A Cat Scattered 5,798 Games Across This Cozy Supermarket Simulator
MY CAT SCATTERED GAMES asks players to organize 5,798 games and consoles before rescuing a cat trapped inside a claw…
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For many indie developers, getting their game featured in a major showcase, in this case Monster Punk, can feel like a huge opportunity. But the actual marketing impact of these events can vary widely. One developer recently shared on Reddit their experience after paying a $600 participation fee to appear in the MIX + Kinda Funny Spring Game Showcase 2026, offering a rare look at what smaller studios might realistically gain from these promotions.
Monster Punk is a vehicular combat roguelite where players battle waves of enemy drivers and bots in arena-style matches. Driving skill and stunt mechanics directly power attacks, making movement and control central to the gameplay. After being accepted into the showcase, the team had just 13 days to produce a new teaser trailer for the event.
The presentation itself was streamed across several major channels, including IGN’s YouTube channel and the Kinda Funny Games Twitch channel. Despite the large audiences these platforms normally reach, the developer reports that the showcase video currently sits at around 8,000 views on YouTube and roughly 11,800 views on Twitch.
In terms of measurable impact, the results were modest. Within the first few hours after the stream, Monster Punk gained around 35 new wishlists on Steam. When the teaser trailer was later uploaded to the GameTrailers YouTube channel, it generated roughly 30 additional wishlists, bringing the immediate total to around 65 wishlists.
Even so, the developer said they were still glad to have participated and valued being included alongside other indie projects. They also pointed out that the long-term value of such showcases might not always be immediate, suggesting benefits could appear later through publisher interest, delayed wishlist growth, or additional visibility through events like the Steam MIX sale page.
However, reactions from others in the comment section were more critical. Several commenters argued that the cost-to-exposure ratio seemed too low to justify the price, especially for games that only appear briefly in a long showcase video. Others said they had experienced similar results at previous events and would hesitate to pay the entry fee again.
Despite the mixed feedback, the experience highlights an important reality for indie developers: marketing opportunities often involve financial risks with uncertain returns. For studios trying to build awareness in a crowded market, even small bursts of visibility can be valuable, but deciding which opportunities are worth the cost remains a constant challenge.
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