Indie Game Press Coverage
Getting Indie Game Press Coverage is one of the most common pain points for indie game developers. You’ve spent months or years building something you believe in, you send out press kits, and then nothing. No reviews, no previews, no mentions. Meanwhile, games that seem less polished are landing features on major outlets. What’s going on?
On a recent episode of the Indie Game Business podcast, host Dan Long sat down with Mike Straw of Insider Gaming for a candid conversation about how games media actually works, what journalists are looking for, and the specific things developers do that quietly kill their chances of getting coverage. Mike has been in games media for sixteen years and has worked his way from freelance writing to managing editorial roles, and he brought a refreshingly honest perspective to a topic that a lot of developers struggle to find straight answers on.
How Games Media Actually Decides What Gets Published:
One of the first things Mike addressed is something many developers assume but rarely understand clearly: the metrics behind coverage decisions. A lot of indie studios think there’s a data-driven formula, some algorithm that editors run press kits through to decide what’s worth their time. The reality is messier and, in some ways, more encouraging.
Large outlets do look at traffic data and audience interest, but individual journalists often have significant editorial latitude. Mike explained that he personally picks games he’s genuinely interested in covering alongside titles he knows will resonate with Insider Gaming’s audience. His audience skews toward extraction shooters, story games, and action RPGs, so he weights his selections accordingly. But he also reserves space for games that speak to him personally, including his love of roguelikes and turn-based strategy.
What this means for developers is that coverage isn’t purely a numbers game. A journalist’s personal taste and editorial instincts matter. Your goal isn’t just to hit metrics; it’s to connect with the right person who genuinely wants to tell your story.
The Single Biggest Mistake Developers Make With Press Outreach:
When asked directly what kills coverage opportunities, Mike’s answer was immediate: being unresponsive.
This might sound obvious, but it’s far more common than developers realize. A studio will send out a press blast, generate genuine interest from a journalist, and then go silent when that journalist follows up with a question or request. By the time the developer responds a week later, the story window has closed. Games journalism runs on timing. If a journalist can’t get the clarity they need quickly, they move on to something they can actually publish.
Mike put it plainly: when developers send out a press blast, they should expect people to email them back. If you’re not ready to be responsive to media inquiries, you’re not ready to run a press campaign. Responsiveness signals respect for the journalist’s time, and journalists notice when studios take that seriously.
Beyond responsiveness, having a solid press kit matters. But the press kit alone won’t carry you. Journalists work with dozens of press kits at any given time. What separates the games that get coverage from those that don’t often comes down to the relationship and communication around the kit, not just the assets inside it.
Why Your Story Matters More Than Your Trailer:
One of the most valuable things Mike shared is how much story drives coverage decisions, particularly for indie games. He talked about covering Steam Next Fest and how he approaches game selection. Even for games outside his personal taste, he’s looking for something that his audience will connect with. But more than that, he’s looking for games with a story worth telling.
He mentioned games currently out that aren’t getting the traction he believes they deserve, and how the upcoming Insider Gaming showcase is being built specifically to spotlight titles that need publisher support or funding to cross the finish line. The common thread in coverage he wants to do is the story behind the game, the context, the people making it, and the creative risks being taken.
This is where many indie developers miss an opportunity. A press kit has screenshots and a trailer. What it often lacks is a compelling narrative about why this game exists, what problem it’s solving, what risk the developer took that nobody else was willing to take. That narrative is what Mike is actually looking for when he decides whether to pitch a feature to his team.
He also made a pointed observation about where storytelling is succeeding right now on platforms like YouTube Shorts. The content that performs isn’t the polished, hook-optimized stuff. It’s developers telling an actual story about something in their game, a character, a mechanic, an unexpected moment during development. The human element is what cuts through.
The AI Problem in Games Media and What It Means for Developers:
Dan asked Mike about AI in games journalism, and the response was candid. Mike said the threat is real and something he thinks about seriously. AI tools are scraping content, misrepresenting quotes while still sourcing outlets, and showing up in search results in ways that pull traffic away from the journalists who did the original reporting. It’s not a hypothetical threat; it’s already affecting outlets.
But there’s a counterweight. Audiences are pushing back on AI-generated content. When Metacritic briefly hosted an AI-generated review for Resident Evil Requiem, the backlash was swift enough that Metacritic not only pulled the review but removed the outlet entirely. That kind of public reaction gives Mike some confidence that authentic journalism still has a strong place, but it also means journalists need to work harder to find angles and stories that AI aggregation can’t replicate.
For indie developers, this dynamic is actually good news. AI content farms can package up news about big-budget titles easily. What they can’t do is tell the specific, personal story of why a small studio in some city made a weird, risky game that shouldn’t work but somehow does. That kind of story requires a journalist who cares, and there are still plenty of those.
Why Taking Creative Risks Helps You Get Covered:
Mike closed the episode with a message directed at developers, speaking as a gamer rather than a journalist. He said flat out that indie games are keeping the industry alive because they’re the ones still willing to take risks. Big publishers optimize for safety. Indie studios are where the genuinely experimental stuff happens.
From a press coverage standpoint, this matters because risk creates story. A game that tries something no one else is trying is a game worth writing about. A safe, polished clone of an already-popular genre gives a journalist nothing interesting to say. When you make a bold creative choice, you’re not just making a better game. You’re giving a writer something to work with.
Mike’s specific advice: don’t play it safe. This wasn’t abstract encouragement. It was rooted in his experience that the stories he most wants to tell are the ones where a developer did something unexpected, something that required courage to ship. Those are the games he gets excited to cover, and that excitement comes through in the coverage.
What the Insider Gaming Showcase Tells Us About What Journalists Actually Want to Amplify:
Mike shared details about the first-ever Insider Gaming showcase, scheduled for May 28, which received nearly three hundred submissions and ultimately selected fifty-four games. The curation criteria are worth paying attention to: no games with large publisher backing, no hundred-million-dollar budgets. The showcase is exclusively for games that need funding or publisher support to reach their next milestone.
This is a direct signal about what Mike and his team believe in. They’re building a platform specifically to serve the games that get overlooked by traditional press cycles. Several of the fifty-four selected titles are already out but not getting the attention they warrant. Others are still in early development and looking for Kickstarter support or investor interest.
The goal is to run it twice a year, continually surfacing games that most players have never heard of. For developers wondering whether press is still accessible to small studios without PR budgets, initiatives like this one are evidence that there are journalists actively building structures to cover exactly those games.
How to Actually Get on a Journalist’s Radar:
So what should developers actually do differently? Based on everything Mike shared, a few practical patterns stand out.
First, build your press campaign around a story, not just assets. Before you send anything to a journalist, be able to answer the question: why does this game exist? What would have been lost if you hadn’t made it? What creative risk did you take that the market told you not to? Those answers are the foundation of a story worth covering.
Second, when you send outreach, be ready to respond the same day. Treat incoming journalist emails the way you’d treat a message from a potential publisher. If someone is interested enough to follow up, that interest is perishable. Every day you don’t respond is a day closer to them moving on.
Third, know which outlets actually cover games like yours. Insider Gaming’s audience, as Mike described it, leans toward action games and extraction shooters. If you’re making a farming sim or a narrative adventure, that outlet might not be the right fit, and sending to the wrong press contact wastes everyone’s time. Do the research before you build the list.
Fourth, don’t overlook journalists who cover adjacent topics. Mike came from sports media and stumbled into games coverage because of personal passion. Some of the most enthusiastic coverage for indie games comes from writers who aren’t assigned to the beat but find a title that genuinely excites them. Those organic discoveries often lead to better, more personal coverage than a targeted pitch to a senior games editor.
Burnout Is Real in Journalism Too, and It Affects Coverage:
One of the more unexpected threads in the conversation was Mike’s openness about burnout. After twelve years in the industry, including six years as managing editor at Sports Gamers Online, he hit a wall. He stepped away entirely, tried something different, and was eventually pulled back by a conversation with Tom Henderson at Insider Gaming about the gaps he saw in existing games coverage.
What brought him back wasn’t money or obligation. It was a specific editorial vision: fewer filler articles, more in-depth features and deep-dive reporting where readers could actually learn something. He came back with a renewed sense of what he wanted games journalism to be.
This matters for developers because it’s a reminder that the people on the other end of your press outreach are human beings who care deeply about the quality of their work. Journalists who have fought through burnout to stay in the field are usually there because they love the craft of storytelling. A pitch that respects that, that gives them real material to work with rather than a bullet-pointed feature list, will always land better than one that treats them like a distribution channel.
The Bottom Line for Devs Seeking Indie Game Press Coverage:
Indie Game Press Coverage is genuinely achievable, but it requires thinking about journalism the way journalists think about it. Not as a slot to fill or a checkbox in a marketing plan, but as a collaboration between a storyteller and someone who has a story worth telling.
Mike Straw’s perspective from sixteen years in the industry comes down to a few core things: be reachable, have a real story, take creative risks that give journalists something interesting to say, and understand that the journalists who will give your game the best coverage are the ones who actually want to be there writing about it.
Want more insights like this?:
Join us for our IndieGameBusiness Deep Dive, taking place on May 27th from 9am – 5pm Eastern or hop into the IndieGameBusiness® Discord to connect with Mike and other industry pros.

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