Go-to-market: the launch plan

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Launch day is too late

Hyper Shards already sells on our website as a PWA. Next it comes to Steam (Stage 7 covers the store itself). Kai's plan: "We press Release, post on Discord, and players show up." Remy isn't so sure. If nobody has heard of the game by launch day, nobody shows up.

A go-to-market plan (GTM) is the plan for how a product reaches its players: who it is for, what we offer and at what price, which channels tell them, when, and how we will know it worked. Most lessons after this one in the stage are one channel each. This lesson ties them together on one page.

Positioning: one honest sentence

Positioning is where our game sits in a player's mind, next to the games they already know. Marketers often write it as one sentence with blanks:

For [who], [our game] is a [kind of game] that [why it's fun]. Unlike [the alternatives], it [what makes it different].

Hyper Shards: "For players who love fast arcade action, Hyper Shards is a space shooter with smooth controls and huge effects. Unlike many free shooters, you pay once and get everything: no ads, no shop."

Bolt says: Positioning is a ruler for the team, not a slogan. The store page, the trailer captions and the press pitch should all agree with it.

Pick the positioning

Which sentence works as positioning for Hyper Shards?

  1. For players who love fast arcade action, a space shooter with huge effects. Unlike many free shooters, you pay once: no ads, no shop.
  2. Hyper Shards is the most amazing game ever made, and everyone in the world will love it.
  3. Hyper Shards uses PixiJS and WebGL, and it runs at 60 frames per second.
  4. A game for everyone, of every age, who likes any kind of game at all.
Show the answer

For players who love fast arcade action, a space shooter with huge effects. Unlike many free shooters, you pay once: no ads, no shop.

It names who it is for, what it is, why it's fun and what makes it different. Hype says nothing checkable, tech facts don't tell players why to care, and "everyone" means no one in particular.

Five questions on one page

A GTM plan answers five questions. The first two come from earlier work, so the plan points back to it instead of starting again.

Work back from launch day

Pick the launch date first (the Launch day lesson in Stage 7 explains how), then count backwards:

Fix the timeline

gtm_timeline.txt
Hyper Shards on Steam: working back from launch5 months before  Finish the trailer and the demo4 months before  Write the press list5 weeks before   Email creators and journalists3 weeks before   Keys go out, with an embargoLaunch day       Put up the Coming soon pageLaunch week      20% launch discount, Discord postAfter launch     Patch notes and review replies

Remy drafted the timeline. Which line breaks Steam's rules and throws away months of wishlists?

  1. Line 2
  2. Line 4
  3. Line 6
  4. Line 8
Show the answer

Line 6

Steam requires the Coming soon page at least two weeks before release, and only a visible page can collect wishlists. It belongs near the top, months before launch, so a big wishlist gets Steam's launch-day email.

A small budget

Most of a small launch costs time, not money: a store page, a demo, emails and posts. A few things cost cash. Here is a made-up US$500 launch budget. A parent holds the card and the Steamworks account, because both come with contracts.

Goals we can measure

A goal needs a number and a date, so afterwards we can tell whether the plan worked. Three goals that fit a Steam launch (the numbers are made-up examples):

Bolt says: Valve says wishlists are not a factor in Steam's recommendation algorithm, apart from a few spots like the Popular Upcoming list. Purchases are a strong signal of interest. So the plan turns wishlists into launch-week buyers.

Plan review

hyper_shards_gtm.txt
Hyper Shards on Steam: one-page GTM planFor       Fans of fast arcade shooters on PCOffer     Pay once, US$4.99, 20% off launch weekUnlike    Free shooters: no ads, no shopChannels  Store page, trailer, Next Fest demo,          press, creators, Discord, newsletterTimeline  Coming soon page 6 months before launchBudget    US$500, a parent holds the cardGoal      Get lots of players

Which line should Remy rewrite before the team signs off on the plan?

  1. Line 3
  2. Line 5
  3. Line 7
  4. Line 9
Show the answer

Line 9

"Lots of players" has no number and no date, so nobody can tell whether the plan worked. "5,000 wishlists by launch day and 30 reviews in the first month" can be checked.

One page, then go

That is a whole GTM plan on one page. Big companies write longer ones, but the questions are the same: who, what, why us, where, when, how much, and how we'll know.

The plan is a living document. After launch, compare the real numbers with the goals, write down what worked, and reuse the plan for the next launch, like Garden Defense's next big update or Hyper Shards 2.

Bolt says: The plan's first stop, months before launch, is the store page. Next: a store page that sells.

Fact-checked 9 October 2026