Why MarketYourIndie?
I built this because a friend needed it.
I built it because I watched a friend spend two years making a genuinely good game and have no idea how to launch it.
His game is called Iris Dissolution. It's a retro survival horror, the kind of project that takes everything you have. Juani built it alone, learning as he went, putting real craft into every system and every scene.
When it came time to think about launching, the same thing happened that happens to every indie dev: the game was ready, but the business side wasn't. No system for tracking wishlists, no framework for press outreach, no understanding of what Steam Next Fest actually required, no way to know if the revenue projections made any sense.
So I started building tools to help him. A tracker here, a spreadsheet there. Then I realized the problem wasn't specific to Juani. It was structural. The indie dev ecosystem has world-class tools for making games and almost nothing for launching them as businesses.
Every studio has a marketing team, every publisher has a financial model, every legal department has templates for contracts and EULAs. The solodev has none of that. They have a game, a Steam page, and a lot of hope.
MarketYourIndie exists to close that gap. Not as a consulting service or a course or a newsletter, but as a system. Something you can open on Monday morning, load your Steamworks data into, and walk away knowing exactly where you stand and what to do next.
Iris Dissolution is still in development. This platform exists so that when it launches (and it will) Juani has the same clarity that a funded studio would have, and so does every other dev building something worth playing.
Hope this helps,
Juan Pablo.