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An indie game store page: capsule art, wishlist button, tags and a rising wishlist chart
Vexa Media Publishing

You Make the Game. We Get It Seen.

Thousands of games release on Steam every year and most of them are never seen. Building a game and building an audience for it are two different jobs — and the second one is ours.

Vexa Media publishes independent games. We handle the Steam release itself — account setup, builds, depots, branches and the store page — then the marketing that has to sit around it: capsule art and trailers, wishlist campaigns, press and creator outreach, festival entries, and the social channels that keep a community alive between updates.

It is the same performance-marketing discipline we run for our agency clients, pointed at a storefront instead of a search results page. You keep your IP, your source and your creative control.

What We Handle

Everything Between Your Build and Your Players

Take the whole package or pick the parts you need. Every item below can also be booked as a standalone service.

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Steam Releases & Uploads

Steamworks and partner account setup, app and package configuration, SteamPipe build uploads, depots and branches, demos, playtests, achievements, cloud saves, DLC and update cadence.

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Store Page That Converts

Capsule art at every required size, trailers, screenshots and GIFs, short and long descriptions, tag strategy, localisation, and A/B thinking applied to the one page that decides your wishlist rate.

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Wishlist & Launch Marketing

A wishlist plan that starts months out, Next Fest and seasonal sale positioning, price and discount strategy, launch-week beats, and paid acquisition where the numbers justify it.

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Press & Creator Outreach

Curated journalist and streamer lists matched to your genre, pitch writing, embargoes and key distribution, review coordination, and follow-up that respects an inbox instead of spamming it.

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Festivals & Awards

We track the calendar, prepare submission builds and press packets, write the entries and handle the fees — for showcases, festivals and award programmes here and abroad.

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Social & Community

Channel setup and daily management, Discord structure and moderation, devlogs, gameplay capture and short-form video, launch-week coverage and the post-launch drumbeat that keeps players around.

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Beyond Steam

itch.io, Epic Games Store and GOG listings, key resellers and bundle placement, plus guidance on the console certification path once a title is ready for it.

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Search & Store Visibility

Your game's own site, its Google presence and its Steam tag and keyword surface, treated with the same SEO work we do for every other Vexa Media client.

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Reporting You Can Read

Wishlists, conversion, traffic sources, coverage landed and revenue — in a monthly report written in plain language, with what we are changing next.

How It Works

From Pitch to Launch and After

Four stages, agreed up front, with a scope and a timeline you can hold us to. Nothing starts until the deal and the deliverables are in writing.

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01
Play & Assess

We play the build, look at the market it lands in, and tell you honestly what we think it can do — and what we would change before release.

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02
Deal & Plan

Revenue share, flat fee or hybrid — agreed in writing along with the release window, the marketing beats and who owns what.

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03
Build the Audience

Store page live, wishlists climbing, demo and festival beats scheduled, press and creators contacted well before you hit the release button.

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04
Launch & Sustain

Launch week run properly, then the long tail: updates, sales, bundles, new storefronts and the community work that keeps a game selling.

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A Near-Finished Build

A playable vertical slice at minimum, ideally six months from release. Wishlists compound, so the earlier we start the more launch day is worth.

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A Six-Second Hook

Something that reads instantly in a GIF or a capsule. If we cannot explain the appeal in one sentence, neither can a player scrolling a store page.

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A Team That Ships

Solo developers and small studios both welcome. What matters is that someone is committed to finishing, patching and supporting the game after release.

Who We Work With

Games We Believe We Can Sell

We would rather say no than take a fee for a campaign we do not believe in. If a game is not ready, we will tell you what would make it ready — and you are welcome to come back when it is. Already released and under-performing? That is fixable too: store page conversion, a re-launch beat and sale positioning often do more than the original launch did.

A stack of game pitch cards under review, the top one approved, beside a short criteria checklist
Send us a build and a one-paragraph pitch. We reply to every one.
How Deals Work

Three Ways to Work Together

Every deal is set per project and written down before work starts. In all three, you keep your IP.

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Full Publishing

We run the whole release — store, marketing, outreach, festivals, community — on a revenue share. No upfront cost to you; we are paid when the game sells.

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Services Only

Pick the pieces — Steam setup and uploads, a store page, a trailer, a press push, a festival run — and pay a flat fee for that scope. You stay the publisher of record.

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Hybrid

A reduced fee to cover production costs plus a smaller revenue share. Useful when a project needs real asset work up front but you want to keep more of the upside.

Developer FAQ

The Questions Developers Actually Ask

Yes. You keep your IP, your source and your creative control. We publish and market the game — we do not take ownership of it, and the agreement says so in writing.

It depends on the deal. Full publishing runs on revenue share with no upfront cost. Standalone services are quoted as a flat fee for a defined scope. Steam's own $100 app fee is separate — Valve charges it directly and credits it back against your first sales.

Six months before release is ideal. Wishlists compound, and the campaigns that matter most — demo beats, festival entries, creator outreach — all need lead time. That said, we also take on titles that are already out and under-performing, where the work is store page conversion, a re-launch beat and sale positioning.

Steam is the priority for most indie titles because that is where the audience and the discovery tools are. We also handle itch.io, Epic Games Store and GOG listings, key resellers and bundles, and we will advise on the console certification path once a game is ready for it.

Yes. Steamworks setup, depots and branches, build uploads and store page assembly can be booked on their own as a flat-fee service, with no marketing attached and no revenue share.

No. We are based in Bloemfontein and we love working with local developers, but publishing is a global business and the work happens remotely. We are in SAST (UTC+2) and work comfortably with European and North American schedules.

Got a Game? Let's Get It Seen.

Send us a build or a playable link, a short pitch and your target release window. We reply to every submission — and if it is not for us, we will tell you why.