, or two titles built by solo devs with overlapping themes.
It’s especially useful when:
And unlike paid ads, there’s trust baked in. If someone installs your game based on a dev recommendation they already follow, they’re more likely to stay.
Want to try it? Keep it simple:
The better approach to market a game? Combine traditional strategies with underused ones:
None of these require huge budgets. But they do require intent and a willingness to go where your players already are. Not just the app store homepage. So if you’re figuring out how to market your game, don’t just copy what everyone else is doing. Look for overlooked channels. Speak where people listen. And we always say: it’s not about reach. It’s about connection.