I watched the following gdc talks- The first link is the whole talk, the other two are cued to just the relevant points of the talks. Game Discoverability Day: Building a Community for Your Game from Scratch Subnautica Postmortem Know Your Market: Making Indie Games That Sell Highlights in no particular order- Subnautica was super broke for most of its development, but always had good engagement- driven by the strong emotional moments the game generates. They made a habit of collecting feedback and asking for input, and once the game looked nice, streamers jumped on it and it rained money from then on. 'Game development as a service' (Early access) works because influencing how a game gets made is entertaining. SteamSpy shows that higher revenue correlates with moddability, community engagement features. You can design games in discord, funnel interested people into an 'engagement hub' where they participate and become part of your community, and you can push content directly to them at no cost. The last one was the most interesting to me, it's a bit of an eye opener/duh moment to think 'how do I keep people coming back to the engagement hub? Oh, people like games, we'll run games in the engagement hub and have people compete every week.' So I wanted to try and abstract that formula out a bit more- suppose suddenly discord isn't a good location for an engagement hub, or my game isn't very streamable, or it plays better than it shows for some reason- What are, (or are there?) community building strategies that work no matter the platform?