Master's Thesis Vizja University June 2026

Analyzing the Effect of Local Game News Sites on Regional Sales in Turkey and Poland

Author: Kadir Cem Yılmaz | Supervisor: Barbara Drapikowska, Ph.D.
Field of Study: New Media and Public Relations

Download Original DOCX Thesis

Abstract

The digital gaming industry has taken on an increasingly dynamic and democratic structure in today’s world. While this democratization process offers new opportunities to indie game developers, it also brings with it disadvantages such as a visibility crisis due to the increasingly competitive environment. For independent developers with limited marketing budgets, any kind of media visibility is critical to reaching players on a global scale. It is believed that one of the main ways to achieve this visibility in target markets is to use local gaming news sites in those countries. This study aims to measure the actual impact of the gaming media in Turkey and Poland, which have a history from the era of print magazines to digital platforms, on today’s market. As part of this study, an event-based research model was applied to a total of 8 independent games selected for the study, 4 of which were from Turkey and 4 from Poland. The local media coverage of Turkish games in the Polish market and of Polish games in the Turkish market was analyzed. Findings based on Steam user reviews indicate that being mentioned on local gaming news sites does not have a direct or significant impact on game sales in the target country. While news reports in the local media generally generated momentum in line with the hype surrounding the launch period, this did not translate into increased interaction in the months that followed. However, it has been observed that gaming news sites still have a strong influence on shaping current discussions within gaming communities and directing critical discourse in the gaming media. In conclusion, it has been shown that while local media may not generate a quantitative increase in user number, it continues to serve as a platform for qualitative discussions and for shaping gaming culture.

Keywords

Indie Games, Game Journalism, Digital Game Marketing, Regional Sales, Gaming Websites, Localization, User Reviews.

Introduction

Justification for the Choice of Topic

The digital transformation of the video game industry and the rise of digital distribution platforms like Steam have democratized game production and distribution, removing traditional barriers to entry for indie developers. However, this democratization has resulted in market crowding, a never-before-seen game inflation, and a serious discoverability crisis. In today’s highly competitive digital ecosystem, traditional top-down marketing strategies, which relied on large capital investments to buy visibility and were dominated by AAA publishers, have become impossible for independent developers to implement due to significant financial limitations. As a result, independent studios are forced to adopt bottom-up public relations strategies in order to gain visibility in the local gaming media. The theoretical importance of media relations and localization in independent game marketing is widely recognized. However, there is a significant gap in the academic literature regarding the effectiveness of PR efforts as a functional entry strategy for entering foreign local markets and their direct impact on sales.

The selection of Turkey and Poland as target markets serves as two case studies aimed at filling this gap. Both countries share a similar historical evolution, from the “Golden Age” of print magazines in the 1990s to the transition to modern digital news platforms. However, these two markets have their own unique socio-economic dynamics, purchasing power, and expectations for localization. The main purpose of this study is to understand how PR and regional media visibility actually translate into commercial success in local markets for independent games.

Aim of the Work

The primary objective of this study is to examine the impact of independent games’ coverage in the international press on regional market performance.The study aims to quantitatively measure the specific commercial impact that text-based gaming news sites have on players’ purchasing behavior and engagement, particularly through game reviews. While Turkish gaming news sites are being scanned to examine the impact and media visibility of Polish-made indie games in the Turkish market, Polish-based news platforms are being analyzed to identify the impact of Turkish-made games in the Polish market. In this context, the study aims to analyze the media visibility of selected indie games by combining it with their commercial performance with using Steam data, to explore the role of game news sites in today’s market, and to determine if these PR strategies actually provide sustainable visibility.

Main Problem and Specific Problems

Main Problem:

-The central research question of this study is as follows: Does articles on local video game news sites (in the form of previews, reviews, and news articles) have a direct, measurable, and long-term commercial impact on the regional sales and sustainable player engagement of indie video games?

Specific Problems:

-Defining the “Indie Game”: Given that there is no complete consensus on the concept of the “indie game” in industrial and academic literature, how is it defined in terms of financial autonomy, aesthetic language, and production relationships, and how does this construction of identity shape marketing strategies?

-Where News Release Dates Are Concentrated: What are the trends in the concentration of news and review release dates within the publication calendar (pre-launch, launch period, and post-launch) in the local gaming media (news cycle), and how does this distribution affect the game’s commercial life.

-Localization Factor: To what degree does cultural localization that aligns with the target market’s expectations transform or cancel out the pre-launch expectations and market potential built up by regional media?

-Impact on Player Perception: How does the local gaming press influence players' critical views of modern game development processes and how does it shape their review behavior on digital platforms?

Hypotheses

Main Hypothesis: It is assumed that the visibility an independent game gains in the local gaming press will directly, organically, and positively boost that game’s regional market sales and player engagement.

Specific Hypotheses:

H1 (Proactive Media Effect): Coverage of an independent game by the local gaming press in its early stages is an important factor driving its popularity in the regional market.
H2 (Sustainable Media Impact): Even months or years after the game’s first launch wave has passed, updates, new reviews, or additional news coverage in local media continue to generate direct and positive spikes in the game’s regional sales and Steam review counts.
H3 (Media as a Cultural Bridge): The local gaming press is not only a promotional tool but also a powerful cultural force that shapes players' perspectives on the game's overall structure and state.

Statement About the Research Methods Used

This study is based on an event-driven observational research model designed to assess cross-impact between the gaming markets of Turkey and Poland. The research sample was made up of eight independent games selected for specific purposes (four from Turkey and four from Poland) and leading local gaming media platforms from both countries. As official country-specific sales figures are subject to commercial sensitivity, this study employs the Boxleiter Method as its primary analytical tool. In this method, language-filtered (Turkish and Polish) Steam user reviews are used as a verified proxy to estimate regional sales and player interest, and these data are mathematically compared with market analyses from external open-source databases such as SteamDB, SteamSpy, VG Insights, and Gamalytic to perform calculations.

To determine the real-time and specific impact of media visibility on player engagement, the study uses an event-study-style time-window approach. The first comment posted on the game is taken as the baseline, and one-month observation windows are created. By tracking the volume of local Steam reviews in these sliding time windows and controlling spike numbers, the study quantitatively measures how media visibility translates into observable spikes in regional player interest.

CHAPTER I. THEORETICAL FRAMEWORK AND LITERATURE REVIEW

1.1. The Rise of Indie Games in the Global Market Indie Game Definitions

The definition of independent games is a complex and historically evolving topic that has not been fully agreed upon in academic and industry literature. Based on the English word “independent” this concept refers to the financial autonomy of the team involved in the production process rather than the nature of the game itself. Setting these conditions aside, the concept known as the “indie spirit” points to the multifaceted nature of the indie game phenomenon, which encompasses not only production and distribution processes but also a cultural dimension and a particular design approach. However, there is no definitive consensus on this definition in the literature. Just as in the industry's AAA classification, there is no clear consensus on the definition of indie game. Garda and Grabarczyk modeled the concept of independent games through the combination or separation of three fundamental types of independence: (A) Financial independence (developer–investor relationship), (B) Creative independence (developer–target audience relationship), and (C) Publishing independence (developer–publisher relationship).

While Garda and Grabarczyk offer a framework based on the developer's relationships with the audience, publisher, and investor through this classification, it can be argued that this definition falls short in explaining the production environment, conditions, and non-material factors when describing the producer's state of material dependence. The critical question is: When a developer receives investment or enters into an agreement with a publisher without compromising their creative vision and without being subject to external interference, does this eliminate their intellectual freedom and, as a result, their independence status?

There are concrete examples today that demonstrate the difficulty of standardizing the definition of an independent game based on purely financial parameters. Indeed, the fact that Clair Obscure: Expedition 33 stood out in both the “Game of the Year” and “Independent Game of the Year” categories at the 2025 Game Awards ceremony points to this situation. The game's developer, Sandfall Interactive, has a relatively small team of 33 people, yet it has signed a publishing agreement with Kepler Studio. Despite having publisher support, it was still classified as an independent game nominee at the industry's most prestigious awards ceremony. On the other hand, even if the game has an institutional backup but originated from autonomous decisions of the developer, it can still be called independent.

The view emphasized by Garda and Grabarczyk that the desire to conform to market demand undermines the independent nature of games is also open to debate. Following market trends or using mechanics with viral potential does not change the independent nature of a production. For example, MEGABONK, which was launched as a result of the trend started by the 2023 BAFTA award-winning game Vampire Survivors, has been named one of the most successful independent productions of 2025. The existence of productions that copy popular mechanics with the goal of commercial success or are seen as qualitatively simpler, cheesy, or clones does not technically change the independent status of these games in the production process.

In this context, Vanderhoef examines the concept of independent games both through its historical development and through the dialogue established by developers with industry giants. From a historical perspective, Vanderhoef compares today's independent developers to the bedroom developers that appeared in the 1980s, using the term "everyday developer” to describe this group. This conceptualization is important in that it reveals the difficulties in independent game production, the struggles involved, and the costs of independence. Indeed, an independent developer is often forced to compensate for a lack of financial capital with their own time capital.

Vanderhoef also points out that independent developers have a mobile work routine, far removed from the standard concept of working hours and the office environment. This mobility and the fact that they operate outside of corporate working conditions give developers control over time management and a theoretical space for freedom of thought. However, Vanderhoef also offers a critical counterpoint to this situation. He argues that thousands of independent studios without financial security work much longer hours than corporate firms in order to get their product to market and are constantly in a state of crunch. Although their labor is not directly exploited by a boss or publisher, market conditions and financial concerns lead independent developers to experience both financial and emotional burnout.

From an industrial relations perspective, Vanderhoef argues that the concept of indie does not represent artists who are isolated from the market and completely free, as it is often romanticized. Large studios can resort to a strategy of outsourcing innovative projects they consider risky to small studios labeled as indie. This situation demonstrates that many large independent studios are not actually able to operate independently of market dynamics and have become dependent on major industry players. As a result, independent studios have become integrated into the industry as structures that operate within the capitalist gaming ecosystem with a start-up mentality and struggle with the financial realities of the market, rather than being free artists.

Lipkin defines the concept of indie by positioning it outside the mainstream, shifting the discussion to an aesthetic and cultural level. According to Lipkin, indie games share a similar starting point with independent genres in the music and film industries. The following words from the developer of Super Meat Boy in the documentary Indie Game: The Movie clearly illustrate this difference: "We want to create a game that feels like you're in a game mechanically and interactively, and have people actually play it. I'm not sure how to explain it — Meat Boy feels more like a game than Call of Duty, to me." As Lipkin states in this quote, he argues that indie games are not only generically but essentially opposed to mainstream (AAA) games. This opposition arises from fundamental differences in both production and distribution processes. However, this alternative production model also brings with it the difficulty of accessing the advanced production tools and resources that large companies possess.

Another important point emphasized by Lipkin is the aesthetic and moral aspects of independence. Positioning themselves against the mainstream provides creators with a moral legitimacy that comes from standing up against authority and established rules. From an aesthetic perspective, indie games have historically been associated with 2D, pixel-based, and low-resolution structures. The lack of widespread 3D production tools in the early 2000s and 2010s, coupled with the cost advantage of 2D production, made this style a trend born out of necessity. Nowadays, with the development of game engines such as Unity and Unreal Engine and the increased accessibility of 3D tools, the perception that “indie games are 2D” has been changed. However, pixel art and vector drawings remain popular as stylistic choices.

However, reducing the definition of indie to purely aesthetic elements can lead to misleading classifications. Lipkin cites the 2010 release of DeathSpank as an example of this. Developed by Hothead Studios, the game looks like a typical indie game aesthetically, but it was developed and published under the Electronic Arts (EA) umbrella. Despite the large team behind it and the publisher's support, at the time, publications such as Indie Game Magazine saw the game assuming it was indie simply because of its aesthetic structure, without mentioning its connection to EA. This example shows that even if a game is not independent in terms of its production relationships, it can still be labeled as independent by the public thanks to its visual language and marketing perception.

Using a similar approach, Jesper Juul (2014) emphasizes that there is no single, definitive methodology for defining independent games. According to Juul, even though the concept of indie originated from a financial basis, these games are clearly separated from industrial standards in terms of aesthetics and style. Juul argues that this unique visual language, forced by budget restrictions, is quite difficult to achieve and replicate in high-budget (AAA) productions, and that this situation gives independent games their own unique identity. This forced style born out of budget limitations, paradoxically creates a positive perception among players and is accepted as a sign of authenticity that reflects the spirit of the game.

Juul associates independent game development with the Arts and Crafts movement that originated in the 19th century. Just as the Arts and Crafts movement was born as both a nostalgic reaction and a celebration of craftsmanship in response to the industrialization and mass production practices of its time, today's independent games also exhibit a similar anti-industrial stance against the industrial production models of large studios. In this context, Juul conceptualized the visual language that emerged from the synthesis of anti-industrial aesthetic understanding with modern technologies as “Independent Style.” Analyzing the winners of the Independent Games Festival (IGF) Grand Prize between 2000 and 2014, Juul reveals that these games blend high technology with a visual language pattern that appears authentically and intentionally low-tech regardless of technological advances.

The definition of independent games is not limited to aesthetic or financial production conditions; the venues where these games are exhibited and marketed also play a critical role in shaping the definition. Parker et al. examine this institutional influence through industry events such as Indie Megabooth. According to the authors, such organizations provide independent games with a visibility space and physical platform where they can compete with AAA productions. However, this platform-providing function is not merely logistical support; it also encompasses a systematic, yet non-structural, game taste and an effort to define indie games.

Parker describes these large-scale events and their organizers as “cultural intermediaries.” These actors actively shape the independent gaming scene by acting as gatekeepers in the industry. This shaping power comes from the selectivity of the curation process. By offering space to only a limited number of productions out of hundreds of applications each year (e.g., over 300), these events dictate to the audience which games are “worth seeing” or “truly indie.” In this context, event organizers act not only as exhibition space providers but also with the reflexes of game publishers. They set the market's aesthetic and commercial standards through the games they include in their selections; this shows that, in defining the concept of “indie,” these intermediary institutions that curate the selection are just as important as the developers themselves.

Martin and Deuze (2009), on the other hand, approach independent game production not as a purely aesthetic or categorical concept, but instead from the perspective of production of culture. The authors highlight the complex relationships established between major publishing companies and second- and third-party studios, arguing that the boundaries of “independence” in the industry are becoming increasingly blurred. The most striking example of this situation is Bungie studio's buyout from Microsoft in 2007, when it repurchased its own shares. Although this appeared to be a move towards liberation on paper, Bungie's historical and financial ties to Microsoft and the Halo brand sparked debate over how “independent” the studio truly was.

Despite these complex industrial relationships, Martin and Deuze note that the only point of agreement in both academic literature and the developer community is the control mechanism. Accordingly, for a game to be considered indie, “an indie game cannot be created under the creative or financial control of one of these external entities”. Therefore, independence is defined by autonomy in production relationships rather than the game's content.

The study also sheds light on the human resource profile in this field by defining two main pathways for building an independent developer identity. The first pathway includes amateur or hobbyist” origin ventures that set out with personal inspiration but lack sectoral experience. The second pathway consists of professionals who are dissatisfied with the hierarchical structure and corporate culture of the established gaming industry and transfer their experience to the small teams they have formed. Developers in this second group seek a more flexible and autonomous production model, escaping the “Fordist” production models and creative constraints of big-budget (AAA) companies.

In the context of distribution channels and technology, Martin and Deuze emphasize that digitization has democratized independent production. The rise of digital distribution channels has enabled production to be hobby-focused, artist-sensitive, and even artist-driven authorship on an individual scale. In 2009, when the article was written, the authors noted that “file size” limitations on platforms such as Xbox Live Arcade shaped game design (for example, towards using less realistic graphics). Although these technological limitations have changed shape today, independent games continue to favor digital markets. However, the primary motivation today is less about file size and more about the need to avoid the high costs of physical production and distribution (retail). As a result, indie games structurally diverge from the industrial mainstream in terms of their relationships with large companies, intellectual freedom, distribution network preferences, and aspects that set them apart from corporate company structures.

As seen in the literature review, there is no complete academic or industrial consensus on the concept of “indie games.” However, to ensure the consistency of this thesis and to clarify the sample group to be examined, it is necessary to develop an operational definition specific to this study. The most critical factor determining “independence” status for this study is the nature of the funding source. Here, a clear distinction is made between investment in the studio and investment in the product (the game). Structures classified as “indie” within the scope of this thesis are not companies that receive large-scale speculative investment (Venture Capital, etc.) in the studio brand using the personal connections (network) of their founders when there is no concrete product yet. Instead, the independence criterion is limited to studios that generate their financing from the project itself (through a prototype, vertical slice, or early access success) and whose source is directly derived from the game's potential. In this way, ventures that come under the protection of large capital groups before the production process by using industrial relationship networks are excluded from the scope of this study.

Secondly, the corporate structure draws a clear line. Studios operating as direct subsidiaries/affiliates of publicly traded companies or large international holding companies have not been included in the “independent game” category of this thesis, based on the assumption that they have lost their managerial autonomy. The focus is on structures where the studio's managerial and creative decision-making mechanisms remain with the company founders, even if the studio receives financial support.

Finally, concepts frequently discussed in the literature, such as the “Indie Spirit” or “Independent Visual Language,” are not treated as preconditions in this study but rather as a natural consequence of the economic constraints mentioned above. It is assumed that games developed with low budgets and limited resources necessarily carry a certain aesthetic and spirit. Therefore, the game selections in the subsequent sections of the thesis will be based on this unique relationship between the studio and capital, as well as the production conditions, rather than aesthetic concerns.

1.2. Overview of the Gaming Industry in Target Markets

Although the roots of Poland's gaming industry date back to early computer experiments in the 1960s, the commercial birth of the sector took place in the 1980s, known as the “8-Bit Era”. Unlike the console dominance in Western markets, home computers dominated the Polish market until the mid-1990s. This “PC-centric” market structure laid the technological and cultural groundwork for the emergence of giants such as CD Projekt RED and 11 Bit Studios in the years to come.

The 1990s marked the most critical turning point in Poland's gaming history. The political and economic liberalization process the country experienced after 1989 directly influenced the fate of the gaming industry. In the case of computer games, this includes the launch of the first analog internet connection in Poland in 1990, as well as the widespread adoption of the internet in the country (especially after the end of the 1990s). This period is also referred to as the “Golden Era” of the Polish gaming press. Magazines containing game reviews, previews, guides, and reader letters, along with the demo CDs and DVDs they offered, not only distributed content but also pioneered the development of local gaming slang and the establishment of a strong gaming culture.

The changes which took place in the Polish media market after 1989 brought in the rapid development of video game press, and many new titles emerged in the nineties. The main reason behind this was the growing number of computer users, and thus, gamers. The 2000s, on the other hand, marked the rise of actors now known as “industry giants.” In the 2000s, Poland really established itself on the international games market as a first-class manufacturer thanks to several exceptional games. In 2004, the first person shooter Painkiller, in which you stand against a string of hellish opponents in order to redeem yourself, was developed by the People Can Fly studio. Shortly after Painkiller appeared, and two of most important Polish studios had their breakthroughs. Techland’s 2006 Western-themed FPS Call of Juarez brought its creators to the attention of gamers across the world, and CD Projekt RED hit the jackpot when The Witcher, a role-playing game set in a fantasy world invented by the acclaimed Polish writer Andrzej Sapkowski, got released in 2007.

The period from 2010 has been a time of great successes, rapid development, and transformation of Poland into a globally recognized center of video game production, both in the segment of “big” (AAA) and independent (indie) games. The fact that productions such as The Witcher series have been recognized at prestigious awards such as BAFTA, The Game Awards, and Golden Joystick is proof that the industry has come of age. According to current data, over 90% of Polish game production is exported, with the US, Germany, China, and France being the main export markets. These show that what began as a local market has transformed into a massive, export-focused industry based entirely on global integration.

Compared to the Polish market, the development process of the gaming industry in Turkey is based on different economic and sociological dynamics. In Turkey, the transition of digital games from arcade machines to home use dates back to the early 1980s. In particular, the adoption of neoliberal economic policies after 1980 and the transition to a free market economy led to the relaxation of import restrictions; with this wave of opening up, hardware such as Commodore 64 and Atari rapidly entered the country's market. The first known commercial video game project in Turkey was Barbaros. The game was released in 1986 by Ufo Software.

Throughout the 1990s, domestic game production in Turkey remained largely limited to the domestic market. The titles developed during this period were primarily products featuring local cultural motifs and specifically targeting Turkish players, and they did not achieve commercial success or widespread popularity on a global scale. By the mid-2000s, the first serious steps were taken towards opening up to foreign markets and professionalization; Kabus 22, released in 2006, and Istanbul Kıyamet Vakti, Turkey's first massive multiplayer online role-playing game (MMORPG), became important milestones in the industry. However, the real global turning point for the Turkish gaming industry was the birth of the Mount & Blade IP, released in 2008. Mount & Blade, which remains the most internationally recognized Turkish production to this day, has gone down in history as the first large-scale example of the local industry integrating into the global market and achieving sustainable success.

On the other hand, the development of gaming culture in Turkey has shown a sociological development parallel to the “Internet Cafe” culture rather than the Western model of home consumption. This collective and physical gaming practice has fundamentally shaped the consumer habits of the Turkish gaming community and laid the foundation for the majority of today's gaming demographic to focus on online and competitive games.

As we approach the present day, the Turkish gaming industry has structurally split into two distinct branches, with one of these branches dominating the sector's volume. The mobile gaming sector, which has grown rapidly since the early 2010s, has reached massive investment volumes, making Turkey one of the most important production centers in the global mobile market. However, while high-budget (AAA) major brands have not been developed on the PC and console side, the production gap in this area has been filled by indie games. In recent years, numerous innovative independent studios producing for the PC platform have emerged. Despite their limited budgets, these studios have created their own niche audiences, consolidating their position in the industry.

When examining the media and ecosystem side of the industry, it is seen that the historical development of gaming media closely parallels that of Poland. In the early years of the industry, print magazines dominated the gaming press and were the primary actors in the formation and direction of gamer culture. With the digitalization process in the following years, this print magazine culture evolved into digital gaming news sites and web-based content platforms.

1.3. Indie Game Marketing Strategies Overview

Following an examination of the historical and sectoral background, this section will analyze the marketing strategies adopted by indie games and the effects of these strategies on visibility. Within this framework, the study's main research question, “the functionality of game news sites in today's market,” will be explored, and a compilation of methods will be made based on existing literature.

Historically, the industry was dominated by a handful of major players such as Nintendo or Sony (PlayStation), especially when considering distribution. During this period, owning shelf space and publishing tools provided a significant advantage in market dominance. The expansion and diversification of the video games industry, new distribution platforms (run by Google, Apple or Steam) and technological trends such as cloud gaming. The democratization enabled by digital game distribution tools has allowed independent games to find their place in the market. However, the democratization and spread of distribution has paradoxically brought with it two fundamental problems for independent developers. The first is the technical and financial load of producing for multiple platforms. The second and more critical problem is the game inflation in the market caused by the removal of entry barriers and the resulting discoverability crisis.

Indie game developers struggling to survive in a competitive environment have been forced to evolve their marketing strategies. Unlike the top-down methods employed by large companies (AAA), which require high capital and are based on buying visibility, independents have been forced to turn to bottom-up strategies built from scratch through labor-intensive processes. These strategies include building a loyal community, engaging directly with the audience by participating in expos and events, reaching the target audience through proper tagging on social media, and playing the game through collaborations with the right publishers (streamers / YouTubers).

None of these marketing strategies guarantee commercial success independent of the game's own qualities. Given the saturation of the market, it is quite difficult for a game to generate significant profit. At this point, it is considered a necessity for marketing activities to be successful that the game has a strong Unique Selling Point and can attract attention in the market with its originality.

Digital platforms for independent game developers are more than just distribution channels; they are the most critical elements that determine the game's lifecycle. Mobley addresses this structure in the context of Platform Theory, defining platforms as central spaces in the digital age where users and producers come together, interact, and build a sales strategy. According to this theory, platforms are not simple intermediaries that bring producers and consumers together; they are multi-layered ecosystems where marketing, visibility, and production processes are intertwined.

The most visible layer of this ecosystem is sales and distribution platforms such as Steam, Epic Games Store, and Microsoft Store. These channels are the primary marketplaces where developers show their products to a global audience and connect directly with customers. But in today's digital transformation, the dynamics that determine a game's success aren't limited to just sales points; live streaming and content creation platforms (Twitch, YouTube, Kick, etc.) have also become an important part of the mix. As Mobley points out, streamers and YouTubers who create content on these platforms are key players who can set trends and start viral movements in the gaming industry. An indie game being played by a popular streamer can lead to higher sales numbers and global recognition that would be impossible to achieve with traditional marketing budgets.

Platform theory also covers the financial and technical democratization of game production. Crowdfunding platforms, particularly Kickstarter and Patreon, function as critical digital intermediaries that allow independent developers to secure project funding directly from their fans and player communities. On the other hand, the diverse ecosystem that came about with the completion of the digital transformation also includes asset stores, commission-based artists, and community platforms like Discord. This diversity has not only made independent game production technically easier; it has also provided developers with accessible channels that offer not only financial resources but also human resources, material support, and early-stage community support. As a result, platforms offer an integrated structure where independent games are not only sold but also funded, produced, and developed together with the player.

In Mobley's study on marketing and monetization strategies for independent games, the key dynamics determining market success are grouped under five main headings: Community building, budget creation through crowdfunding, leveraging live streaming platforms, proactively managing social media tools to attract an organic audience to the game through these channels, and gaining visibility on game sales platforms.

At the heart of this strategic approach lies community building. A loyal player base built up in the early stages of development acts as an organic, free word-of-mouth marketing network for the game . Furthermore, direct feedback received from this community during the development process provides extremely positive outcomes that enhance the game's market fit and quality. Building a core audience before the game is even released is not only a marketing activity; it is also considered a strategic move that directly prepares the ground for the project's financing phase.

In this context, crowdfunding platforms (e.g., Kickstarter) offer independent developers one of the most attractive budget creation models on the market. Considering the difficulties of finding traditional angel investors or large publishers, raising funds by reaching out directly to players is a much more accessible method. The biggest advantage of crowdfunding for developers is that the capital raised does not come with binding obligations such as transferring ownership or intellectual property (IP) rights to a corporate investor; this provides the studio with complete creative and financial independence.

Crowdfunding, which experienced a golden age in the digital gaming world, particularly in the 2010s, has enabled the launch of many projects that have changed industry standards. Titles such as Divinity: Original Sin, Kingdom Come: Deliverance, and Pillars of Eternity, which are now considered milestones in their genre, were developed without the backing of massive publisher budgets, relying instead on funding directly from the player community. This proved the crowdfunding model's worth in the independent game market.

One of the most critical elements in achieving strategic goals in independent game marketing is Public Relations (PR) management. As Dreskin (2016) states in his work A Practical Guide to Indie Game Marketing, traditional marketing terminology is based on the widely accepted “4P” rule: Product, Price, Place, and Promotion. Among these components, promotion represents the most proactive and critical stage of marketing, as it involves establishing a direct relationship with the target audience and how the game is perceived by the public.

Dreskin describes the concept of PR in general terms as “public relations focuses on managing how your product or company is presented to consumers”. The relevant literature divides the gaming press into six main categories: Mainstream gaming press, enthusiast gaming sites and blogs, specialty gaming press, consumer pop culture/tech sites, video streaming (YouTube, Twitch), and freelance writers. Within the scope of this thesis, the mainstream gaming press, specialized gaming press, and popular culture/technology sites from the classifications mentioned above have been determined as the primary research universe. The direct or indirect effects of these text-based news platforms, where traditional journalism norms are integrated with digital gaming culture, on user reviews of games (Steam reviews) and international sales figures will form the main focus of the study.Of course, by the very nature of PR activities, the strategies employed never offer a guaranteed outcome for the commercial results to be achieved. As frequently emphasized in the literature and industry practices, marketing efforts alone rarely elevate a game that is fundamentally lacking in terms of design and gameplay from zero to success. In other words, for PR efforts to truly be effective, the game itself must be a quality product that meets market standards as a fundamental precondition.

Once this precondition is met and the right communication network with the media is established, the question of how the game will be represented in the press in what formats comes to the front. For developers to manage media visibility correctly, it is critically important that they understand the editorial workings of these platforms. Independent games are presented to readers in five main editorial formats on gaming news sites and relevant press outlets:

Preview: Early reviews written based on information provided by developers to the press, using an unfinished version of the game (demo or beta).

Interview: The publication of a question-and-answer (Q&A) format exchange of information between developers and members of the press.

Review: Articles that evaluate the completed game based on a specific metric (score/rating) after experiencing it. It is considered one of the most powerful and prestigious media formats in shaping public perception and directly influencing sales figures.

Feature: These are thematic stories that address the game itself or the developer's role in the industry from a specific angle.

Guest Article: Articles written directly by the developers themselves. Articles that are frequently seen on industry platforms (e.g., Gamasutra) and share the rights and wrongs of the production process (post-mortem) from the developer's perspective belong to this category.

Another factor as critical as editorial formats in achieving media visibility is the strategic nature of communication with members of the press and content creators (YouTubers, publishers). Independent developers need to identify journalists or publications that write in niche areas appropriate to the genre of their games. For example, presenting a simple match-3 game to a platform that typically reviews hardcore or horror games (e.g., Destructoid) is one of the biggest strategic mistakes in media communication.

In this regard, promotional emails sent to members of the press must be tailored to the recipient. Generic emails sent to everyone can get lost in the sea of emails that journalists encounter every day. In addition to an attention-grabbing headline and carefully crafted content, the basis of communication should include the answer to the question “why should the journalist or reader be interested in this game?”. This relationship with writers and journalists is conceptually likened to “asking someone out on a date.” Rather than directly approaching someone unknown with your main request, you must first get on the journalist's radar and build an organic connection. Instead of just emailing press members when the game is released, preliminary steps such as commenting on their articles via Twitter (X), networking professionally via LinkedIn, or engaging regularly on social media are put forward as proactive media relations management. Building this kind of organic communication network based on mutual familiarity and trust directly increases the coverage rate of independent games in major media outlets.

1.4. Localization in Independent Games

One of the most critical stages in achieving visibility and commercial success in the global gaming market is the localization process. Localization is the process of creating or adapting an information product for use in a specific target country or specific target market. While the concept of localization is often mentioned in the literature alongside the terms internationalization and globalization, there are structural differences between them. Internationalization refers to the technical design of a product in such a way that it can be localized for multiple cultures and languages while globalization aims to make the product usable by consumers worldwide without requiring a local translation or specific adaptation.

Localization in the gaming industry is not just a mechanical process of translating text; it also requires technical and engineering. For example, in localizations for languages such as German, where words are much longer than in standard English, it is a common problem that the translated text does not fit into the user interface (UI) menus or overflows from the buttons. For this reason, localization specialists and developers are responsible not only for linguistic accuracy but also for maintaining the visual and technical integrity of the game.

Another factor to consider in localization strategies is the geographical and demographic distribution of language families. When localizing a game, developers typically target not just a single country, but also the broader markets where that language is spoken (language variants). For example, a studio localizing into Portuguese must make strategic language choices (Brazilian Portuguese, etc.) that cover not only the Portuguese market, but also the Brazilian market, which has a much larger player population.

Beyond linguistic adaptation, the biggest challenge games face is narrative and cultural localization. Game texts cannot be localized using direct translation methods because they contain cultural codes and idioms. For example, directly translating a local proverb used in a Turkish game into Polish would lead to a loss of meaning and emotional disconnect among the target audience; instead, it is essential to find an equally meaningful expression specific to that culture. One example from the industry is the Turkish localization of PlayerUnknown's Battlegrounds (PUBG). The original phrase “Winner Winner Chicken Dinner” that appears on the screen when the game is won would lose its rhyming structure and fail to find a meaningful equivalent if translated word for word into Turkish. However, the localization team successfully adapted this phrase culturally (transcreation) by translating it as “Soup Money Came Out” providing players with an experience they could understand within their own sociocultural context.

Of course, there is no single standard for localization for independent game studios, and the process is largely subject to budget constraints. In the literature, localization strategies are generally addressed at three main levels in terms of cost and scope. Teams with limited financial resources may resort to the “Basic Localization” method, where only basic texts and guidelines are shallowly translated, without engaging in in-depth narrative localization. If the goal is to maximize market share and sales in a target market, the ideal approach is Blend Localization, where the game is fully integrated into that culture. However, independent teams with limited financial resources are not required to cover this cost for every market. When budgets are limited, teams can use partial models called Complex Localization, which involves translating only the interface buttons and basic instructions, leaving the narrative or in-game visual assets in the original language. While this method is complex in terms of engineering and interface management, it offers a functional and refined alternative for independent developers seeking to enter international markets on a limited budget.

Localization is a basic tool in game production and in the process following release, enabling the product to gain a foothold in foreign markets and reach wider audiences. In today's globalized world, it is as important for games to be able to compete in the international market as it is for them to appeal culturally to players in the target region. In this context, the concept of localization provides the theoretical framework we need to examine the effects of game journalism, which is the main focus of this thesis, and marketing strategies in different countries.

When reviewing international marketing literature, two fundamentally opposing approaches to how products should be presented in different countries. Sadri and Harich (1996) classify these approaches as “Standardization” (Globalization) and “Localization” (Adaptation). The globalization approach envisions the world as a global village where consumer differences are increasingly minimized. It argues that people have similar needs independent of geography. In the context of the independent gaming industry, this concept refers to removing specific cultural elements from the game's content and building it around universal themes. The goal of this strategy is to make the product globally suitable from the design stage and market it in a single universal language without the need for additional cultural adaptation. In contrast, the Localization approach focuses on cultural and economic differences between countries. This method requires the product and communication messages to be specifically adapted to local markets, in other words, localized. In this model, consumer values, traditions, sense of humor, and linguistic characteristics must be kept in mind to develop a successful strategy.

Game journalism began in the 1980s and has gradually become an important part of the gaming world. The process, which began in the UK and the US, continued with print magazines. Print magazines and websites quickly became platforms for debate. These platforms also created a gamer identity and a shared value system. Game journalism appears in various forms. Print publications are currently facing a crisis. Game magazines, newspapers, online platforms, blogs, and podcasts are formats that reach a wide audience. Game journalism is an extremely fluid medium that can adapt to new technologies. Game journalism is generally a critical environment. Reviewers and active online discussants criticize the media because they engage in more debates online, take a critical approach, and do not critique games from a wider perspective. According to Zagal, Ladd and Johnson, game journalism has become too review-focused, overshadowing investigative journalism and analytical writing. Mia Consalvo, starting from a similar point, criticizes the commercial connections of game journalism for disrupting journalism in terms of content and for creating a culture around these commercial connections.

Following these sectoral transformations and changes, accredited game journalism remains influential today but has lost some of its credibility compared to the past. However, it appears that people today place greater trust in individuals engaged in personal game criticism and journalism. People now seem to prefer reading fanboy articles over journalists' analytical pieces.

1.5 Chapter Summary

The primary objective of this section is to explore key concepts related to independent games and the market, and to provide a theoretical framework for the study. The review begins by examining how independent games are defined, highlighting that this definition is closely linked not only to financial autonomy but also to aesthetic vision and creative control. While digital distribution platforms have significantly democratized the gaming market, this has resulted in serious game inflation and a visibility crisis in the industry. To overcome this crisis and survive in a competitive environment, independent studios have had to turn to community-building strategies. At this point, localization activities are of critical importance for gaining a place in various international markets.

The historical development and current forms of gaming media in the Polish and Turkish markets have also been reviewed. Both countries' gaming media, which followed a similar development to print magazines in the 1990s, have evolved into different positions today, although they still share some similarities. It has also been observed that the gaming press is not only a promotional tool but can also lead to cultural discussions and different perspectives.

CHAPTER II. RESEARCH METHODOLOGY

2.1. Research Objective and Model

The main objective of this research is to examine the effect of independent games being featured in foreign press on regional market performance. The study is based on a quantitative and event-based observational research model. Turkish game news websites will be scanned to examine the reflections of Polish-made games in the Turkish market. Similarly, Polish news platforms will be examined to determine the impact of Turkish-made games in the Polish market.

The research sample consists of two main groups: gaming news websites and independent games. In the first stage, a pool of gaming news websites will be created for both countries. No strict restrictions such as monthly traffic or visitor numbers will be applied in the selection of these sites. The goal is to gather platforms that publish in the local language and are active in a general pool.

In the second stage, 4 indie games originating from Turkey and 4 from Poland will be selected. There is no specific release year restriction for the selection of these games. The main criteria are that the game is available on the Steam platform and has news value in the local press of the target country.

In this context, primary platforms such as Merlin'in Kazanı, Oyungezer, FRPNET, Atarita, and several other niche gaming and tech websites were selected for the Turkish market. For the Polish market, major websites like GRY-Online, CD-Action, PlanetaGracza, Gram.pl, alongside other prominent local news portals, were included in Table 1.

Table 1: Gaming Media Platforms Examined in the Study
Country Website Name Website URL
Turkey Merlin'in Kazanı https://www.merlininkazani.com/
Turkey Oyungezer https://oyungezer.com.tr/
Turkey FRPNET https://frpnet.net/
Turkey Atarita https://www.atarita.com/
Turkey IGN Türkiye https://tr.ign.com/
Turkey WANNART https://wannart.com/
Turkey DonanımHaber https://www.donanimhaber.com/
Turkey Bölüm Sonu Canavarı https://www.bolumsonucanavari.com/
Turkey Manifold https://manifold.press/
Poland GRY-Online https://www.gry-online.pl/
Poland CD-Action https://cdaction.pl/
Poland PlanetaGracza https://planetagracza.pl/
Poland Gram.pl https://www.gram.pl/
Poland Interia.pl https://gry.interia.pl/
Poland PPE.pl https://www.ppe.pl/
Poland grajmerki.pl https://grajmerki.pl/

Source: Own Study.

The second stage of the sample selection process involves identifying the independent games to be included in the study. A total of 8 independent games were selected for the study, including 4 from Turkey and 4 from Poland. No strict release year restriction was applied in the selection of these games. The main selection criterion is that the game must be listed on Steam. Additionally, it was determined that the number of reviews in the local language or Turkish on Steam must not be zero in order to collect data. The game must have been featured in the local media outlets of the target country (Turkey or Poland) as listed in Table 1, and must have been covered in the form of a press release, review, or interview. The final list, which includes the selected games’ developer studios, countries of origin, release years, and genres, is presented in Table 2.

Table 2: Independent Games Included in the Research Sample
Game Name Developer Country Release Date
Supermarket Simulator Nokta Games Turkey 2024
Stygian: Reign of the Old Ones Cultic Games Turkey 2019
Liar's Bar Curve Animation Turkey 2024
New Cycle Core Engage Turkey 2024
The Invincible Starward Industries Poland 2023
Darkwood Acid Wizard Studio Poland 2017
The Thaumaturge Fool's Theory Poland 2024
Carrion Phobia Game Studio Poland 2020

Source:Own Study

2.2. Data Collection Process and Tools Used

External databases will be used for data collection. The primary tools are the SteamDB and SteamSpy platforms. Various quantitative metrics are used in the literature to measure the market success of independent games. A recent study by Ma (2025) has demonstrated that the most important data determining game success are price, peak concurrent users (Peak CCU), and user reviews.

A similar data collection set will be used in this thesis. For the selected games, historical pricing data, real-time player counts, and positive/negative review ratios will be retrieved from SteamDB. Additionally, reviews will be filtered into Turkish and Polish using Steam's language filter tool.

2.3. Sales Guess: Boxleiter Method

In the gaming industry, independent developers and publishers typically do not share official regional sales numbers with the public. This creates a significant data limitation in market research. To get around this obstacle and figure out how media visibility affects sales, we'll use the “Boxleiter Method,” which is considered the industry standard. First introduced to the literature by Mike Boxleiter, this method is based on multiplying the total number of user reviews for a game on Steam by a specific multiplier (Estimated Sales = Number of Reviews × Multiplier).

The technical basis of the method has been updated over the years in line with the evolution of the market and Steam algorithms. According to current market analyses provided by Sensor Tower (VG Insights), the “reviews-to-sales” ratios of games exhibit a dynamic structure rather than a fixed variable. This multiplier, which hovered around 1:50 or 1:75 (50-75 copies sold per review) in the early years of the industry, experienced a radical decline in 2019 when Steam began sending users automatic “review the game” prompts. Current statistics show that this multiplier has settled at an average of 30x for modern games. This ratio also has a technical flexibility ranging from 20x to 60x, depending on the game's release year, pricing strategy, genre, and the intensity of community engagement.

In this study, Polish and Turkish review increases within the time window specified for target games will be tracked. The number of local reviews collected will be formulated using this modern multiplier (average 30x) provided by Sensor Tower analyses and directly converted into regional sales guesses.

The study will also use the proportional analysis method to strengthen regional sales projections. The proportion method is a fundamental statistical technique used to analyze, estimate, and draw reliable quantitative inferences by calculating the ratio or rate of a specific subset against a total population. This method is based on comparing the total number of reviews the game has received with the number of reviews written in the local language (Turkish/Polish). Accordingly, the proportions of Turkish and Polish reviews within the total reviews for the target games will be calculated, and these percentage shares will be applied to the projected total sales figures. To establish this proportional assumption on a scientific basis and reduce the margin of error, data from the Gamalytic platform, an external analysis tool, will be utilized.

Within the scope of this study, regional player data provided by the Gamalytic platform will be used as a benchmark. For each game that is analyzed, the top three countries with the highest market share in Gamalytic data will be identified. A correlation coefficient will be obtained by comparing the estimated player percentage of these leading countries with the percentage of reviews in their own languages on Steam. This generally valid coefficient will be integrated into the data for Turkey and Poland, the main target markets of the research. In this way, the regional multiplier calculated using the Boxleiter method will be calibrated with Gamalytic's geographic spread rates. This triangulation method, which combines Boxleiter, SteamSpy, and Gamalytic data, will provide the most accurate and reliable market prediction possible when measuring the impact of local media on sales.

2.4. Time Window Approach

One of the most important elements of this study’s design is the academic reason for using Steam user reviews as a proxy for regional sales and player interest. As previously noted, independent game developers and publishers keep country-specific sales figures private as trade secrets. In this context, reviews on the Steam platform stand out as transparent consumer interaction metrics that are publicly available, time-stamped, and quantitatively measurable. Since the data is kept private, researchers including projects like Steam Spy consider the representative samples and user data provided by the platform to be the most accurate method for estimating a game’s owner base. To write a review within the Steam ecosystem, a user must have added the game to their library. This rule transforms every local review into a verified proxy for a commercial transaction and consumer interest.

In order to measure the specific impact of news stories and reviews in the media on consumer interaction, this study will use a time-window approach. A 1 month observation window will be established for each news story, review, or interview published on the targeted gaming media platforms. This study adopts a longitudinal tracking approach that treats the publication date of a news item as the starting point (baseline) and examines general trends in the following months, rather than using narrow and symmetrical time windows, in order to measure the impact of news stories. The foundation of analyzing stream data using such windows in the literature lies in the fact that the situation is recomputed each time the window moves along the time axis. The basic approach to sliding-window data processing is to recompute the application-specific computation whenever the window slides . Building on this methodological framework, it is expected that when the obtained data is sorted chronologically and metrics are recalculated by sliding these windows, the resulting tables will allow for a clear reading and analysis of two specific historical events in the industry. By calculating the percentage change in this variation between the two periods, we will quantitatively show how media visibility creates a significant spike in regional player interest and, as a result, in regional projected sales. This scaling technique will not only identify a general increase but will also provide a statistical basis for quantifying the power of the news text to convert readers into buyers.

2.5. Limitations of the Study

The most fundamental limitation of this study is the difficulty in obtaining accurate country-specific sales numbers for games. While regional sales data was requested from developer studios and publishers as part of the study, companies have rightfully declined to share this critical information due to commercial privacy policies. This situation has forced the study to rely on estimated data rather than direct sales figures. Due to the unavailability of accurate data, regional market shares have been estimated using mathematical calculations such as the Boxleiter method and open-source estimation platforms (SteamSpy, Gamalytic). However, the fact that the Boxleiter method involves numerous variables and does not provide results with absolute certainty is a significant factor limiting the data accuracy of this study. However, despite this limitation, the primary objective of the research is not to determine exact sales figures; the main goal is to measure market reactions and observable spikes in engagement spread across the time periods when the news was published.

The most significant external factor complicating this measurement process is price changes. Seasonal Steam sales (such as the Summer Sale) or price reductions made at the publisher's own initiative create sudden, non-organic spikes in game sales and review counts. If such a discount is in effect during the analysis period, it is quite difficult to definitively distinguish whether the increase in review count is directly due to traffic from news sites or the price advantage. Another critical factor limiting data collection is players’ language preferences on Steam. The study’s dataset is based on reviews filtered in Turkish and Polish. However, it is highly likely that a Polish or Turkish player might choose to write a review in English rather than their native language to appeal to a global audience. In this scenario, English reviews from local players would fall outside the filter, leading to a slight underestimation of the regional dataset.

In summary, the limited access to official data and the highly complex structure of the digital market are the biggest methodological challenges of this study. For this reason, the findings of this study should not be viewed as definitive or absolute proof of sales, but rather as “strong market trends and academic projections” created by media visibility.

Steam user reviews can be used as a proxy for player interest and game reception because Steam provides a large, publicly available, time-stamped record of consumer feedback. Valve’s documentation says that “users who have recorded playtime on your product on Steam can write reviews,” and that the review score is built from reviews posted by accounts that have purchased on Steam and played the game. To measure the immediate effect of news stories and media reviews on consumer engagement, the study uses an event-study style time-window design. For each news item, review, or interview, the analysis takes the publication date as a starting point and monitors the general trend of review volumes throughout the publication month and the subsequent months. Steam review data are then separated by language using Steam’s language parameter, allowing Turkish and Polish reviews to be analyzed separately.

2.6 Chapter II Summary

This chapter outlines a quantitative and event-based observation model designed to measure the impact of local gaming media on independent game sales in the Turkish and Polish markets. The sample for the study consists of eight selected indie games and leading gaming news platforms from both countries. Developers typically keep official regional sales figures private as a trade secret. This study used the Boxleiter Method, which is considered an industry standard, in combination with data from external data platforms such as SteamDB, SteamSpy, and Gamalytic. By considering Steam user reviews filtered by language as a verified indicator of regional consumer interest, it presents a mathematical method for estimating local market shares. In order to examine the direct impact of media visibility on player interaction, an event-based analysis was adopted that monitored the rate of change in the number of reviews over a one-month observation window following the publication of news articles and reviews. It has certain limitations by nature, such as the impact of external pricing factors like seasonal Steam sales, the flexible structure of the Boxleiter multiplier, and the fact that players prefer to write reviews in English rather than their native languages.

CHAPTER III. FINDINGS AND DATA ANALYSIS

The section includes an analysis of the quantitative data collected in terms of the criteria determined in the methodology section of the study, including the findings. As part of the study, the coverage of five independent games from Turkey and five from Poland on key media platforms in the target market (Merlin'in Kazanı, Oyungezer, GRY-Online, CD-Action etc.) was analyzed. The effect of media coverage on players’ purchasing and interaction behaviors was analyzed using local review counts obtained from the Steam platform and a 1 month time window. The findings are presented in detail under two main headings: General media coverage and increases in quantitative analysis. The findings will be illustrated with tables and graphs.

Table 3: Detailed Media Coverage Instances for Target Games
Game Name Headline Media Outlet Date Website Link
Stygian: Reign of the Old Ones RPG z elementami horroru - zapowiedziano Stygian Gram.pl 27.07.2018 www.gram.pl/news/2018/07/27/rpg-z-elementami-horroru-w-swiecie-lovecrafta-zapowiedziano-stygian-reign-of-the-old-ones.shtml
Stygian: Reign of the Old Ones Lovecraftowskie RPG Stygian z data premiery na PC Gram.pl 05.08.2019 www.gram.pl/news/2019/08/05/lovecraftowskie-rpg-stygian-reign-of-the-old-ones-z-data-premiery-na-pc.shtml
Stygian: Reign of the Old Ones Stygian: Reign of the Old Ones recenzja Interia.pl 07.10.2019 gry.interia.pl/recenzje/news-stygian-reign-of-the-old-ones-recenzja,nId,3265522
Stygian: Reign of the Old Ones Stygian: Reign of the Old Ones to jedna z tych gier... GRY-Online 06.11.2019 www.gry-online.pl/recenzje/recenzja-gry-stygian-reign-of-the-old-ones-lovecraft-nie-chce-umr/ze3542
The Thaumaturge Hikaye Odaklı Yeni RPG Oyunu The Thaumaturge Resmi Olarak Duyuruldu IGN Türkiye 27.02.2023 tr.ign.com/the-thaumaturge/114979/news/hikaye-odakli-yeni-rpg-oyunu-the-thaumaturge-resmi-olarak-duyuruldu
The Thaumaturge The Thaumaturge Bu Yıl İçinde Çıkacak, İlk Hikaye Fragmanı Geldi FRPNET 04.03.2023 frpnet.net/haberler/oyun-haberleri/the-thaumaturge-bu-yil-icinde-cikacak-ilk-hikaye-fragmani-geldi
The Thaumaturge The Thaumaturge Konsept Tasarımları Ortaya Çıktı Atarita 23.05.2023 www.atarita.com/the-thaumaturge-konsept-tasarimlari-ortaya-cikti/
The Thaumaturge Fool's Theory'nin Karanlık Fantazi RYO'su The Thaumaturge 2024'e Ertelendi Oyungezer 15.11.2023 oyungezer.com.tr/haber/fools-theorynin-karanlik-fantazi-ryosu-the-thaumaturge-2024e-ertelendi/detay?paylas=fb
The Thaumaturge The Thaumaturge Çıkış Tarihi Ertelendi Atarita 12.02.2024 www.atarita.com/the-thaumaturge-cikis-tarihi-ertelendi/
The Thaumaturge The Thaumaturge İnceleme Atarita 04.03.2024 www.atarita.com/the-thaumaturge-inceleme/
Supermarket Simulator Supermarket Simulator podbija Steam! Gracze aż tak bardzo marzą o prowadzeniu własnego sklepu? Gram.pl 26.02.2024 www.gram.pl/news/supermarket-simulator-podbija-steam-gracze-az-tak-bardzo-marza-o-prowadzeniu-wlasnego-sklepu
Supermarket Simulator Supermarket Simulator z ogromnym zainteresowaniem – gra podbija listę bestsellerów Steama Gram.pl 04.03.2024 www.gram.pl/news/supermarket-simulator-z-ogromnym-zainteresowaniem-gra-podbija-liste-bestsellerow-steama
Supermarket Simulator Darmowy Supermarket Together skradł serca użytkowników Steam. Masa graczy zabrała się za prowadzenie sklepu Gram.pl 12.08.2024 www.gram.pl/news/darmowy-supermarket-together-skradl-serca-uzytkownikow-steam-masa-graczy-zabrala-sie-za-prowadzenie-sklepu
Supermarket Simulator Steam podsumowuje 2024: Odkryj najpopularniejsze i najbardziej dochodowe gry roku PPE.pl 25.12.2024 www.ppe.pl/news/360097/steam-podsumowuje-2024-odkryj-najpopularniejsze-i-najbardziej-dochodowe-gry-roku.html
Darkwood Darkwood'dan korku dolu görüntüler! Merlin'in Kazanı 29.05.2013 www.merlininkazani.com/darkwooddan-korku-dolu-goruntuler-haber-62255
Darkwood Darkwood'tan Alpha Görüntüleri Merlin'in Kazanı 22.05.2014 www.merlininkazani.com/darkwoodtan-alpha-goruntuleri-haber-73824
Darkwood Darkwood ile kaderiniz sizin elinizde Merlin'in Kazanı 21.07.2014 www.merlininkazani.com/darkwood-ile-kaderiniz-sizin-elinizde-haber-75733
Darkwood Darkwood İncelemesi FRPNET 07.09.2014 frpnet.net/incelemeler/darkwood-incelemesi
Darkwood Darkwood yapımcıları tarafından Pirate Bay'e yüklendi Merlin'in Kazanı 28.08.2017 www.merlininkazani.com/darkwood-yapimcilari-tarafindan-pirate-baye-yuklendi-haber-96291
Darkwood Oynarken Sizi Terletecek En İyi Korku Oyunları Atarita 30.01.2025 www.atarita.com/en-iyi-korku-oyunlari/
New Cycle Ten postapokaliptyczny city builder może być gratką dla fanów budowania w trudnych warunkach Gry-Online 01.12.2023 www.gry-online.pl/newsroom/ten-postapokaliptyczny-city-builder-moze-byc-gratka-dla-fanow-sur/za27818
New Cycle Zobacz 12-minutowy gameplay z New Cycle, obiecującego postapokaliptycznego city buildera Gry-Online 11.01.2024 www.gry-online.pl/newsroom/zobacz-12-minutowy-gameplay-z-new-cycle-obiecujacego-postapokalip/z427e42
New Cycle New Cycle - obszerna prezentacja gry, w której zbudujesz cywilizację na nowo Gram.pl 11.01.2024 www.gram.pl/news/new-cycle-obszerna-prezentacja-gry-w-ktorej-zbudujesz-cywilizacje-na-nowo
New Cycle Nowości na Steam. Debiut jednej z najbardziej wyczekiwanych gier roku i steampunkowe RPG Gry-Online 15.01.2024 www.gry-online.pl/newsroom/nowosci-na-steam-debiut-jednej-z-najbardziej-wyczekiwanych-gier-r/zd27e96
New Cycle New Cycle już dostępne. Czy warto zagrać? Gram.pl 18.01.2024 www.gram.pl/news/new-cycle-juz-dostepne-czy-warto-zagrac
New Cycle New Cycle z dobrą ceną na start. City builder z domieszką survivalu budzi zainteresowanie Gry-Online 21.01.2024 www.gry-online.pl/newsroom/city-builder-z-domieszka-survivalu-inspirowany-frostpunkiem-oraz/z827f5d
New Cycle Niedoceniana survivalowa strategia o budowaniu otrzymała dużą aktualizację. Postapokaliptyczne New Cycle... Gry-Online 13.07.2024 www.gry-online.pl/newsroom/niedoceniana-survivalowa-strategia-o-budowaniu-otrzymala-duza-akt/z229e20
New Cycle Nowe szaty New Cycle na Unity 6. Survivalowy city builder rozwija się we wczesnym dostępie Gry-Online 29.01.2025 www.gry-online.pl/newsroom/nowe-szaty-new-cycle-na-unity-6-survivalowy-city-builder-rozwija/z12c318
Carrion Carrion - İnceleme Oyungezer Online 31.07.2020 oyungezer.com.tr/inceleme/carrion-inceleme
Carrion Bu Oyunun Canavarı Benim! – Carrion İncelemesi FRPNET 05.09.2020 frpnet.net/incelemeler/bu-oyunun-canavari-benim-carrion-incelemesi
Carrion Carrion İnceleme (BETA) WANNART 25.09.2020 wannart.com/icerik/24579-carrion-inceleme
Carrion Haftalık Oyun Önerisi 03: Carrion DonanımHaber 29.11.2020 dhbr.co/bAIC
Carrion Carrion Manifold 10.01.2021 www.manifold.press/carrion
Carrion CARRION, PS4 Konsollarına Çıkış Yaptı Bölüm Sonu Canavarı 23.10.2021 m.bolumsonucanavari.com/Haberler-CARRION_PS4_Konsollarina_Cikis_Yapti-111778.htm
Liar's Bar Pies, lisica, byk i świnia podbijają Steama. W ryzykowne, choć relaksujące Liar's Bar... GRYOnline.pl 15.10.2024 www.gry-online.pl/newsroom/pies-lisica-byk-i-swinia-podbijaja-steama-w-ryzykowne-choc-relaks/z82b01c
Liar's Bar Gra o kłamaniu pochłonęła tysiące graczy. Liar's Bar cieszy się popularnością na Steamie Gram.pl 16.10.2024 www.gram.pl/news/gra-o-klamaniu-pochlonela-tysiace-graczy-liars-bar-cieszy-sie-popularnoscia-na-steamie
Liar's Bar Sukces Liar’s Bar: gra zdobywa wysokie oceny na Steamie grajmerki.pl 15.11.2024 grajmerki.pl/liars-bar-sukces-wysokie-oceny/
Liar's Bar Gracze na Steamie wybrali najlepsze gry 2024 roku. Listę zdominowało Black Myth: Wukong GRYOnline.pl 02.01.2025 www.gry-online.pl/newsroom/gracze-na-steamie-wybrali-najlepsze-gry-2024-roku-liste-zdominowa/zd2be22
Liar's Bar Eksplozja gier z genAI na Steam. To jednak tylko wierzchołek góry lodowej GRYOnline.pl 16.07.2025 www.gry-online.pl/newsroom/liczba-gier-z-ai-na-steamie-eksplodowala-to-jednak-tylko-wierzcho/z12e2fb
The Invincible Eski CD Projekt RED Çalışanlarından Yeni Oyun – The Invincible FRPNET 27.09.2020 frpnet.net/haberler/oyun-haberleri/eski-cd-projekt-red-calisanlarindan-yeni-oyun-the-invincible
The Invincible The Invincible, Türkçe Dil Desteğiyle Çıkacak Oyungezer Online 15.10.2021 oyungezer.com.tr/haber/the-invincible-turkce-dil-destegiyle-cikacak/detay
The Invincible The Invincible Oyunundan İlk Fragman Geldi FRPNET 17.10.2021 frpnet.net/haberler/oyun-haberleri/the-invincible-oyunundan-ilk-fragman-geldi
The Invincible The Invincible'dan Yeni Bir Tanıtım Videosu Paylaşıldı Oyungezer Online 24.10.2021 oyungezer.com.tr/haber/the-invincibledan-yeni-bir-tanitim-videosu-paylasildi/detay
The Invincible Kibrimizden Yenildik – Yenilmez İncelemesi FRPNET 30.01.2022 frpnet.net/incelemeler/kibrimizden-yenildik-yenilmez-incelemesi
The Invincible The Invincible'ın Yeni Fragmanı Regis III'te Yaşamın İzlerini Sürüyor Oyungezer Online 23.10.2022 oyungezer.com.tr/haber/the-invinciblein-yeni-fragmani-regis-iiite-yasamin-izlerini-suruyor/detay
The Invincible Eski Witcher Geliştiricilerinin Oyunu The Invincible'ın Demo Sürümü Çıktı Atarita 05.05.2023 www.atarita.com/the-invincible-demo-surumu-cikti/
The Invincible The Invincible'dan Yeni Bir Geliştirici Günlüğü Yayınlandı Oyungezer Online 21.07.2023 oyungezer.com.tr/haber/the-invincibledan-yeni-bir-gelistirici-gunlugu-yayinlandi/detay
The Invincible The Invincible Çıkış Tarihi Belli Oldu FRPNET 22.08.2023 frpnet.net/haberler/oyun-haberleri/the-invincible-cikis-tarihi-belli-oldu
The Invincible The Invincible İnceleme Atarita 02.11.2023 www.atarita.com/the-invincible-inceleme/
The Invincible 2023 Yılının Oyunları: Harikalar ve Hayal Kırıklıkları FRPNET 01.01.2024 frpnet.net/makaleler/2023-yilinin-oyunlari-harikalar-ve-hayal-kirikliklari
The Invincible The Invincible'ın Geliştiricisinin Yeni Projesi Belli Oldu Oyungezer Online 25.11.2024 oyungezer.com.tr/haber/the-invinciblein-gelistiricisinin-yeni-projesi-belli-oldu

Source: Own Study

3.1 Case Study 1: Stygian: Reign of the Old Ones

3.1.1 What kind of game is Stygian?

Stygian, another role-playing game, is developed around the idea of mixing RPGs and turn-based tactical game genres. Just like Lale Savaşçıları, it features a detailed character creation process and players can personalize their in-game characters. Developed by Cultic Games, an independent studio based in Turkey, and released for the PC platform in 2019. It is rooted in the themes of cosmic horror and weird fiction. The game’s creative director, Can Oral, stated that he has been reading Lovecraft since the age of 10; thus, he has a deep understanding of this theme, which is deeply rooted in the game’s DNA. In the game Stygian, progress is dependent on the experience gained by the main character and the information they add to their own journal, and the management of the dialogue options in the game is of great importance in terms of progress.

3.1.2 What Makes Stygian an Indie Game and Its Funding

Since digital game developers in Turkey generally have limited financial resources and the profit margins on the games they develop are low, they usually choose themes that are already well-known and popular worldwide to incorporate into their games. Local investors' lack of sufficient understanding of the gaming industry and their inability to accurately assess it results in a significant waste of time and energy for development teams. To overcome this funding bottleneck and the investor barrier, Cultic Games has turned to global crowdfunding the most powerful tool available to independent game developers. The global support raised by Stygian’s Kickstarter campaign confirms the success of this strategy employed by game developers. The campaign raised over 30,000 euros in its first five days alone and ultimately concluded by reaching a significant total of 73,742 euros. Looking at the interest users have shown in the game via Kickstarter and the access data, it is seen that the largest group of backers comes from the United States with 1,004 people, followed by Germany with 201 backers and the United Kingdom with 200 backers, while Turkey, the game’s country of origin, ranks in this global list with 143 backers.

3.1.3 Data and Steam Review Analysis

An analysis of market analytics data collected through the digital sales platform Steam, along with reports from external data forecasting organizations (VG Insights, Gamalytic, etc.), clearly reveals the market performance of the game Stygian: Reign of the Old Ones.

- Estimated Copy Sales: According to VG Insights reports, the game has sold a total of 92,809 paid (premium) copies.

-Gross Revenue: The estimated gross revenue generated by the game is in the range of 1.7 million U.S. dollars.

-Peak Player Count: The highest number of active players the game has reached to date (Peak CCU) was recorded on September 28, 2019, at 1,335.

-Reviews: The game has 2.506 user reviews on Steam, 66.3% of them positive, and its overall score is Mixed.

-Number of Polish Players: When analyzing the game’s total sales figure of ~92,809 units and regional review data, it was observed that German players, who hold a ~5.5% market share (according to Gamalytic), left a total of 48 reviews. Based on these data, a linear proportional method was applied, suggesting that each review represents approximately ~106 sales. When the same review-to-sales ratio was applied to the group of Polish players who left 27 Polish-language reviews on the platform, the number of Polish players was estimated to be around ~2.871. This number shows that approximately 3.1% of the game’s global total sales originated from the Polish market. However, since Polish users who prefer to write their reviews in English could not be included in this Polish-language dataset, it is predicted that the actual number of players in the market is higher than this calculated number.

The news articles and reviews we have targeted for the Polish gaming market are as follows:

Table 4: Stygian: Reign of the Old Ones Media Coverage in Polish Gaming Websites
Game Name Headline Media Outlet Date Website Link
Stygian: Reign of the Old Ones RPG z elementami horroru - zapowiedziano Stygian Gram.pl 27.07.2018 https://www.gram.pl/news/2018/07/27/rpg-z-elementami-horroru-w-swiecie-lovecrafta-zapowiedziano-stygian-reign-of-the-old-ones.shtml
Stygian: Reign of the Old Ones Lovecraftowskie RPG Stygian z data premiery na PC Gram.pl 05.08.2019 https://www.gram.pl/news/2019/08/05/lovecraftowskie-rpg-stygian-reign-of-the-old-ones-z-data-premiery-na-pc.shtml
Stygian: Reign of the Old Ones Stygian: Reign of the Old Ones recenzja Interia.pl 07.10.2019 https://gry.interia.pl/recenzje/news-stygian-reign-of-the-old-ones-recenzja,nId,3265522
Stygian: Reign of the Old Ones Stygian: Reign of the Old Ones to jedna z tych gier... GRY-Online 06.11.2019 https://www.gry-online.pl/recenzje/recenzja-gry-stygian-reign-of-the-old-ones-lovecraft-nie-chce-umr/ze3542

Source: Own Study

Figure 1: Stygian: Reign of the Old Ones Polish Steam Reviews

Source:https://steamcommunity.com/app/779290/reviews/?browsefilter=recentlyupdated&filterLanguage=polish&p=1#scrollTop=0

Based on the graph data, during the fall of 2019 (September–November 2019) when the game was released and detailed reviews were published, especially in the Polish press, the number of reviews on Steam stayed at a statistically very low volume of only 1 to 2 per month. In the following years (2020–2026), both positive and negative reviews rarely reached more than two per day and frequently stayed in the 0–1 range. The lack of any sudden spikes in Steam reviews on the dates when major news stories or reviews were published in the media clearly shows that strong local media visibility does not always directly translate into player engagement or store reviews for this case.

3.1.4 Conclusion

Stygian: Reign of the Old Ones, the difficult conditions of the Turkish gaming ecosystem’s development phase —such as a limited talent pool, a lack of industry know-how, and the indifference of local investors toward the gaming industry—it has achieved a certain sales figure (~92,000 copies) in the global market, created by the individual ambitions and vision of creative director Can Oral. Due to its H.P. Lovecraft-themed setting and RPG depth, the game has attracted a lot of attention from the Polish press; during its launch, it was covered in important editorial sections such as detailed reviews and launch news. But as confirmed by graphical analyses, this media coverage has not caused a significant increase in Steam reviews (particularly Polish-language reviews). Of course, while the number of Steam reviews does not provide 100% accurate sales data, when viewed on a case-by-case basis, no direct impact of the Polish press on the game’s sales or review count has been observed.

3.2 Case Study 2: The Thaumaturge

3.2.1 What kind of game is The Thaumaturge?

The Thaumaturge is a story-driven RPG set in early 20th-century Warsaw a city home to countless different cultures where you’ll be forced to make morally ambiguous choices. Wiktor Szulski’s journey through the city of his youth, but is also filled with a surprising amount of information about pre-war Warsaw. It successfully enchants the player, surrounding them with the atmosphere of the multicultural city in times of social unrest. The player explores a world that has been destroyed by wars, using details carefully crafted by the developers. This process of exploration ranges from the digital reconstruction of buildings like the Kamienica Lothego, which was destroyed during the Warsaw Uprising, to linguistic immersion.

3.2.2 The Development Process and Funding Model of Fool's Theory

The Thaumaturge was developed by a group of specialists who left leading studios and decided to make games somewhere near the Beskidy Mountains. The team has previously proven its expertise by working on projects such as Seven: The Days Long Gone and Baldur's Gate III. The studio has developed The Thaumaturge as its own original intellectual property (IP).

With financial support from Polish gaming giant 11 bit studios, the project has achieved mid-sized AA status. In February 2022, 11 bit studios purchased 40% of Fool's Theory for 2.62 million PLN (approximately ~$678,500). If the game had generated ~$11.65 million in net revenue during the first six months, Fool's Theory would have received additional funding.

3.2.3 Data and Steam Review Analysis

Market analytics data collected through the Steam digital distribution platform, along with reports from external data and forecasting firms (such as VG Insights, Gamalytic, etc.), clearly demonstrate the market performance of the game The Thaumaturge.

-Estimated Copy Sales: According to VG Insights reports, the game has sold a total of 165,000 paid (premium) copies.

-Gross Revenue: The estimated gross revenue generated by the game is approximately $4 million. It is one of the most successful games in terms of revenue levels that we will examine.

-Peak Player Count: The highest number of active players the game has reached to date (Peak CCU) was recorded on March 5, 2024, at 2,913.

-Reviews: The game has 5,551 user reviews on Steam; 83% of them are positive, and its overall rating is “Very Positive.”

-Number of Turkish Players: According to VG Insight data, an analysis of the game’s total sales of ~166,000 units and regional ownership figures shows that Polish players, who hold a ~10.5% market share according to Gamalytic data, own approximately ~17,430 units. These players have shared a total of 578 reviews in Polish on the Steam platform. When the same review-to-sales ratio is applied to the group of Turkish players who posted 51 reviews on the platform, the number of Turkish players is estimated to be around ~1,538. This figure shows that approximately ~0.93% of the game’s global total sales came from the Turkish market. However, since Turkish users who prefer to write their reviews in English were not included in this Turkish dataset, it is expected that the actual number of players in the market is higher than these calculated numbers.

Table 5: The Thaumaturge Media Coverage in Turkish Gaming Websites
Game Name Headline Media Outlet Date Website Link
The Thaumaturge Hikaye Odaklı Yeni RPG Oyunu The Thaumaturge Resmi Olarak Duyuruldu IGN Türkiye 27.02.2023 https://tr.ign.com/the-thaumaturge/114979/news/hikaye-odakli-yeni-rpg-oyunu-the-thaumaturge-resmi-olarak-duyuruldu
The Thaumaturge The Thaumaturge Bu Yıl İçinde Çıkacak, İlk Hikaye Fragmanı Geldi FRPNET 04.03.2023 https://frpnet.net/haberler/oyun-haberleri/the-thaumaturge-bu-yil-icinde-cikacak-ilk-hikaye-fragmani-geldi
The Thaumaturge The Thaumaturge Konsept Tasarımları Ortaya Çıktı Atarita 23.05.2023 https://www.atarita.com/the-thaumaturge-konsept-tasarimlari-ortaya-cikti/
The Thaumaturge Fool's Theory'nin Karanlık Fantazi RYO'su The Thaumaturge 2024'e Ertelendi Oyungezer 15.11.2023 https://oyungezer.com.tr/haber/fools-theorynin-karanlik-fantazi-ryosu-the-thaumaturge-2024e-ertelendi/detay?paylas=fb
The Thaumaturge The Thaumaturge Çıkış Tarihi Ertelendi Atarita 12.02.2024 https://www.atarita.com/the-thaumaturge-cikis-tarihi-ertelendi/
The Thaumaturge The Thaumaturge İnceleme Atarita 04.03.2024 https://www.atarita.com/the-thaumaturge-inceleme/

Source: Own Study

Figure 2: The Thaumaturge Turkish Steam Platform Reviews

Source:https://steamcommunity.com/app/779290/reviews/?browsefilter=toprated&filterLanguage=polish

The most notable social aspect of this case study is the contrast between publisher 11 bit studios’ history in the Turkish market and The Thaumaturge. 11 bit studios has created expectations within the Turkish gaming community for a localization of this game, following the Turkish language support it included in its previous titles, Frostpunk and This War of Mine. However, the game's heavy reliance on dialogue and its use of 1905-era terminology, coupled with the lack of a Turkish localization for The Thaumaturge, has left this expectation unmet. However, the game's heavy reliance on dialogue and its use of 1905-era terminology, coupled with the lack of a Turkish localization for *The Thaumaturge*, has left this expectation unmet. A thread started by Turkish players on the Steam discussion forums has received over 124 comments. It is seen that players have described this situation as a “saddening” and have offered conditional support, stating, “I’ll buy it if it comes in Turkish.”

The fact that nearly all of the news was concentrated before the game's release can be seen as one of the main reasons for the boost in players and comments the game experienced during its launch period. The near lack of press coverage following the game’s release leads us to believe that this boost effect may be more closely tied to marketing hype and launch hype. However, it can be assumed that the high volume of pre-release coverage in the Turkish press helped keep expectations high in the Turkish gaming community and made a significant impact on the game’s launch hype.

3.2.4 Conclusion

From a narrative perspective, the game transformed a Warsaw that had been erased from the map by wars into a digital space of memory, offering an ethnographic space for exploration and creating a deep atmospheric effect. A study of the Turkish media shows that nearly all news coverage was concentrated in the pre-launch period. This asymmetrical news cycle supports the argument that the game’s instant review boost effect on Steam was the result of marketing hype. This interest from the Turkish press, combined with 11 bit studios’ past reputation for being Turkish-friendly, has created expectations within the community. However, the failure to meet these expectations (due to the lack of Turkish language support) has stopped the launch hype from turning into sustainable community engagement. While the Turkish media provided strong momentum for the hype surrounding The Thaumaturge, the lack of language support was the primary factor limiting the full realization of this potential in terms of widespread engagement and sales on Steam.

3.3 Case Study 3: Supermarket Simulator

3.3.1 What kind of game is Supermarket Simulator?

Supermarket Simulator is a first-person (FPS) economy and micromanagement simulation that presents players with the dynamics of real-world retail and business management in an interactive, systematic format. A first-person simulation game set in a small town, where the player takes on the role of the owner of a newly opened supermarket and must manage the store using various products and supplies to attract more customers and increase profits. It was developed and published by Nokta Games on February 20, 2024, under the Early Access model. Supermarket Simulator is a job sim game, where players have to run their own store by installing shelves and other furniture, while also ordering stock and managing prices. The game’s Steam page went live in November 2023, with the devs then changing the name from Market Simulator to Supermarket Simulator “for marketing reasons.” Prior to launch, the team made a free prologue and demo, also participating in the Steam Next Fest earlier this year.

3.3.2 What Makes Supermarket simulator an Indie Game and Its Funding

Digital game developers in Turkey typically have limited financial resources. The profit on the games they develop remain low, particularly due to exploitative conditions in hyper-casual mobile games aimed at Western markets and the lack of understanding of the gaming industry by local investors. Development teams experience significant loss of time and energy. To overcome this financial bottleneck and investor barrier, Nokta Games turned to the PC platform and used the Steam Early Access model as its most powerful independent funding tool. The global support generated by the Early Access campaign for Supermarket Simulator, which was produced by a core team of just 4 people with the support of the DIGIAGE incubation center within the IT Valley, clearly confirms the success of this independent strategy implemented by the game developers. The game quickly reached a massive financial scale, even turning Nokta Games into an investor and enabling it to make millions of dollars in angel investments in other independent Turkish studios.

3.3.3 Analysis of Data and Steam Reviews and Their Reflection in the Polish Media

Market analytics data collected through the digital sales platform Steam, combined with an analysis of reports from external data analytics organizations (such as VG Insights, Gamalytic, etc.), reveals the market performance of Supermarket Simulator;

-Estimated Copy Sales: According to reports from Gamalytic and VG Insights, the game has sold a total of approximately 3.2 million to 3.4 million paid (premium) copies.

-Gross Revenue: The gross revenue from the game is estimated to be in the range of approximately $37.5 million.

-Peak Concurrent Users (Peak CCU): The highest number of active players the game has reached to date was recorded on March 17, 2024, at 51,363 players.

-Reviews: The game has approximately 81,500 user reviews on Steam, 92.2% of which are positive, and its overall rating is “Very Positive.”

-Polish Player Number: When analyzing the game’s total sales figure of ~3.4 million units and regional sales data, Gamalytic’s data shows that the United States accounts for the largest share at 18.2%, followed by Germany at 10% and Brazil at 8.3%. When a linear proportional method is applied to the total global sales and the number of reviews (81,500), it is seen that each review represents approximately ~41.7 units sold (3,400,000 / 81,500). When the same review-to-sales ratio is applied to the group of Polish players who left 2,632 reviews in Polish on the platform, the number of Polish players is estimated to be around ~109,754. This number shows that approximately 3.2% of the game’s global total sales came from the Polish market. But, since Polish users who prefer to write their reviews in English were not included in this Polish-language dataset, it is estimated that the actual number of players in the market is higher or lower than this calculated number.

Table 6: Supermarket Simulator Media Coverage in Turkish Gaming Websites
Game Name Headline Media Outlet Date Website Link
Supermarket Simulator Supermarket Simulator podbija Steam! Gracze aż tak bardzo marzą o prowadzeniu własnego sklepu? Gram.pl 26.02.2024 https://www.gram.pl/news/supermarket-simulator-podbija-steam-gracze-az-tak-bardzo-marza-o-prowadzeniu-wlasnego-sklepu
Supermarket Simulator Supermarket Simulator z ogromnym zainteresowaniem – gra podbija listę bestsellerów Steama Gram.pl 04.03.2024 https://www.gram.pl/news/supermarket-simulator-z-ogromnym-zainteresowaniem-gra-podbija-liste-bestsellerow-steama
Supermarket Simulator Darmowy Supermarket Together skradł serca użytkowników Steam. Masa graczy zabrała się za prowadzenie sklepu Gram.pl 12.08.2024 https://www.gram.pl/news/darmowy-supermarket-together-skradl-serca-uzytkownikow-steam-masa-graczy-zabrala-sie-za-prowadzenie-sklepu
Supermarket Simulator Steam podsumowuje 2024: Odkryj najpopularniejsze i najbardziej dochodowe gry roku PPE.pl 25/12/2024 https://www.ppe.pl/news/360097/steam-podsumowuje-2024-odkryj-najpopularniejsze-i-najbardziej-dochodowe-gry-roku.html

Source: Own Study

Figure 3: Supermarket Simulator Polish Steam Platform Reviews

Source:https://steamcommunity.com/app/2670630/reviews/?browsefilter=toprated&filterLanguage=polish.

Based on Steam statistics and regional media coverage, an incredible peak in Steam reviews and player activity was observed during the critical period of February–March, when the game was first released, thanks to both the hype surrounding its launch and the coverage in the press. However, in the following period, there was no noticeable, permanent increase in the number of player reviews, except during periodic discount periods. In light of these findings, rather than concluding that news coverage in the media directly makes a game go viral , it may be more correct to read the current dynamics of the market from a different perspective: We must keep in mind that games which typically gain organic momentum among players and go viral often attract media attention and are covered more frequently in the news because of their potential. In other words, media attention serves not as the primary factor driving viral success, but rather as a consequence and amplifier of that success.

3.3.4 Conclusion

In conclusion, Supermarket Simulator stands out as a versatile case study that highlights the changing dynamics of the indie game industry, especially in developing markets like Turkey. From a financial perspective, Nokta Games’ journey proves how independent developers can effectively overcome traditional funding bottlenecks by leveraging platforms like Steam Early Access. With a small core team and limited startup resources, the studio achieved extraordinary commercial success; not only did it secure its own autonomy, but it also revived the local gaming ecosystem through angel investments in other independent developers. Even though visibility in local media happened around the same time as the game’s first major spike in player activity, the lack of a permanent uptick in reviews after the initial news coverage signals a paradigm shift in our understanding of market reach. Rather than the media acting as the catalyst for a game's viral success on its own, the game's organic momentum, core gameplay loop, and player engagement are ultimately the key factors that attract media attention and lead to news coverage.

3.4 Case Study 4: Darkwood

3.4.1 What kind of game is Darkwood?

A game titled Darkwood, created by Acid Wizard Studio, a three-person development team based in Poland. Darkwood is a game that combines survival horror and role-playing (RPG) mechanics with roguelike elements, featuring a top-down perspective. Darkwood uses nonlinear narrative structure surrounding a group of characters that are trapped in a supernaturally infested forest to frame the gameplay and motivate the player’s choices. The 2017 survival horror game Darkwood is set in a dark forest where the player is tasked to survive and find a way to escape. While the game is played out from a bird’s eye view the player is never given more than their character’s cone of vision to see their surroundings. Yet the game is praised for its horrifying atmosphere, with large game journalism outlets like GameSpot giving it a 9/10.

3.4.2 Development Process, Funding Model, and the Studio’s Evolution

The development process of Darkwood is an industry journey involving three college friends, a crowdfunding campaign, a long early-access period, and creative burnout. They describe the process of getting to know each other in their own words as follows: “Hello! We are Acid Wizard Studio, a group of 3 young nerds who one day decided to quit their jobs and make a living out of making video games. We met in college and from that time we played a lot of games together, and our only game that we made together is Kevin Costner’s Tatanka Hunting Simulator 2013, which is a entry for this year’s Global Game Jam, a competition where you make a game in 48 hours.” The project’s funding model was designed around crowdfunding, aiming to bypass traditional publisher pressure by reaching out directly to the community. On March 11, 2013, the project launched a campaign on the Indiegogo platform.

They achieved the following results on the Indiegogo platform and ran a successful campaign:

Initial Funding Goal $40,000

Final Amount Raised $57,323 (143% of the goal)

Total Number of Backers 2,883 people

The first few days of the campaign were a complete disappointment and a source of depression for the developers. There was a fear that the project would fail to meet its goals and be canceled because the gaming press wasn’t showing the expected interest. A lack of funding forced the team to take on outside advertising work, keeping them away from the project for weeks and disrupting the creative process. However, the release of a second pre-alpha gameplay trailer (Pre-alpha Gameplay Trailer #2) suddenly sparked interest in the project, raising $15,000 in just two days and helping to surpass the $40,000 goal. Even though the campaign was a success, the classic mistakes in indie game development were hard to avoid; the development process, which was expected to take a year, took years. The game launched on Steam Early Access on July 24, 2014, and didn’t reach its full release (v1.0) until August 17, 2017.

Just one week after the full version was released, they uploaded the game to “The Pirate Bay.” Just one week after the full version was released, they uploaded the game to “The Pirate Bay.” While game studios typically use complex DRM (Digital Rights Management) protections to prevent their products from being downloaded illegally, Acid Wizard Studio took the opposite path and uploaded the game’s latest, secure, and DRM-free version directly to the world’s largest torrent site. When the studio saw that a young player asked for a refund for its horror game Darkwood out of a fear that his parents wouldn't like the cost of the game, it decided to offer a safe, unprotected copy of the game on The Pirate Bay. It wants to offer you a chance to play Darkwood if money's simply too tight. There are only two requests: think about buying the game when you can, and don't buy it through key resellers like G2A. Acid Wizard sees resellers as "cancer[s]" that hurt the game industry as a whole and make it "impossible" to give away free copies an a more controlled way. With this approach, they not only received positive feedback from users but also managed to capture the attention of users on platforms like GameSpot and Reddit.

This commercial success came at a personal cost. The pressure of crowdfunding, years of hard work, and the psychological stress of the game's dark theme exhausted the team's energy. When they reunited in 2019 to begin working on a prototype for Soccer Kids—a colorful, non-violent children's soccer game that was the complete opposite of Darkwood—they were unable to overcome their creative burnout. In August 2023, Acid Wizard Studio announced that it was putting its activities on pause for an indefinite period, stating, “So ultimately we decided that it would be best if we part ways, with a possibility of returning in 5 to 10 years when we get our shit together. This doesn't have to be bad news! We aren't disappearing into thin air and would like our games to live on.” But the Darkwood universe isn’t dead. Darkwood 2, the sequel to the series, has been handed over to Ice-Pick Lodge with the approval and guidance of the original developers, and it has been decided that it will be published by Hooded Horse.

3.4.3 Analysis of Data and Steam Reviews and Their Reflection in the Turkish Media

When the game’s global metrics are analyzed using market databases such as VG Insights and Gamalytic, it becomes clear how a niche audience has turned into a loyal consumer base. The global support generated by the Early Access and crowdfunding campaign for Darkwood—developed by a core team of just three (3) people—clearly validates the success of this independent strategy adopted by the game developers. The game quickly reached a massive financial scale and achieved millions of dollars in revenue, despite radical decisions such as the developers themselves uploading a pirated copy of the game to The Pirate Bay. Market analytics data collected through the digital sales platform Steam, combined with an analysis of reports from external data analytics organizations (such as VG Insights, Gamalytic, etc.), reveals the market performance of Darkwood;

-Estimated Copy Sales: According to reports from Gamalytic and VG Insights, the game has sold between approximately 772,000 (VG Insights) and 1.2 million (Gamalytic) paid (premium) copies on the Steam platform alone.

-Gross Revenue: Gross revenue from the game is estimated to be between approximately $7.2 million and $7.4 million.

-Peak Concurrent Users (Peak CCU): The game's highest number of active players to date was recorded on April 14, 2022, at 1,315 players.

-Reviews: The game has approximately 24,177 user reviews on Steam, 95% of which are positive, and its overall rating is “Overwhelmingly Positive.”

-Turkish Player Number: An analysis of the game’s total sales of approximately 1.2 million units and regional sales data shows that the United States accounted for the largest share at 25.9%, followed by China at 16.8% and Russia at 6.5%, according to Gamalytic data. But since the other two languages with the largest shares (English and Russian) are spoken in multiple countries it is more reliable to use the Chinese market, which is concentrated in a single country, as a basis for more accurate estimates of the local player base. Based on China’s estimated sales of 201,600 units (16.8% of 1.2 million) and 3,467 Chinese reviews, it appears that each review represents approximately 58.1 units sold (201,600 / 3,467). There are 275 Turkish reviews of the game on Steam. When this review-to-sales ratio (58.1) is applied to the group of players who left Turkish reviews (275 × 58.1), the estimated number of Turkish players is calculated to be approximately 15,990. Since Turkish users who prefer to write their reviews in English were not included in this dataset, it is estimated that the actual number of players in the market is significantly higher or lower than the calculated figure.

Table 7: Darkwood Media Coverage in Turkish Gaming Websites
Game Name Headline Media Outlet Date Website Link
Darkwood Darkwood'dan korku dolu görüntüler! Merlin'in Kazanı 29.05.2013 https://www.merlininkazani.com/darkwooddan-korku-dolu-goruntuler-haber-62255
Darkwood Darkwood'tan Alpha Görüntüleri Merlin'in Kazanı 22.05.2014 https://www.merlininkazani.com/darkwoodtan-alpha-goruntuleri-haber-73824
Darkwood Darkwood ile kaderiniz sizin elinizde Merlin'in Kazanı 21.07.2014 https://www.merlininkazani.com/darkwood-ile-kaderiniz-sizin-elinizde-haber-75733
Darkwood Darkwood yapımcıları tarafından Pirate Bay'e yüklendi Merlin'in Kazanı 28.08.2017 https://www.merlininkazani.com/darkwood-yapimcilari-tarafindan-pirate-baye-yuklendi-haber-96291
Darkwood Darkwood İncelemesi FRPNET 7.09.2014 https://frpnet.net/incelemeler/darkwood-incelemesi
Darkwood Oynarken Sizi Terletecek En İyi Korku Oyunları Atarita 30.01.2025 https://www.atarita.com/en-iyi-korku-oyunlari/

Source: Own Study

Figure 4: Darkwood Polish Steam Platform Reviews

Source:https://steamcommunity.com/app/274520/reviews/?browsefilter=toprated&filterLanguage=turkish

When the media coverage table and the graph showing the temporal distribution of Turkish reviews on the Darkwood Steam page are cross-referenced with external data (Steam sale schedules, game updates, and major influencer activities), it becomes clear that the direct impact of coverage in traditional Turkish gaming media (news sites) on sales and player traffic is extremely limited. Still, it can be concluded that the news reports in 2017 about the developers uploading the game to The Pirate Bay directly influenced the increase in comments at the end of 2017 and the beginning of 2018; similarly, the updated lists and reviews published in 2025 also contributed to the surge in new reviews that year. There is not yet enough market data to present these correlations as definitive proof, and it is quite difficult to observe a clear media effect based on review dates alone. While it is true that coverage in the local media has increased player engagement, the limited data available makes it difficult to measure the extent to which the media has triggered a boom in organic sales or comments.

3.4.4 Conclusion

In terms of market strategy and financing models, Acid Wizard Studio’s journey from its Indiegogo campaign to the “The Pirate Bay” upload is a case study that could set a standard in discussions about gray market (key reseller) economy. A move that could be seen as commercial suicide, such as distributing a pirated version of the product themselves, generated huge trust, empathy, and viral marketing value among customers, pushing the game's sales past the 1.5 million copies. An analysis of Turkish player reviews on Steam, based on graphs and timelines, has shown that this strategy can be effective in the long term. In particular, sales periods (such as the Summer Sale) have generated significant spikes even in markets with low purchasing power, such as Turkey. The 94.9% positive feedback rate in Gamalytic’s data reflects this loyalty statistically.

The clearest finding from the thesis titled is that text-based news reports in local media do not have a direct or significant impact on regional game sales. While the review timeline and market data show that news stories such as The Pirate Bay’s move or the launch announcement, which made headlines in the local gaming press, generated basic awareness among players, they also prove that none of these stories led to massive spikes in sales or concurrent players (peak) on Steam. On the other hand, it has been found that in specific and unstable markets like Turkey, the key factors driving regional sales include the addition of Turkish language support to the game, localization efforts specifically targeting the product, and Steam’s major sale periods.

3.5 Case Study 5: New Cycle

3.5.1 What kind of game is New Cycle?

New Cycle is a survival-focused city-builder and real-time strategy (RTS) game developed by the indie studio Core Engage. The game is set in a post-apocalyptic world in the year 2073, 50 years after solar storms destroyed the global technological framework. New Cycle is described as dieselpunk by Core Engage, as the player is tasked with rebuilding society following a "global catastrophe" caused by solar flares. Settlements begin as very basic and players must progress into industrialisation, then capitalism, all whilst tackling the challenges thrown at them by the environment. Due to both its theme and gameplay mechanics, it has been compared by the media and players to the Frostpunk and Anno series.

3.5.2 Development Process, Funding Model, and the Studio’s Evolution

The game was developed by Core Engage, an independent Turkish game studio, and published by Daedalic Entertainment, an AA-tier publisher based in Germany. The studio is one of the most successful examples of the major structural shift that has taken place in Turkey’s gaming industry in recent years. Turkey is currently experiencing a major shift from mobile and “hyper-casual” games toward PC and indie game development. As of 2024, the game ranks among the top four most-reviewed and highest-grossing games developed in Turkey (along with Supermarket Simulator, Anomaly Agent, and Dice & Fold). Daedalic Entertainment decided in 2023 to completely stop game development and focus only on publishing, and New Cycle is one of the most important commercial assets in its catalog under this new strategy. The game, which launched on the Steam Early Access platform on January 18, 2024, was expected to remain in this phase for 1 to 2 years. It has been supported by massive updates such as “MAJOR Big Farming” (January 2026), which fundamentally transformed farming dynamics, and “Road & Highway” (March 2026), which revolutionized transportation logistics .

More than 73% of Turkish game developers self-publish their games. However, Core Engage has solved this problem by partnering with Daedalic Entertainment, a Germany-based AA-class global publisher, thereby securing long-term funding and marketing support in the gaming industry.

Due to the complex build trees required by New Cycle’s genre, it has adopted an Early Access model that makes the community an important part of the development process, During this process, the studio gathers player feedback through Discord, discussion forums, and a “ticket system” directly integrated into the game to decide on new features to be added (such as defense/combat mechanics or new vehicles).

3.5.3 Analysis of Data and Steam Reviews and Their Reflection in the Turkish Media

-Estimated Copy Sales: New Cycle has reached a significant global player base for an independent strategy game. According to algorithmic estimates from various market analysis platforms, the game’s unit sales are approximately 84,360 on VG Insights, 127,700 on Gamalytic, and 155,100 on PlayTracker.

-Gross Revenue: Based on the sales data collected, the game’s estimated total gross revenue is approximately $2.5 million according to VG Insight.

-Peak Concurrent Users (Peak CCU): Peak Concurrent Users (Peak CCU): The game broke its own record with 3,782 concurrent players during its Early Access launch in January 2024.

-Reviews: The game generally has a “Mostly Positive” rating. Nearly all Polish players have compared the game to titles like Frostpunk, Anno, and Surviving the Aftermath, noting that they find this formula successful. In addition, the inclusion of Polish language support, which had been the subject of criticism, was met with great satisfaction by players.

-Polish Player Number: Based on Gamalytic data, the estimated total global sales figure for the game is ~127,700 units. When this is analyzed alongside review data from Steam, applying the linear proportionality method to total sales and the current global review count (2,815), it is observed that each review represents approximately ~45.36 units sold (127,700 / 2,815). When the same review-to-sales ratio is applied to the group of Polish players who left 67 reviews in Polish on the Steam platform, the number of Polish players is estimated to be approximately 3,039. This figure indicates that approximately 2.38% of the game’s global total sales came from the Polish market. However, since Polish users who prefer to write their reviews in English were not included in this data, which was filtered by Polish language, and given that the game generated significant interest in the local press (Gry-Online, etc.), it is estimated that the actual number of Polish players in the market is different from this calculated figure.

Table 8: New Cycle Media Coverage in Polish Gaming Websites
Game Name Headline Media Outlet Date Website Link
New Cycle Nowe szaty New Cycle na Unity 6. Survivalowy city builder rozwija się we wczesnym dostępie <br>(New clothes for New Cycle on Unity 6. Survival city builder develops in early access) Gry-Online January 29, 2025 https://www.gry-online.pl/newsroom/nowe-szaty-new-cycle-na-unity-6-survivalowy-city-builder-rozwija/z12c318
New Cycle Niedoceniana survivalowa strategia o budowaniu otrzymała dużą aktualizację. Postapokaliptyczne New Cycle jest dostępne na Steam rekordowo tanio <br>(Underrated survival building strategy received a major update. Post-apocalyptic New Cycle is available on Steam at a record-low price) Gry-Online July 13, 2024 https://www.gry-online.pl/newsroom/niedoceniana-survivalowa-strategia-o-budowaniu-otrzymala-duza-akt/z229e20
New Cycle New Cycle z dobrą ceną na start. City builder z domieszką survivalu budzi zainteresowanie <br>(New Cycle with a good starting price. City builder with a hint of survival arouses interest) Gry-Online January 21, 2024 https://www.gry-online.pl/newsroom/city-builder-z-domieszka-survivalu-inspirowany-frostpunkiem-oraz/z827f5d
New Cycle New Cycle już dostępne. Czy warto zagrać? <br>(New Cycle is now available. Is it worth playing?) Gram.pl January 18, 2024 https://www.gram.pl/news/new-cycle-juz-dostepne-czy-warto-zagrac
New Cycle Nowości na Steam. Debiut jednej z najbardziej wyczekiwanych gier roku i steampunkowe RPG <br>(New on Steam. Debut of one of the most anticipated games of the year and a steampunk RPG) Gry-Online January 15, 2024 https://www.gry-online.pl/newsroom/nowosci-na-steam-debiut-jednej-z-najbardziej-wyczekiwanych-gier-r/zd27e96
New Cycle Zobacz 12-minutowy gameplay z New Cycle, obiecującego postapokaliptycznego city buildera <br>(Watch a 12-minute gameplay of New Cycle, a promising post-apocalyptic city builder) Gry-Online January 11, 2024 https://www.gry-online.pl/newsroom/zobacz-12-minutowy-gameplay-z-new-cycle-obiecujacego-postapokalip/z427e42
New Cycle New Cycle - obszerna prezentacja gry, w której zbudujesz cywilizację na nowo <br>(New Cycle - extensive presentation of the game where you will rebuild civilization) Gram.pl January 11, 2024 https://www.gram.pl/news/new-cycle-obszerna-prezentacja-gry-w-ktorej-zbudujesz-cywilizacje-na-nowo
New Cycle Ten postapokaliptyczny city builder może być gratką dla fanów budowania w trudnych warunkach <br>(This post-apocalyptic city builder can be a treat for fans of building in difficult conditions) Gry-Online December 1, 2023 https://www.gry-online.pl/newsroom/ten-postapokaliptyczny-city-builder-moze-byc-gratka-dla-fanow-sur/za27818
New Cycle New Cycle - poznaj grę, w której zbudujesz cywilizację na nowo <br>(New Cycle - meet the game where you rebuild civilization) Gram.pl April 2023* https://www.gram.pl/news/new-cycle-poznaj-gre-w-ktorej-zbudujesz-cywilizacje-na-nowo

Source: Own Study

Figure 5: New Cycle Polish Steam Platform Reviews

Source:https://steamcommunity.com/app/2198510/reviews/?browsefilter=toprated&filterLanguage=polish

Local Media and Discount Synchronization (July 2024 Bounce) The Polish media’s impact on player growth wasn’t limited to simply promoting the game; they strategically used discount periods. On July 13, 2024, Gry-Online reported on the “Produce & Deliver” update for the game, specifically highlighting in the headline that the game was “at a record-low price on Steam).

3.5.4 Conclusion

New Cycle is one of the most successful and lasting representatives of the Turkish gaming industry’s evolution away from its hyper-casual and mobile-focused structure toward indie PC strategy games with deep mechanics. Developed by the independent studio Core Engage and supported by global publisher Daedalic Entertainment, this project achieved a mid-tier commercial success that attracted attention on the global stage, generating $2.5 million in gross revenue by selling between approximately 127,000 and 155,000 copies with its niche strategy concept. The local press promoted the game by directly linking it to the Polish-made Frostpunk and the popular Anno series (due to cultural and genre similarities).The local media’s regular coverage of patch updates, Steam sales, and community tools (mods/trainers) has helped create a loyal audience for strategy games in the region by overcoming the high price barrier.

When viewed in terms of the Early Access process, players and critics have been impressed by the game's post-apocalyptic dieselpunk atmosphere, complex crafting trees, and intuitive building system. Cultural and genre adaptation is the media’s greatest asset in overcoming high regional price barriers. However, the interest generated by the media alone is not enough; for long-term success and sales conversion, independent studios must synchronize their pricing policies with regional economic realities while simultaneously implementing regular discount and update cycles.

3.6 Case Study 6: Carrion

3.6.1 What kind of game is Carrion?

“Carrion” is a “reverse-horror game” developed by the Polish studio Phobia Game Studio, meaning it’s a game where you play as the terrifying creature rather than the one fleeing from it. The main character is an iconic, red, slime-like, terrifying creature with tentacles. The game begins when the character breaks out of their capsule in the lab and escapes. The character moves through the lab by holding onto walls and nearby objects with their tentacles. Aesthetically and narratively, the game features pixel art graphics and tells its story not with text or dialogue, but through silent environmental storytelling. Some missing pieces of the story and the monster’s origins are revealed through brief flashback sequences in which you control a human scientist. Finally, Carrion is a purely single-player PvE (player versus AI) experience that does not feature any multiplayer or co-op modes.

3.6.2 Development Process, Funding Model, and the Studio’s Evolution

The game was developed by Phobia Game Studio, an independent studio based in Warsaw, Poland, which has its roots in Transhuman Design. The core team, consisting of Sebastian Krośkiewicz, Krzysztof Wolfgang Chomicki, and Maciej Niedzielski, previously worked on a highly violent 2D action game titled *Butcher* (2016) under the Transhuman Design banner. The people behind Butcher, which was developed under the wing of Transhuman Design, decided to fund their own independent company, called Phobia Game Studio, in order to concieve Carrion and give it their full undivided attention.

Development began as early as October 2017, and the game had its first public test at the 2018 Game Developers Conference (GDC). Composer Cris Velasco, who had previously worked on big-budget games, saw an early animation test shared on Twitter; he was so excited by the idea of composing music from a monster’s perspective that he reached out to the studio and took on the game’s score. Following the release of the first PC demo in October 2019, the full version of the game was released on July 23, 2020, for PC, Xbox One, and Nintendo Switch. It was later ported to PlayStation 4 in October 2021 and to PlayStation 5 in April 2023.

3.6.3 Analysis of Data and Steam Reviews and Their Reflection in the Turkish Media

-Estimated Copy Sales: The game's estimated sales on the Steam platform range from 924,500 to 1,400,000 units. According to Video Game Insights (VG Insights) data, the net number of premium copies sold is approximately 925,000. Additionally, according to data from August 2020 (shortly after its release), the game has sold over 200,000 copies worldwide across PC and consoles and has been played by “hundreds of thousands” of players on Xbox Game Pass.

-Gross Revenue: Based on sales data, the game’s estimated premium gross revenue generated on the Steam platform alone is approximately $12.1 million.

-Peak Concurrent Users (Peak CCU): According to data from Steam, the highest number of concurrent players (Peak CCU) that Carrion has reached is 6,347.

-Turkish Player Number: An analysis of the game’s total sales of approximately 925,000 units and regional data (regional shares estimated based on Steam review rates) shows that the Chinese market accounts for 11.75% of the total. Since the other major languages (English and Russian) are spoken in multiple countries, it may be more accurate to base estimates of the local player base on the Chinese market. Based on China’s estimated sales of 108,677 units (11.75% of 925,000 units) and 3,631 Chinese (Simplified) reviews, it is observed that each review represents approximately 29.93 sold units (108,677 / 3,631). There are 353 Turkish reviews of the game on Steam. When this review-to-sales ratio (29.93) is applied to the group of players who left Turkish reviews (353 × 29.93), the estimated number of Turkish players is calculated to be approximately 10,565. Since Turkish users who prefer to write their reviews in English were not included in this dataset, it is estimated that the actual number of players in the market could be significantly higher or lower than this calculated figure.

Table 9: Carrion Media Coverage in Turkish Gaming Websites
Game Name Headline Media Outlet Date Website Link
Carrion Carrion - İnceleme Oyungezer Online 31 July 2020 https://oyungezer.com.tr/inceleme/carrion-inceleme
Carrion Bu Oyunun Canavarı Benim! – Carrion İncelemesi FRPNET 5 September 2020 https://frpnet.net/incelemeler/bu-oyunun-canavari-benim-carrion-incelemesi
Carrion Carrion İnceleme (BETA) WANNART 25 September 2020 https://wannart.com/icerik/24579-carrion-inceleme
Carrion CARRION, PS4 Konsollarına Çıkış Yaptı Bölüm Sonu Canavarı 23 October 2021 http://m.bolumsonucanavari.com/Haberler-CARRION_PS4_Konsollarina_Cikis_Yapti-111778.htm
Carrion Haftalık Oyun Önerisi 03: Carrion DonanımHaber 29 November 2020 http://dhbr.co/bAIC
Carrion Carrion Manifold 10 January 2021 https://manifold.press/carrion

Source: Own Study

Figure 6: Carrion Polish Steam Platform Reviews

Source:https://steamcommunity.com/app/953490/reviews/?browsefilter=toprated&filterLanguage=turkish

The overall findings show that media visibility during the first six months following the game’s release (July 2020–January 2021) was closely related to and supported by Steam reviews. Beyond the first reviews on news sites, the massive spikes and drops that appear months or even years later are directly linked to Steam’s major seasonal sales and the game’s availability in the Xbox Game Pass library (whether it’s added or removed).

3.6.4 Conclusion

With its “reverse-horror” genre, where we are the “monsters” rather than the victims, Carrion offers a bold alternative to the market’s conventional hero fantasy stories. The high scores it received from leading Turkish gaming media outlets like Oyungezer and Wannart (8.5/10 and 72/100) show how well these innovative mechanics (fluid tentacle physics, biomass system) have been received by players.

The fact that Phobia Game Studio, a small Polish team, handed the project over to Devolver Digital, one of the giants of the indie gaming world, has shaped the project's fate. The game's gross revenue of $12.1 million from selling approximately 925,000 copies on Steam alone represents a significant commercial success. The game’s inclusion in the Xbox Game Pass at launch, which allowed it to reach “hundreds of thousands” of players instantly, has demonstrated the role modern subscription services play in driving the popularity of indie games.

When we compare media coverage with Steam’s Turkish review data (the “Total Reviews Over Time” graph), the most striking finding is this: While the gaming media contributes to the initial momentum, it is the digital platform ecosystem that keeps the game alive for years. The Long-Term Impact of Platforms: The massive spikes observed in 2022 and beyond, when news and reviews had calmed down (e.g., 11 reviews in October 2022, and 9 reviews in May 2022 and May 2023), are independent of media influence. These data show that the game's inclusion in Steam's seasonal sales and its addition to and removal from subscription services like Xbox Game Pass have extended the game's sales and engagement life for years to come. The Turkish gaming press served as a local reflection of the global hype surrounding Carrion during its launch phase, introducing the game to the public for the first time. However, the data clearly shows that these reviews on news sites lack the direct influence or correlation to drive the game’s long-tail sales, and that the primary determining factors are the platforms’ own campaign and accessibility dynamics.

3.7 Case Study 7: Liar’s Bar

3.7.1 What kind of game is Liar’s Bar?

Liar's Bar is a first-person online game about cheating opponents in traditional bar games. The game was developed by Turkish studio Curve Animation, which, in addition to video games, also creates animated films and television series. It was released on October 2, 2024, under an early access model by the Turkey-based Curve Animation studio. Developed by Curve Animation using the Unity game engine. The game has attracted a lot of attention from YouTubers and streamers; this seems to have helped it reach over 100,000 concurrent players on Steam following the latest update released in the third week of October. Since then, the player count has dropped to around 15,000, but a quick search on YouTube will reveal countless videos of people playing the game.

3.7.2 Development Process, Funding Model, and the Studio’s Evolution

The game's Steam store page went live on September 19, just 13 days before its release, and the game launched on October 2, 2024, under the Early Access model. One of the most remarkable and controversial aspects of the development process is that the character voiceovers were created using artificial intelligence (AI). While this choice reduces development costs, it has caused serious ethical debates among both critics and players on the grounds that it serves as a “limit test” for the replacement of human labor in the gaming industry.

Based in Turkey, Curve Animation is a creative studio that has produced not only video games but also animated films and TV series in the past. Curve Animation, an Ankara-based studio founded by Ece Bilgehan and Selçuk Yağcı, developed Liar's Bar in just four months. While working on an animated film project they had been developing for five years, the team brought this idea from one of their employees to life and focused on game development, taking risks that large corporations couldn’t afford to take with an “amateur spirit.”

Before its global expansion into the digital gaming market, Curve Animation had built a solid financial foundation in its core area of expertise: the animation industry. At the end of 2023, the team launched a funding campaign on Fonbulucu for an international 3D animated film project titled “Fogville Mystery”; they successfully closed the campaign by exceeding their target of 8.5 million TL, raising a total of 12,186,346 TL(~ 264.857$ nowadays) from 1,810 investors. The game, which launched in early access on Steam for $6.99, grew entirely organically through Twitch and YouTube streamers without any significant marketing budget. Curve Animation became the first Turkish game development team to win the “Most Innovative Gameplay” award at the 2024 Steam Awards, beating out major competitors such as Balatro, Helldivers 2, and S.T.A.L.K.E.R. 2.

3.7.3 Analysis of Data and Steam Reviews and Their Reflection in the Polish Media

-Estimated Copy Sales:Sales figures differ depending on the data platform and the statements made. VG Insights estimates approximately 10.4 million, Gamalytic estimates 7.81–8.5 million, PlayTracker estimates 4.7–4.8 million, and SteamSpy estimates 2–5 million copies sold. In an interview, the developers stated that the game had been downloaded approximately 7 million times, while the official description of the mobile game notes that it has sold over 5 million copies on Steam.

-Gross Revenue: According to market data from VG Insights, the game's gross revenue from premium sales is approximately $55.1 million.

-Peak Concurrent Users (Peak CCU): The game peaked on October 21, 2024, with 113,798 concurrent players. (According to Steam Charts records, the all-time high number of players is listed as 109,419.)

-Polish Player Number: According to Gamalytic data, the game’s estimated total global sales number is ~8,500,000 units. When this figure is analyzed together with review data from Steam, and a linear correlation is established between total sales and the current number of global reviews (47,911), it is observed that each review represents approximately ~177.41 sales (8,500,000 / 47,911). When the same review-to-sales ratio is applied to the group of Polish players who left 1,157 reviews on the Steam platform, the number of Polish players is estimated to be approximately 205,266. This figure indicates that approximately 2.41% of the game’s global total sales came from the Polish market (1,157 / 47,911). However, since Polish users who prefer to write their reviews in English were not included in this data, which is filtered by the Polish language, it is estimated that the actual number of Polish players is different (and likely higher) than this calculated figure.

Table 10: Liar's Bar Media Coverage in Polish Gaming Websites
Game Name Headline Media Outlet Date Website Link
Liar's Bar Pies, lisica, byk i świnia podbijają Steama. W ryzykowne, choć relaksujące Liar's Bar, które kosztuje raptem 30 złotych, zagrywają się tysiące osób GRYOnline.pl 15 October 2024 https://www.gry-online.pl/newsroom/pies-lisica-byk-i-swinia-podbijaja-steama-w-ryzykowne-choc-relaks/z82b01c
Liar's Bar Gra o kłamaniu pochłonęła tysiące graczy. Liar's Bar cieszy się popularnością na Steamie Gram.pl 16 October 2024 https://www.gram.pl/news/gra-o-klamaniu-pochlonela-tysiace-graczy-liars-bar-cieszy-sie-popularnoscia-na-steamie
Liar's Bar Gracze na Steamie wybrali najlepsze gry 2024 roku. Listę zdominowało Black Myth: Wukong GRYOnline.pl 2 January 2025 https://www.gry-online.pl/newsroom/gracze-na-steamie-wybrali-najlepsze-gry-2024-roku-liste-zdominowa/zd2be22
Liar's Bar Eksplozja gier z genAI na Steam. To jednak tylko wierzchołek góry lodowej GRYOnline.pl 16 July 2025 https://www.gry-online.pl/newsroom/liczba-gier-z-ai-na-steamie-eksplodowala-to-jednak-tylko-wierzcho/z12e2fb
Liar's Bar Sukces Liar’s Bar: gra zdobywa wysokie oceny na Steamie grajmerki.p 15 November 2024 https://grajmerki.pl/liars-bar-sukces-wysokie-oceny/

Source: Own Study

Figure 7: Liar's Bar Polish Steam Platform Reviews

Source:https://steamcommunity.com/app/3097560/reviews/?browsefilter=toprated&filterLanguage=polish

3.7.4 Conclusion

The game was first announced to the public with the headline “The Dog, the Fox, the Bear, and the Pig Take Steam by Storm...” One of the reasons behind the strong launch in October, which garnered 133 comments, can be attributed to the news coverage during the launch hype. The most striking finding we encountered while examining the media’s influence in the comments is the lengthy review posted on January 29, 2025, by a user named “Ecl1ps3H3x 𖤐.” This user cited the very news sites you mentioned as references while reviewing the game:

“Game Modes: Liar's Bar offers a variety of modes... GRY-ONLINE.PL”

“Reception: Liar's Bar has been met with a very positive reception... GRAM.PL”

“Availability: The game is available on the Steam platform... GRAJMERKI.PL”

The game’s inclusion in Steam awards and “Best of the Year” lists helped maintain a stable retention rate of 49 reviews in January, following the holiday season. One of the most notable conclusions from this research is how these news shapes player opinion. July 16, 2025 (GRYOnline News): The article titled “Eksplozja gier z genAI na Steam...” (The Boom of Generative AI Games on Steam) is published. In recent months, specifically during this summer season (around July–August 2025), there has been a rise in player criticism of in-game designs, with comments such as “AI slop art” and “I hate AI-generated voices.” The media brought a topic (GenAI) to the attention of the public, directly influencing and shaping players’ critical perspectives.

Figure 8: Liar's Bar Polish AI Critics on Steam Platform

Source:https://steamcommunity.com/app/3097560/reviews/?browsefilter=toprated&filterLanguage=polish

3.8 Case Study 8: The Invincible

3.8.1 What kind of game is The Invincible?

The Invincible is a science fiction game developed by Starward Industries and published by 11 bit studios. The game is basically described as a walking simulator blended with elements of a dynamic visual novel and interactive film. The Invincible has all the makings of a fun adaptation of a classic sci-fi novel into a combat-free adventure game, including space exploration, a mysterious threat, and an amnesiac protagonist who is doing their best to figure out what exactly is going on the planet of Regis III. The simple mechanics of this short, linear narrative, which takes about seven hours to complete, are actually an intentional choice designed to highlight the game’s sophisticated visual and auditory elements. This minimalism emphasizes the semantics of the retro-futuristic (atompunk) aesthetic and the weight of the moral and philosophical choices the player makes.

3.8.2 Development Process, Funding Model, and the Studio’s Evolution

Starward Industries, is based in Kraków and managed by CEO Marek Markuszewski who previously worked as a senior producer at CD Projekt Red. The studio is now developing its debut game, The Invincible, based on the 1964 novel by Polish author Stanisław Lem. The project is described as a first-person single-player sci-fi thriller. The company was officially established on September 27, 2018, and began full-scale operations in October 2018. The development team was made up of experienced individuals who had worked on globally successful titles such as Dead Island, Dying Light, and Call of Juarez. The studio's first and most critical project was a video game adaptation of the 1964 cult novel *Niezwyciężony* (The Invincible) by the renowned Polish science fiction author Stanisław Lem. In the licensing process, where many major studios had previously failed, Markuszewski negotiated with Tomasz Lem, Lem’s son, for over a year. A five-year exclusive adaptation license was secured with the commitment that the game would remain true to the author’s philosophical depth, themes of evolutionary helplessness, and the message regarding humanity’s place in the universe; this license was later extended. The development process was carried out by a relatively small team of between 27 and 35 experts throughout the entire cycle, in contrast to AAA studios with hundreds of employees. For this reason, it’s fair to call it an indie game studio, even if it isn’t exactly low-profile.

Following the initial funding rounds from individual investors in June 2018, a pre-IPO share offering in December 2019 raised 2.99 million PLN. Riding this momentum, the company was listed on the Warsaw Stock Exchange’s NewConnect index on August 19, 2020.The stocks made a huge success on their first day on the stock exchange, surging 550% above the reference price. The development process went beyond the initial 2021 target and was extended (the game was first delayed to 2022, then to November 2023), resulting in additional operational and marketing costs. At this point, in June 2022, a strategic partnership was signed with 11 bit studios. 11 bit studios became the publisher of The Invincible, handled QA testing, and provided a marketing budget of approximately 5 million PLN. 11 bit studios injected direct capital into the studio by purchasing 75,000 new shares from Starward Industries and 25,000 founder shares from Markuszewski, becoming a 5.1% shareholder in the company.

Although *The Invincible* received positive reviews from players and the media regarding its visuals and story (88%–89% positive reviews on Steam) following its release on November 6, 2023, its initial sales performance fell short of expectations. This slow commercial return, resulting from being a narrative-focused and action-less “walking simulator,” caused sharp declines in the studio’s market valuation and financial contraction. As a result of this financial and organizational crisis, the studio’s founder and CEO, Marek Markuszewski, announced his departure on December 20, 2023.

3.8.3 Analysis of Data and Steam Reviews and Their Reflection in the Polish Media

-Estimated Copy Sales: According to Video Game Insights data, The Invincible has sold a total of approximately 285,000 copies (premium sales). As a reminder, when the game was first released, it underperformed on digital platforms and sold only around 25,000 copies in its first week.-Gross Revenue: The game's estimated gross premium revenue on Steam stands at $5.8 million. In the first week following its release, it generated approximately 3.2 million PLN (Polish zloty) in revenue before store fees.

-Peak Concurrent Users (Peak CCU): The highest number of concurrent players (Peak CCU) that The Invincible has reached on the Steam platform is limited to 1,237. Current 24-hour player peaks, however, remain at quite low levels, such as 46 players. The average playtime is 5.6 hours.

-Number of Turkish Players: An analysis of total sales of approximately 285,000 units and regional data (regional shares estimated based on Steam review rates) shows that the Chinese market accounts for 7.9% of the total. Based on China’s estimated sales of 22,515 units (7.9% of 285,000 units) and 400 reviews in Simplified Chinese, it appears that each review was associated with approximately 56.29 copies sold (22,515 / 400). There are 44 Turkish reviews for the game on Steam. When this review-to-sales ratio (56.29) is applied to the group of players who left reviews in Turkish (44 × 56.29), the estimated number of Turkish players is calculated to be approximately 2,477. Since Turkish users who prefer to write their reviews in English were not included in this dataset, it is estimated that the actual number of players in the market could be significantly higher or lower than this calculated figure.

Table 11: The Invincible Media Coverage in Turkish Gaming Websites
Game Name Headline Media Outlet Date Website Link
The Invincible Eski CD Projekt RED Çalışanlarından Yeni Oyun – The Invincible FRPNET 27 September 2020 https://frpnet.net/haberler/oyun-haberleri/eski-cd-projekt-red-calisanlarindan-yeni-oyun-the-invincible
The Invincible The Invincible, Türkçe Dil Desteğiyle Çıkacak Oyungezer Online 15 October 2021 https://oyungezer.com.tr/haber/the-invincible-turkce-dil-destegiyle-cikacak/detay
The Invincible The Invincible'dan Yeni Bir Tanıtım Videosu Paylaşıldı Oyungezer Online 24 October 2021 https://oyungezer.com.tr/haber/the-invincibledan-yeni-bir-tanitim-videosu-paylasildi/detay
The Invincible The Invincible Oyunundan İlk Fragman Geldi FRPNET 17 October 2021 https://frpnet.net/haberler/oyun-haberleri/the-invincible-oyunundan-ilk-fragman-geldi
The Invincible Kibrimizden Yenildik – Yenilmez İncelemesi FRPNET 30 January 2022 https://frpnet.net/incelemeler/kibrimizden-yenildik-yenilmez-incelemesi
The Invincible The Invincible'ın Yeni Fragmanı Regis III'te Yaşamın İzlerini Sürüyor Oyungezer Online 23 October 2022 https://oyungezer.com.tr/haber/the-invinciblein-yeni-fragmani-regis-iiite-yasamin-izlerini-suruyor/detay
The Invincible The Invincible'dan Yeni Bir Geliştirici Günlüğü Yayınlandı Oyungezer Online 21 July 2023 https://oyungezer.com.tr/haber/the-invincibledan-yeni-bir-gelistirici-gunlugu-yayinlandi/detay
The Invincible Eski Witcher Geliştiricilerinin Oyunu The Invincible'ın Demo Sürümü Çıktı Atarita 5 Mayıs 2023 https://www.atarita.com/the-invincible-demo-surumu-cikti/
The Invincible The Invincible Çıkış Tarihi Belli Oldu FRPNET 22 August 2023 https://frpnet.net/haberler/oyun-haberleri/the-invincible-cikis-tarihi-belli-oldu
The Invincible The Invincible İnceleme Atarita 2 November 2023 https://www.atarita.com/the-invincible-inceleme/
The Invincible The Invincible'ın Geliştiricisinin Yeni Projesi Belli Oldu Oyungezer Online 25 November 2024 https://oyungezer.com.tr/haber/the-invinciblein-gelistiricisinin-yeni-projesi-belli-oldu
The Invincible 2023 Yılının Oyunları: Harikalar ve Hayal Kırıklıkları FRPNET 1 January 2024 https://frpnet.net/makaleler/2023-yilinin-oyunlari-harikalar-ve-hayal-kirikliklari

Source: Own Study

Figure 9: The Invincible Turkish Steam Platform Reviews

Source:https://steamcommunity.com/app/731040/reviews/?browsefilter=toprated&filterLanguage=turkish

During its development and announcement phases, The Invincible received more coverage in the Turkish gaming press than one would typically expect for an indie title. Compared to other similar case study projects, the game’s announcement, trailers, developer diaries, and demo versions were covered repeatedly by leading platforms such as FRPNET, Oyungezer, and Atarita in an effort to generate launch hype. One of the most significant aspects of this high-profile media coverage was the Oyungezer platform’s announcement to gamers that “The Invincible” would be released with Turkish language support. However, the positive expectations and promises of language support that the media had built up starting in 2021 turned into a huge disappointment during the game’s launch period, effectively having the opposite effect.

The removal of the official Turkish language support—which had been promised at launch—has become the biggest criticism leveled at the game by local players. This situation has directly sparked a backlash in Steam reviews; for example, complaints such as “It was stated that official Turkish language support would be included when the game was first announced, but this support was removed at launch; the reason is unknown,” as seen in user reviews, summarize the difficulties experienced by players due to the language barrier. All things considered, despite receiving significantly more coverage in the Turkish gaming media than many other projects—with articles, reviews, and news stories published about it—The Invincible has failed to translate this media visibility into a real increase in sales or user engagement in the local market.

3.8.4 Conclusion

With a relatively small team, Starward Industries has successfully transferred Stanisław Lem’s deep philosophical legacy into the digital realm using high-quality visuals, an “atompunk” aesthetic, and Unreal Engine 4 technology. The Invincible sold only about 25,000 copies in its first week. The slow return on the production and marketing budget, which totaled approximately 17 million PLN, had severe consequences in a stock market ecosystem, where rapid growth is expected. Indeed, the stock price, which had reached 267 PLN with a 550% premium on its first day of listing, experienced a sharp decline following this poor performance, falling to 8 PLN in the following period. This stock market and liquidity crisis, caused by sales falling short of expectations, led to the departure of founding CEO Marek Markuszewski shortly after the game’s launch (December 20, 2023).

The game has received far more coverage in the Turkish gaming press than one would expect from an “indie” title. However, the failure to deliver on the promise of “official Turkish language support” made prior to release prevented this massive media visibility from translating into sales or positive reviews; on the opposite, it sparked a reaction among the local gaming community, completely undermining the game’s potential in the Turkish market.

3.9 Chapter III Summary

This chapter analyzes the regional market performance and media coverage of eight independent games selected from Turkey and Poland. Quantitative data collected using the Boxleiter method and Steam user reviews reveals a pattern that is similar in both markets: While visibility in local gaming media plays a significant role in generating early launch awareness and hype (as seen in the examples of Supermarket Simulator and Carrion), it fails to sustain long-term player engagement and sales. Case studies show that the significant spikes in player numbers observed in the later stages following a launch are driven almost entirely by platform-specific dynamics (such as Steam seasonal sales) rather than by media coverage. In addition, the cases of The Thaumaturge and The Invincible show how unmet localization expectations (the failure to deliver promised language support) can quickly turn the media-driven hype into a destructive reaction from the community. Finally, as the Liar's Bar case proves, local media serves not only as a promotional tool but also as a powerful cultural agent that actively shapes player trends and critical perspectives on modern game development practices such as Generative AI.

CHAPTER IV. CONCLUSION

The definition of indie games has undergone a continuous evolution throughout the history of the gaming industry; it has moved beyond a framework based solely on financial autonomy or self-funding to evolve into a wider aesthetic and cultural identity. The democratization of digital distribution channels like Steam has removed traditional barriers to entry for these developers, but it has also triggered massive market saturation and game inflation. As a result, indie developers have faced a serious discoverability crisis and have had to place a strong emphasis on community building, digital platforms, and public relations (PR) activities in order to survive in a competitive environment.

This thesis aims to investigate the actual impact of local gaming media (news websites) on the regional sales and player engagement of indie games in Turkey and Poland. Both countries have experienced a similar historical evolution in the development of their gaming ecosystems, transitioning from the “Golden Age” of the printed magazines of the 1990s to the modern digital news platforms that function as cultural intermediaries today. This study examines how this local media influence has translated into real commercial success for independent games in today’s crowded digital marketplace.

To measure the impact of local media in these regional markets, this study employed a quantitative and event-based observational research model. Since independent developers and publishers typically keep country-specific official sales figures confidential due to commercial confidentiality policies, the research industry has adopted the Boxleiter Method and used Steam user reviews as a verified proxy for regional sales and player interest. To measure the direct impact of news stories in the media on consumer engagement, a one-month observation window was created, with the publication date of a news story serving as the baseline, and the spikes in local search volumes were tracked.

However, this methodology has certain fundamental limitations by its very nature. The most significant limitation of the study is the lack of access to official sales figures; regional market shares have been estimated using external open-source tools such as Gamalytic and SteamSpy, as well as mathematical calculations. Furthermore, external factors such as seasonal Steam sales (like the Summer Sale) or sudden price drops on the publisher's initiative have complicated the measurement process and made it difficult to definitively determine whether the increase in review counts was due to traffic from news sites or price advantages. Another critical factor limiting data collection is players’ language preferences on Steam. The high likelihood that Polish or Turkish players would choose to write reviews in English rather than their native languages in order to reach a global audience has resulted in these players being excluded from the language filter and the regional dataset being somewhat underestimated.

Main Hypothesis Review:The main hypothesis that visibility gained by an independent game in the local gaming press would directly, organically, and positively increase that game’s regional market sales and player engagement was largely rejected in light of the collected data. The research findings clearly show that the media visibility of gaming news sites does not have a sustainable or transformative direct impact on players' purchasing decisions. Rather than creating huge spikes in a game’s regional sales on its own, media visibility typically serves as a result or reflection of the organic momentum the game has already gained and the viral success it has achieved within its own community.

H1 (Proactive Media Impact) Review: The first sub-hypothesis, which states that media coverage of an independent game by the local gaming press in its early stages is a key factor in driving its popularity in the regional market, has been only partially supported. As observed in case studies such as Supermarket Simulator and Carrion, the high level of media visibility that games receive during their early release periods has been found to help create an early peak in player activity and generate basic brand awareness. However, it has been found that this early media attention alone was not enough to sustain market success in the long term. Additionally, when the specific expectations of the local market are not met (for example, the failure to deliver on the promise of Turkish language support in the cases of The Thaumaturge and The Invincible), the high expectations created by the press can work against the game, completely blocking the media visibility from translating into potential sales.
H2 (Sustainable Media Impact) Review: The second hypothesis (H2), which predicted that updates in local media, new reviews, or additional news would continue to generate direct positive increases in regional sales and Steam review counts even months or years after the game’s initial launch, was definitively rejected by the findings. Quantitative data from the Darkwood and Carrion case studies shows that the significant long-term increases in sales and player engagement were entirely independent of gaming web sites coverage. It has been confirmed statistically that these increases were caused by the platforms’ own internal dynamics such as Steam’s seasonal sales (e.g., the Summer Sale), rather than reviews published by news sites.
H3 (Media as a Cultural Bridge) Review: Finally, the data from this study confirmed the third hypothesis (H3), which states that the local gaming press is not only a commercial promotional tool but also serves as a powerful cultural bridge that shapes players’ perspectives on the game’s overall structure and status. The cultural transformative power of media in the world of entertainment and gaming has been clearly illustrated, particularly in the case of Liar's Bar. Coverage by the Polish media of the use of Generative AI in games has directly shaped players’ critical perspectives and set the stage for a noticeable increase in ethical complaints about AI-generated designs (such as “AI slop art”) in Steam reviews. This situation shows that, even if traditional news content does not directly boost long-term sales, it plays a guiding role in shaping the gaming community’s cultural perceptions, opinions, and critical discourse about a product.

While local gaming news platforms are highly effective at generating basic awareness and contributing to “launch hype,” they lack the ability to sustain long-term player engagement or drive consistent sales. As observed in the cases of Supermarket Simulator and Carrion, high media visibility typically correlates with the initial launch period of a game and leads to an early peak in player activity. However, the data clearly shows that massive spikes that occur months or years later are entirely independent of media coverage; these are driven by platform dynamics such as Steam seasonal sales or inclusion in subscription services like Xbox Game Pass.

It has been found that the media does not serve as the primary catalyst for a game’s viral success. On the other hand, the organic momentum the game gains, its core gameplay loop, and community interaction are actually the key factors that attract media attention. In other words, media attention is not the primary driving force behind viral success; rather, it acts as a result and an amplifier of that success.

The hype generated by the media can have a negative impact when the needs of the regional market are not met. In the cases of The Thaumaturge and The Invincible, news reports in the Turkish press created expectations among the local community. However, the failure to deliver the promised or expected Turkish language support turned this launch excitement into a community reaction and completely blocked the media visibility from translating into sales. While traditional news articles may not directly boost sales figures, they have a powerful influence on the gaming community’s narrative and critical perspectives. As seen in the Liar’s Bar case, the Polish media’s (such as GRYOnline’s) coverage of the game’s use of Generative AI (GenAI) directly shaped players’ perspectives and led to a noticeable increase in criticism of AI-generated designs (such as “AI slop art”) in Steam reviews.

The clearest finding of this study is that text-based news reports in the local gaming media do not have a direct, transformative, or sustainable impact on regional game sales. While media coverage may provide a basic level of awareness among the target audience, digital gaming news is not one of the key factors that keep an independent game alive in the long run. For indie studios aiming to enter specific markets like Turkey and Poland, relying on gaming news sites alone may not be enough. Today, traditional media visibility alone is not enough to drive long-tail sales.

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LIST OF TABLES

Table 1 - Gaming Media Platforms Examined in the Study
Table 2 - Independent Games Included in the Research Sample
Table 3 - Detailed Media Coverage Instances for Target Games
Table 4 -Stygian: Reign of the Old Ones Media Coverage in Polish Gaming Websites
Table 5 - The Thaumaturge Media Coverage in Turkish Gaming Websites
Table 6 - Supermarket Simulator Media Coverage in Turkish Gaming Websites
Table 7 - Darkwood Media Coverage in Turkish Gaming Websites
Table 8- New Cycle Media Coverage in Polish Gaming Websites
Table 9 - Carrion Media Coverage in Turkish Gaming Websites
Table 10 - Liar's Bar Media Coverage in Polish Gaming Websites
Table 11 - The Invincible Media Coverage in Turkish Gaming Websites

LIST OF FIGURES

Figure 1 - Stygian: Reign of the Old Ones Polish Steam Reviews
Figure 2 - The Thaumaturge Turkish Steam Platform Reviews
Figure 3 - Supermarket Simulator Polish Steam Platform Reviews
Figure 4 - Darkwood Polish Steam Platform Reviews
Figure 5 - New Cycle Polish Steam Platform Reviews
Figure 6 - Carrion Turkish Steam Reviews
Figure 7 - Liar's Bar Polish Steam Platform Reviews
Figure 8 - Liar's Bar Polish AI Critics on Steam Platform
Figure 9 - The Invincible Turkish Steam Platform Reviews

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