I'd like to start off by introducing myself. I am Knaple. I am a full-time web developer, and I make games in my free time.

I have been programming for over 15 years, and it all started with a passion for games. I grew up playing games like RuneScape and World of Warcraft, and I have always wanted to build my own game in the same vein. Yes, I know, it is the impossible MMO genre. That is also probably why I have never released anything on my own.

But even though I have not released my own game yet, I have never really stopped building, experimenting, and learning. I spend a lot of time in game development forums, partly to see what everyone else is working on, but mostly to see if other developers are struggling with the same things I am.

And from what I have seen, a lot of us are.

Making the game is only part of the problem

Making a game is already hard enough. You have to design systems, write code, create art, test mechanics, fix bugs, make decisions, change your mind, and then somehow keep going when the project feels too big. But even after all of that, there is another problem waiting for you.

You still have to get people to care.

That part can feel just as overwhelming as building the game itself.

A lot of indie developers are told the same basic advice: post more, make devlogs, share clips, be active on X, post on Reddit, build wishlists, contact streamers, make a press kit, write better descriptions, improve your Steam page, and keep marketing long before launch.

All of that advice might be true, but it can also feel like a lot. Especially if you are a solo developer or a small team already trying to finish the game.

The strategy a lot of developers seem to fall into is spamming X or Reddit and hoping something sticks. Maybe you get a few wishlists. Maybe a clip does well. Maybe nobody sees it at all.

There has to be a better way.

What GameReleases is becoming

That is where GameReleases.com comes in.

GameReleases originally started as a way to help people find games that were coming out. The idea was simple: show upcoming games, release dates, and game pages. But over time, I realized that just listing games is not enough. There are already plenty of places where games can be listed.

What I want GameReleases to become is something more useful.

I want it to become a platform that helps indie developers prepare, organize, and promote their games before they launch.

That means giving developers a place to create a public game page, build a press kit, add screenshots and trailers, create a developer profile, and share their game with players, press, streamers, and creators. It also means giving developers tools they can use before they are ready to go public.

Start privately, publish when ready

Not every developer is ready to announce their game. Some are still prototyping. Some are still changing the name. Some do not have a trailer yet. Some are still trying to figure out what the game even is.

That is why I want GameReleases to support private game drafts. You should be able to start building your game profile without feeling like you are making a big public commitment. Add your details. Tweak your description. Upload media when you have it. Build your press kit slowly. Then, when you are ready, publish it.

The goal is not to replace Steam, Itch.io, or any of the platforms developers already use. The goal is to give developers another tool that helps them present their game clearly and professionally.

Why this matters

A good game page should help people understand what your game is.

A good press kit should make it easier for press and creators to cover your game.

A good developer profile should help people understand who is making the game.

And a good launch workspace should help you see what is missing before you start trying to promote your game.

I know I am piling onto a space that already has hundreds of tools, services, and platforms. But I also know that many indie developers are still struggling to market their games in a way that feels manageable. I want to build something practical, focused, and genuinely useful.

The mission

GameReleases is still early. It will not be perfect right away. But the mission is simple:

Help indie developers give their games a better chance to be seen.

If you are working on a game, even if it is not ready to announce yet, I would love for you to try it. Create a developer profile. Start a private game draft. Build your press kit. Tell me what feels useful, what feels confusing, and what would make the platform better.

I am building this because I need it too.

And if it can help other developers get one step closer to releasing and promoting their games, then I think it is worth building.