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How Guildrun genre-mashed its way to ~300k demo players in 10 days

📰 Simon Carless 👤 Simon Carless 🕒 2026-07-29 02:48:30
AI 摘要 · 其他
独立游戏Guildrun在Steam试玩10天内吸引约30万玩家,其跨类型融合玩法成为焦点。该数据由GameDiscoverCo分析得出,显示试玩转化率显著。
文章提及Guildrun与即将发布的《Halo: Campaign Evolved》等游戏同列Steam趋势榜单,同时揭露Meccha Chameleon Workshop存在恶意软件漏洞的安全事件。
阅读原文 →
[The
GameDiscoverCo game discovery newsletter
is written by ‘how people find your game’ expert & company founder Simon Carless, and is a regular look at how people discover and buy video games in the 2020s.]
Deepest, darkest summer is upon us, as we move away from data-heavy newsletters (lots and lots of graphs in the last couple) on to a game profile - of new Steam demo breakout
Guildrun
. Why? How? We talk to the devs, who are handily transparent…
Before we start, very important news:
this wholesome Automaton Media story
about the developer of Japanese butt-controlled fighting game
Ketsu Battler
collab-ing with
the popular Granblue franchise
mainly grabbed our attention because.. there’s a butt-controlled fighting game? (Yes there is, you
tuck a Switch controller into your pants
.)
[
THE DEEPEST PC/CONSOLE DATA?
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get a free demo
of our GameDiscoverCo Pro company-wide ‘Steam deep dive’ & console data
by reaching out today
-
>110 orgs have it. Or,
signing up to GDCo Plus
gets the rest of this newsletter and Discord access, plus
more
.]
Game discovery news: have you got Ringwyrm?
Let’s start out this week with a soupcon of discovery & platform news, which goes as follows:
GDCO Pro's estimates of
'trending'
unreleased Steam games by
'new wishlists in the last 7 days'
sees
‘friendslop on a plane’
standout
Dear Passengers
at #1 again, followed by the shortly to be featured
Guildrun
, with the just exiting Advance Access today
Halo: Campaign Evolved
at #3.
Surprise buzz subject
Ringwyrm
(#4) is a solo indie doing the
'lo-fi immersive 3D action horror'
thing, rather well. The rest of the Top 10 is either shortly-to-release games with hype (Beast Of Reincarnation, Mistfall Hunter, Forsaken Realms and Machine Party) or just-announced franchise updates (hi, EA Sports FC 27!)
We haven’t seen many Steam Workshop security issues, but Meccha Chameleon had
multiple maps that try to launch command prompts and therefore malware
,
“installing a Remote Access Trojan (RAT) on affected systems.”
The Meccha Chameleon devs
have patched it
, but not before the exploit
took over one of their own computers and led to their Discord server getting wiped
. (Ugh, bad actors.)
Over at LinkedIn,
I discussed Marvel Tokon: Fighting Souls
, which is
getting a lot of complaints
over performance for its PC open beta: “
There's actually an argument to be made that all development should be PC-first at this stage, given the amount of issues that crop up with the crazy diversity of hardware out there for PC game players.”
Ah,
a success story
:
“We recently started posting about
our upcoming game, Sandcastle
, on Instagram Reels and TikTok and got 50,000 wishlists in the first week (165,000 total now!).”
Turns out a relaxing
‘beach sandcastle’
-making game with realistic water effects is complete catnip for short-form video, with
236k likes (!) on Instagram
.
In
‘vestigial limb’
stylee, we spotted some publishers
like Capcom
and
Konami
doing their
‘regular’
sales on their publisher page directly. (
Reminder:
“Starting July 9, 2026 at 10am Pacific, Steam will no longer be allowing “adhoc” Developer, Franchise, or Publisher sale pages.”)
But without banners on game pages, they’re a bit useless?
Effect
on PC shipments of component shortages
? Per PC Gamer:

New
research from Counterpoint
corroborates that the PC market has finally been impacted by the memory crisis.... In the second quarter this year there were 4% fewer global PC shipments than the same time last year. This backs up what the
IDC reported
earlier this month.”
Are you paying enough attention to video/vertical video? Kirill Oreshkin
reminds us
:

The main source of [Steam game] traffic is influencers… for strategy games, tactics & roguelikes - long-form influencers first. For co-op & viral games - short-form influencers first.”
Related: plz read The Verge
on how vertical video has won the Internet
.
Xbox things: there was
an intermittent Xbox Live outage
from late Sunday into Monday which prevented some players from booting games; ex-Xbox staffers, inc. Mike Brown (former creative director for Forza Horizon 5) have
been ???-ing about Game Pass
:
“I think the reality is not enough people have subscribed to it at the prices they needed to pay in order to make that business viable.”
Really enjoyed this piece by Qi Lu on
why
‘Steam players want..’
is no longer a good way to look at the market
:
“The shift from chart-based, editorially-curated discovery toward a tag- and behavior-driven Discovery Queue, combined with Steam Deck's session-based usage pattern and Next Fest's now-continuous demo pipeline, means the platform increasingly routes different audiences to different corners of itself.”
The super-popular
Game Maker’s Toolkit Jam
has
engine news on its 2026 iteration
:
“Well, it finally happened! After 9 years of Unity dominance, Godot was the most used game engine for submissions: 🤖 Godot - 47%; 🎮 Unity - 34%; 🛠️GameMaker - 5%; 🚀 Unreal Engine - 3%; ✨ Other - 11%.”
(Here’s
the last 4 years
.)
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How Guildrun genre-mashed its way to ~300k demo players in 10 days
When talking to the devs of PvE autobattler roguelike
Guildrun
, which
revealed with a Steam demo
on July 15th, we figured: ah, it’s a bit early to feature. But then we looked again: it’s #1 in our
‘Steam unreleased demos’
chart with 14,000 CCU, and #59 (!) on GDCo’s all-game Twitch charts, with 560k hours watched in the last week.
So, we reconsidered, and have been chatting to Leyline’s Jonathan Hager, who has 6 people working full-time on the game (partly funded from German regional & national game funds) alongside the two founders, freelancers & key PR/outreach folks. And he provided this look at Steam demo stats, as of July 27th:
For a demo, Guildrun
getting over 275,000 players so swiftly
(hitting 300k shortly) is impressive, as is
3 hours 55 minutes median playtime
in just ~10 days, with
25% of players already over 10 hours
.
And this demo success - alongside
big longform influencer interest
- has led to some major wishlist wins for the game, which (as we accurately predicted above)
already hit ~230k Steam wishlists as of yesterday
. Here’s the breakdown:
The U.S. being #1 is unsurprising, but a couple of notes about this country split from Jonathan:
“We expected Germany to do well… we know roguelike autobattlers do well here. Japan was very unexpected, especially because the game is not localized into Japanese yet. But… the art style resonated very well there, and articles [
and social media
] did great.”
OK, so people really, really like this game. But why do they? Let’s list the reasons:
Guildrun is an expert roguelike spin on PvE autobattlers:
We’d recommend looking at
Northernlion’s first (sponsored) video on the game
to grok the gameplay. At its base, it’s a PvE take on a game we don’t discuss much (partly because it’s not on Steam!) - Riot’s PC/mobile PvP-er
Team Fight Tactics
.
The UI, characters, and design compete with Riot & Blizzard levels:
this game has great-looking (complex, but readable) UI & really nice character art. And the lead designer is
an actual ex-Blizzard & Riot analyst/designer
with a lot of Hearthstone/
’meta’
knowledge - if he wrote for
Icy Veins
, he knows wassup.
The clever bit is the grafting of roguelike hook into autobattler ease:
there’s a low initial skill level to play this game - you pick characters, upgrades, player positions, and hit
‘fight’.
But the meta is crazy deep. Jonathan told us:
“Combining autochess gameplay with roguelikes is something not that many games have explored.”
So the end result, per Jonathan:
“The roguelike formula and the TFT-
autochess
loop felt like a natural fit, and like something we’d want to play ourselves: run-based structure, randomized rewards, finding synergies and adapting to each run.”
And we all know how the human brain works - we all just love randomized build meta. (Ahem, Balatro.)
So it’s interesting - I didn’t see this type of game coming. But in hindsight, why wouldn’t skilled indies pull Riot & Blizzard-ish levels of complexity & polish into the roguelike autobattler space? And by removing PvP, you’re nulling out all kinds of a) technical complexity b) CCU scaling issues c) annoying opposing player behavior…
I’ll also note that this type of
‘classic’
fantasy art presentation is relatively rare (for whatever reason) in the roguelike or autobattler space. (Maybe because it requires something just beyond
‘micro-indie’
to create, resource-wise?) So - at least for me - the vibes for Guildrun feel fairly novel…
But let’s also talk about practical execution. What did the team do right on the rollout that made people fall in love with Guildrun? Here’s some notable wins:
Early iteration of the core design loops for the demo, months ago:
Jonathan noted “
we started building a small community of friends, family and colleagues in December”
, and targeted players,
“speaking to players on Reddit… looking for TFT threads of people looking for a PvE experience and posted in roguelike subreddits.”
Super-fast iteration of builds and proper
‘meta’
analysis:
starting with 250 people in the Discord, and expanding with Reddit & ads,
“from January, we started updating the [playable beta] at least once every week”,
even analyzing winrates and pickrates weekly & tuning them. So: polish for months, with 3k community at demo launch…
Good organic influencer outreach to strong niches:
one big advantage with going for a
‘deep genre’
pick? Jonathan & team could reach out to roguelike and autobattler specialist influencers for organic pickup, which was very strong. (They also paid for some streamers, but note
“organic traffic and creator coverage completely outpaced that floor”,
and some paid influencers did organic follow-ups.)
One interesting thing about this game - in general,
shortform video like Instagram Reels & TikTok was a not a big driver of interest for Guildrun.
(We’re not surprised, because shortform wins are generally around more casual, high-concept games. So see: shortform isn’t always a panacea…)
One final thing of note: the
‘reveal the game and launch the demo same day’
is still relatively rare for PC games. Jonathan tells us they did so

because we
wanted to market the game around the demo and concentrate traffic as much as possible.”
And heck, it’s working for Guildrun. So maybe this is an under-used tactic?
But obviously, this requires you to have a super-polished demo ready at the point you announce the game, and that can’t be two months away from release. (Why? Because you won’t have time to scale wishlists and organic visibility.) Luckily, Guildrun is due out

in the first half of 2027

, so there’s still plenty of time to grow interest…
GameDiscoverCo Show: review meta, Gamescom…
We’re back again -
The GameDiscover Show
has returned, with myself
(Simon)
and
Post Games’
Chris Plante jamming on trends: tell your friends & sub to the podcast
via
Apple Music
,
Spotify
&
elsewhere
(audio),
with
a
video version on YouTube
(above).
This time out, we’re covering the deprofessionalization (?) of gaming, Gamescom 2026 (and why Gamescom and TGS’ attendee numbers have a
‘secret’
), Steam’s changes to wishlist sorting & gifting, and GDCo’s research into what Steam fans think of reviews.
Also in there: our game recommendations for the week, a
‘surprise’
question, and more - come and check it out. Toodles…
[
We’re
GameDiscoverCo
, an analysis firm based around one simple issue: how do players find, buy and enjoy your PC or console game? We run the newsletter you’re reading, and provide real-time data services for publishers, funds, and other smart game industry folks.]

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