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#or if i'll try to submit to a small/indie press......
librarycards · 9 months
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hello! i apologize in advance this is probably something that you get asked a lot. but do you have any recs on literary magazines to submit to? im a trans poet, ive been writing for over a decade but never shared anything and ive been wanting to try to send my stuff to get it published somewhere. obv ive been google searching but theres so many big and small publications and i was wondering if you have ones you like especially and/or tips on how to choose a magazine/journal to submit to. thanks a lot! <3
no worries, thank you for reaching out!! i've been publishing for like 8 years + an editor for almost 4, so i always appreciate the opportunity to help people new to the world find ethical publications that will treat their work with the care it deserves.
first and foremost: there are going to be pubs out there that are awesome and i don't know about. you may be the one to discover them for yourself! one aid in finding the best mag for your work is the wonderful, writer-created chillsubs. it's a fantastic platform that keeps a huge list of mags and presses and their relevant stats, and lets you create an account and bookmark those you're interested in. everyone i know uses them, and it's very worth it given the sheer volume of mags out there.
i also have some recs of my own, ofc. i'm going to list them below. if they pay (which i prioritize) I'll mark them with a $. some are trans/queer focused and some aren't, but all are pubs i've either edited and/or published with and can confirm their ethics + respect for writers.
manywor(l)ds - my mag! i'm co-founder and eic. break genre _ shapeshift with us. ($)
Sinister Wisdom - old, well-regarded lesbian+ lit mag, now open to everyone who is/loves a dyke. I'm guest-editing an issue on Madness with them, now open for submissions!
fifth wheel press - run by a beloved friend and comrade of mine. i've published here. excellent transparency, care, great for first-timers. ($).
kith books - headed by trans literary icon kat blair. a mag/press/community centered around bodymind non-conformity and noncompliance.
Honey Literary - QTPOC-centered, unabashedly pop-culture + social justice oriented. the vibes are simply immaculate.
Whale Road Review - not queer/trans focused, more oriented toward....'grown up' poetry/prose/pedagogy papers. Katie Manning (eic) is a fucking gem.
Graphic Violence Lit - just had my first experience publishing with them, and their care + consideration for the whole writer is amazing. they publish boundary-pushing work.
beestung - one of the brainchildren of Sarah Clark. nb/gq/2s SFF. I just edited a few guest issues w them and have published with them. amazing work. ($)
A Velvet Giant - genrequeer work. the editors are experienced, enthusiastic, and amazing at promoting writers long after publication. it's a family! ($)
Ethel Zine + Press - handmade with love by Sara Lefsyk (as you can see, trans/nonbinary/2s sarahs dominate indie publishing, as well we should :3). Sara is a sensitive and care-full editor and bookmaker whose every publication is a work of art.
Protean - pro- as in proletariat. awesome left mag with a mix of politics and culture and everything in between. they take reprints! ($)
Mudroom - publish your work along with a picture of your mudroom/shoe rack. very responsive editors who will hype you tf up. ($)
The Institutionalized Review - for psych survivors. the editors concreteness of vision and dedication to their community know no bounds.
Just Femme + Dandy - queer and fashion-focused! led by the inimitable Addie Tsai. They pay *handsomely*. ($)
In addition, there are also some "big" mags I have had excellent experiences publishing with and wanted to shout out. These are harder for a beginner to break into, but worth keeping on your radar + have been fantastic to me as a writer.
Electric Lit
Split Lip Magazine
The Offing
Nat. Brut
Santa Fe Writers' Project
Bodega
New Orleans Review
Augur Magazine
I hope this is helpful to you + others! the literary world is ever-changing and this is just a snapshot. Hopefully you find some that you like!
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darennkeller · 4 months
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My solo indie game reached 10000 wishlists! I never thought it would be possible without a proper marketing team, budget or following.
How did I get those 10000 wishlists? Time to share what worked for me!
Disclaimer: I did sign with a publisher two months ago, and while they are already working on marketing stuff, nothing has been published yet. Those numbers are 100% from my own "marketing" efforts. There are people way better at this than me! I'm just sharing my experience here and I'll let you judge if it's helpful. Some things that did not work with me might work with others (and vice versa)!
(you can also read this and more in this free patreon article)
Let's sort what worked out the best for me.
Steam Events > Influencers > Reddit > Twitter > Devlogs
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It might sound obvious, but take the time to check your wishlists regularly, especially whenever you're trying to give visibility to the game with a post/video/announcement/mail. It will allow you to know what works and doesn't. I usually check out youtube and twitch for gameplay videos or press articles whenever there's a bump while I'm not in an event or did not post anything.
Keep posting stuff on social networks. I know it takes time for a small reward, but it's good to have those regular wishlists and connect with other game devs/influencers. It also shows development is alive and you never know when it will reach an influencer or press. When I stopped sharing my stuff for a while, wishlists completely dropped, I was even loosing some everyday! However, do not post stuff EVERY day and do not spend too much time on this. My best results were with a few key posts on reddit (Reddit is harsh, but very rewarding), same thing on twitter. Sharing something interesting every 1-2 weeks instead of small things everyday seems to work better for me. Of course if you like to share your day to day progress regardless of the result, that's good and that's what social networks are for originally! Don't forget people go there to connect with others, not to be spammed by people promoting their stuff.
I publish devlogs on my youtube channel. I got ~200 wishlist from more than 100k views that took me weeks of work. I don't think publishing devlogs is an efficient way to promote your game, unless you go viral or that your videos also target players by being more accessible without too much technical stuff (mine are definitely targeting game devs for now). I'm only speculating here, but I think game developers are mostly interested in learning from your journey than actually wishlisting/playing your game compared to players which results in less wishlists. So do it only if it makes you happy and you want to share your journey (and be careful not to overwork while doing it)!
Influencers are great for 3 reasons:
1. They give your game visibility.
2. They give you feedback to make your game better.
3. They are usually keen to do it for free to help small indie devs.
Build yourself a press list: a list of press and influencer that might be interested in playing your game. I made a list of games that I think have the same target as mine and search on youtube/twitch for influencers that played those games. They usually have their business mail in the about section or on one of their social accounts. When you have something very interesting to show them (a new demo, event or announce) send them all a mail (but don not spam them)!
Here are two accounts you should follow to get tips about how to properly reach to influencers (and other game marketing in general): Clemmy and Wanderbot (subscribe to their newsletters!)
Events are huge for wishlists. It's easy and it does not take time to submit and they are usually free. But there are two big issues with events:
1. You have to find them.
The best free place to find most events is on the HTMAG discord created by Chris Zukowski (@AdventureMtn).
There's also this amazing calendar with all the events (thanks to @mreliptik for sharing this with me)!
2. You have to be accepted.
You need a demo, quality marketing assets to share and a good steam page. Again, Chris has some awesome tutorials (free and paid) to get a great steam page up. Consider supporting him if his tutorials helped you!
WARNING Do not submit your game to the steam next fest too soon like I did. You want to submit as late as possible, ideally just before your release. Each game gets one shot at the steam next fest, and the more wishlists you have going in, the more wishlists you'll get. I made that mistake because I thought I would release the game 2 months later (lol).
On a side note, you will have tons of wishlist deletions. Don't worry about it, that's perfectly normal (I won't lie, the first 1000 deletions still hit me hard though).
I think the best time to create your steam page is as soon you have a small trailer, screenshots and interesting description that do not look like a prototype full of placeholders. The sooner you have it, the sooner you start collecting wishlists! With the steam page also comes the whole steam community package, which is a plus to keep in touch with people who like your game. I don't really see any disadvantage in having a steam page early, but you might want to plan the communication around the page release to maximize visibility right away. Do not release it without telling anyone! When you demo is out, you can update your page and announce it everywhere too (try to give the exclusivity to a big showcase if you can!).
Things that did not work for me: devlogs, replying to influencers asking for games on twitter, using those spammy hashtags to promote your game (#wishlistwednesday etc...), posting uninteresting stuff about the game developement EVERY day, reposting the same content, posting on the popular subreddits, sharing my game on those "share your work" channel on discord servers, paid ads and plenty of other little "tricks" I wasted my time on. I think some things did not work out because of my game specifically. For example, some games definitely look better than others on socials. I don't think mine is, and it might explain why posting on socials is not as efficient as for other games (or maybe I'm wrong and I just did not find the right way to make it look interesting on socials!).
I hope this was was a nice read! Thanks again for your support and don't hesitate if you have questions!
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kithj · 4 months
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