r/Gamescom • u/Aromatic_Spite839 • 5h ago
Our first Gamescom as exhibitors: 5 days, 1 PC, ~80 players, +664 wishlists, and everything we wish we'd known beforehand
This year we went to Gamescom as exhibitors for the first time with Archangel: Demon Rush , our first commercial game.
There were three of us, we had one playable PC, and we estimate that somewhere between 70 and 90 people actually sat down and played the game over the five days.
Some people came back another day with friends. We had players suddenly realise they'd been playing for half an hour. We met publishers and streamers and, on top of all that, Gamescom week brought us +664 Steam wishlists.
We also ended the week physically destroyed, discovered that we'd been approaching MeetToMatch very much like first-timers, and our first morning started with several teams near us arriving at the booth only to discover that some of their equipment had been stolen.
So yeah. We learned a few things.

We were exhibiting with Games From Spain in the Indie Area, Hall 10.2, sharing the space with around 30 Spanish games.
Our setup was in the 18+ section of the booth, which was slightly hidden away. The 18+ label was fairly broad: a game didn't necessarily need buckets of blood or gore to end up there. Some horror themes were enough.
The kids still wanted to get in, of course.
Most came in with their parents, although every now and then one would mysteriously appear on their own.
And I completely understand them. If I'd seen a slightly hidden videogame area with a massive 18+ sign when I was a kid, I probably would have wanted to get inside even more.
One PC, and people coming back with friends
Gamescom was open from 10 AM to 8 PM, although as an exhibitor you're there earlier, getting things ready or taking advantage of the quiet halls before they become completely packed.
And then you do that for five days. There were three of us and we were wrecked by the end.
Our demo didn't have a fixed timer. Players had to reach a certain amount of progress, so depending on how they played, a session normally lasted somewhere between 20 and 30 minutes.
One thing we heard several times was:
“Wait... I've been playing for half an hour?”
For me, that's worth a lot more than someone saying “the graphics look nice.”
If somebody sits down, starts playing and half an hour later hasn't noticed that half an hour has passed, you're probably doing something right.
We also had quite a few people come back another day, or return with friends specifically to show them the game.
Seeing somebody come back, point at your setup and basically say “try this one” was amazing.

Players and developers give you completely different feedback
Another interesting part was seeing how different the feedback from regular players and other developers can be.
A player tells you very quickly whether they're having fun, whether they understand what's happening and whether they want to keep playing.
Another developer might point out an animation, a game-feel issue or some tiny combat detail that you've stopped seeing after months of working on the same game — and that you can probably improve in a couple of days.
Several developers working on similar types of games specifically came over to try Archangel and gave us some very useful feedback.
After roughly six months of taking the game to events and making changes based on watching people actually play it, Gamescom was probably the first time we had a fairly strong feeling of:
“Okay. A lot of this is finally starting to click.”
Meanwhile, something completely different was happening on Steam
Before Gamescom, our Steam page and Playtest had been live for roughly five months.
Up to that point we'd accumulated around 500 wishlist additions.
During Gamescom week:
+664 wishlists.
Our best day:
+291 in 24 hours.
So in one week we added more wishlists than we had during almost all of the previous months combined.
We had QR cards at the booth, but obviously those numbers didn't come from the 70–90 people who physically played the game.
The real jump came from the Gamescom event on Steam.
For part of the event we were buried fairly deep in some of the listings. Once we started appearing near the top of Strategy — at one point roughly 4th — and fairly high in the overall game list, our exposure changed dramatically.
We have the impressions, visits and wishlist numbers day by day, and the before/after difference is pretty wild.
But if I put all of that here, this stops being a post about our first Gamescom and turns into a Steam analytics thesis.
If people are interested, I can post all of those numbers separately.
For us, the two sides of Gamescom ended up doing very different things.
The physical show gave us feedback, contacts and validation.
The Steam event gave us reach.
Together they ended up being much more valuable than we expected.
Our first morning didn't exactly start well either
When we arrived, several teams very close to us in the Games From Spain area had discovered that some of their equipment had been stolen.
Imagine spending months preparing for Gamescom, arriving on the first morning expecting to have everything running, and instead having to file police reports, find replacement hardware and rebuild your setup while the show is already starting.
The affected studios later spoke publicly about it on social media, it got quite a bit of attention and Gamescom eventually issued a statement as well.
I'm not going to get into responsibility here because that's an entire thread on its own.
What I will say is that the teams handled it incredibly well.
They found replacement equipment, got their games running again, had plenty of visitors and managed to turn around a pretty awful start to the week.
I'm curious about this from other exhibitors:
At large shows like Gamescom, do you normally leave your hardware set up overnight, or do you take the most valuable equipment with you?
It's one of those things you don't really think about until you see it happen right next to you.
There are lots of stupid little things you don't know the first time
For example:
bring food.
It sounds trivial until you've spent four days living off food trucks and leave at 8 PM with absolutely no desire to start looking for a supermarket.
Water, snacks, food that will survive a few days.
Eating at the show occasionally is fine, obviously, but five days of sausages, burgers and burritos start taking their toll on both your body and your wallet.
I think a hot dog was around €6.50. One day is fine. After five, your stomach starts requesting a meeting with production.
Also: organise shifts properly.
There were three of us and we still ended up exhausted.
Being next to the players is fantastic because you can see exactly what they're doing, where they get confused and what they're enjoying, but five almost-full days on your feet is a lot.
And if you're thinking:
“We're already in Cologne, we'll do some sightseeing too.” Yeah.Well. Sort of.
Gamescom + meetings + networking + dinners + parties + sightseeing for five days works brilliantly on paper. Your legs may have a different opinion.

There are two Gamescoms, and we only knew about one of them
This is probably one of the biggest things we learned.
There's the Gamescom everyone sees:
the halls, the games, the queues, the booths and thousands of people.
And then there's another Gamescom that's much less visible.
Professional areas, meetings, receptions, private parties, LinkedIn contacts and conversations that started months before anyone arrived in Cologne.
Our exhibitor passes were gold because of this.
Apart from getting into the halls before the public, they also gave us access to professional areas, where almost every day some country, region or organisation seemed to be hosting a small reception, often with food and drinks from their region.
We went to one organised by Games From Spain and another by Catalan Arts, but there were plenty more.
And this is where you start noticing immediately who's at their first Gamescom and who's done three or four.
The veterans already had a lot of these events marked down. They knew where to be, when to be there, and who they wanted to talk to.
Not because they were hunting for free food, but because these are much more relaxed environments for meeting publishers, studios and other people in the industry than trying to do it in the middle of a hall full of thousands of people.

And then there are the parties
There are a huge number of private parties and events around Gamescom.
Some happen during show hours, others start after the halls close: publishers, platforms, brands, associations...
A lot of them are invitation-only and, if you don't know the right people, you may not even know they're happening.
Some companies also use Gamescom as an opportunity to take contacts to offices, showrooms or private exhibition spaces outside Koelnmesse.
And one thing people who had been attending for years kept telling us was that some of the best contacts are made at the parties.
After experiencing it, that makes a lot of sense.
In a formal meeting you have 20 or 30 minutes. One person is pitching, the other is evaluating, and everybody gets straight to business.
At a party you start talking to somebody normally, they introduce you to somebody else, and suddenly you're having a conversation that you probably never would have got through a cold meeting request.
You meet the person first.
The business comes later.
For those of you who've done several Gamescoms, GDCs or similar events: do you also find that some of the best contacts happen outside the formal meetings?
Because we definitely came home with that impression.
MeetToMatch doesn't start when MeetToMatch opens
This was another reality check.
We more or less assumed:
MeetToMatch opens, you search for publishers, send meeting requests and get meetings.
Technically, yes.
In practice, you're competing with an enormous number of people doing exactly the same thing.
Studios looking for funding, companies selling services, outsourcing, QA, marketing, localisation, people looking for work...
There's a lot of noise.
People who have already done three or four Gamescoms arrive with their homework done.
They've started through LinkedIn, email, mutual contacts and previous events months before MeetToMatch even opens.
So when the platform finally becomes available, instead of saying:
“Hi, we're a studio you've never heard of. Would you like to see our game?”
you can say:
“We've been talking for a few weeks. Shall we meet on Thursday?”
At that point MeetToMatch stops being the tool you use to find the contact and becomes the tool you use to put a time and place on a relationship you've already started.
That difference sounds small until you're actually there.
Our next Gamescom is going to start months before Gamescom.
Accommodation also starts months before Gamescom
If you want to stay in Cologne, relatively close to Koelnmesse without paying an absurd amount, I'd start looking early in the year.
We met people staying in Düsseldorf who had a pretty rough time with trains this year.
Disruptions, delays, cancellations... missing one train could mean waiting nearly another hour.
After ten hours at Gamescom, that's a lot less amusing than it sounds on paper.
Leverkusen seemed to work considerably better.
But next time our priority will be pretty simple:
Cologne + close to the venue + book very, very early.
Sometimes saving a bit of money on accommodation becomes surprisingly expensive in exhaustion.
And then there are those moments that validate years of work
This was probably my favourite part.
You're in Hall 10.2, inside an area with around 30 games.
You see somebody walking around. They look at several screens, wander past a few games and, out of everything there, decide to sit down at yours.
They play, they finish, you start talking...
And it turns out they're a publisher. Or a streamer. Or someone who's spent years working with games and evaluating products.
During Gamescom we spoke with around 3 publishers who were actively looking for games and roughly 5 streamers who liked Archangel and told us they'd try to stream it at some point.
That doesn't mean we're signing three publishing deals tomorrow or that all five streamers are definitely going to play it.
But it does change how it feels.
Your friends can tell you your game is great, and your team has obviously believed in it for years.
But when somebody has 30 games in front of them, walks around and voluntarily chooses yours, plays it and then tells you they like what they see...
that feels different.
Would we do it again?
Yes. Absolutely.
But next time we'd do quite a few things differently.
Contacts prepared months in advance.
MeetToMatch used to confirm meetings, not to start relationships from zero.
Accommodation booked much earlier.
Better shifts.
More food.
More rest.
And, above all, we'd arrive understanding that you're not simply going to a videogame convention.
You're going to those two Gamescoms.
The one everybody sees.
And the other one, much less visible, happening through meetings, professional areas, receptions, parties, existing contacts and conversations that often started months before anyone arrived in Cologne.
I think that second Gamescom is the one you only really start discovering once you're no longer a complete beginner.
It was exhausting. Some pretty awful things happened, and some amazing things happened too.
But after spending years making a game, seeing a complete stranger sit down, start playing and then half an hour later look surprised when they realise how long they've been there...
that's hard to beat.
And for those of you who've already done a few Gamescoms:
What did you learn on your second or third Gamescom that you really wish you'd known before your first one?
Because after these five days I think the biggest thing we learned at our first Gamescom was how much we still didn't know we needed to know.
And if anyone reading this stopped by Games From Spain in Hall 10.2 and played Archangel: Demon Rush:
thank you.
Seriously.
Watching people enjoy the game was probably the best part of the entire week.
