Get your game played, not just sold.
A curated catalog — your game isn't buried under tens of thousands of others — inside a funnel that walks players from a free demo to a purchase to actually finishing it. You only pay when a sale is confirmed.
You share the shelf with a handful of hand-picked indies — not tens of thousands of games and AAA ad budgets.
Discover, demo, buy, play, earn — every step is built to carry a curious visitor one step closer to your game.
Loot rewards give players a reason to play to the end — the playtime, achievements and reviews that follow are what Steam's algorithm rewards.
Not another ad channel
| Channel | Where the player lands | What you're left with |
|---|---|---|
| Ads | Your store page, cold | A paid click, maybe a wishlist |
| Influencer | Watching someone else play | A spike that fades in a week |
| LootQuests | Demo → purchase → the credits | Playtime, real reviews, a player who finished |
The players who already own it are your best marketing.
Turn achievements you already built into free missions that pull dormant owners back into the game. Their playtime and fresh reviews are exactly what Steam's algorithm surfaces to buyers who've never heard of you — so retention quietly becomes discovery. A flat monthly subscription, with the Loot budget capped before the cycle starts.
Active players mean playtime and fresh reviews — the exact signals Steam uses to surface your game to people who've never seen it.
Most indie games spike then flatline. Quests give owners a reason to come back, cycle after cycle — a sustained tail instead of a drop.
A flat monthly subscription — Launch, Growth or Ascend — never a percentage that grows with your success. The Loot budget is locked before the cycle starts, so a surprise bill is impossible.
Two ways in
Campaigns
Acquisition. Your game lands in a curated catalog and a funnel that carries new players from demo to purchase to the credits. You're paid only when a sale is confirmed.
Flat monthlyQuests
Retention. Your achievements become free missions that pull existing owners back into the game — the playtime and reviews Steam reads as a game worth showing new buyers. A flat monthly subscription, never a cut of sales.
Straight answers
Why run a campaign instead of just selling on Steam directly?
Because on Steam your game is one of tens of thousands, fighting AAA marketing budgets for a single click — and a store page alone doesn't convert a stranger. A campaign puts you in a small, curated catalog and runs the whole funnel for you: discovery, a free demo, the purchase, and Loot rewards that give players a reason to actually finish the game. That last part is the point — a sale where the player shelves the game is nearly worthless, while a player who plays to the end is playtime, achievements and reviews, exactly the signals that lift you on Steam. And you only pay when a sale is confirmed, never for a click.
Why pay a monthly subscription for Quests?
Because the players who already own your game are your best marketing, and right now they're a dead asset — sitting in libraries, never playing, never reviewing. Quests turn achievements you already built into free missions that pull them back in. Their playtime, concurrent players and fresh reviews are exactly the signals Steam's algorithm reads as 'this game is alive' and surfaces to buyers who've never heard of you — so retention quietly becomes discovery. It's a flat monthly cost, capped before the cycle starts, never a percentage that grows with your success, and you cancel the moment it stops paying for itself.
When do I get paid?
Within 7 days of the campaign ending — that window is chargeback protection. Brazilian developers are paid in BRL at the rate locked when the campaign was created, so exchange swings never touch your payout.
What happens to keys that do not sell?
They come back to you, invalidated in our system, at no cost. You can reuse them anywhere.
Can I run a campaign and a quest for the same game?
No — it's one or the other, never both at once. Either way, players still earn Loot for their achievements.
How do you stop achievement cheating?
Unlock batches with a pattern incompatible with real play have the Loot withheld and the account suspended automatically, with a manual appeal path. Your budget is never spent on a faked unlock.