See what's new in V2 · A rebuilt interface, Crew, Blueprint to C++, multiplayer play tests and in-editor updates Read the changelog →
All posts
19 min read

How to Market an Indie Game When AI Can Clone It in a Day

Copies now reach Roblox and Steam within days of a reveal. Should you hide your game, shadow drop it, or launch a Roblox version too? What the evidence says.

Keep marketing your game in public, but change what you hand out and when. In 2026 a viral clip can have copies on Roblox within 48 hours, so “show it or hide it” now has a real cost either way. For most small teams, hiding costs more. Steam’s own events need a public demo, demos that have been out for months do better at Steam Next Fest, and the studios going dark already have an audience to fall back on. What works is to market what a copy cannot take (you, your world and your name), keep playable builds tight, shorten the gap between demo and launch if your hook is easy to copy, and, if your game is the kind Roblox copies, consider beating the copies there with an official Roblox version on launch day.

We read the coverage from March to October 2026, Steam’s rules for Next Fest and store pages, Chris Zukowski’s Next Fest data, Roblox’s own documentation and earnings letter, 3,258 developer comments and 70 Reddit threads about cloning. Here is what the evidence says about each choice.

Key takeaways

  • Copies are fast now, and they land on Roblox first: 14 Roblox copies of Needle In A Haystack Simulator within 48 hours of its reveal, and at least seven of Escape the Walls within ten days.
  • Hiding is not free. Steam Next Fest needs a public demo, each game gets one Next Fest, and Chris Zukowski’s data says demos released months before the fest do better.
  • The studios going dark already have an audience. Drunken Goddess Reflux had more than 500,000 wishlists when it swapped its public demo for a closed playtest.
  • Our suggestion for simple, social games: launch an official Roblox version on the same day as the main game, so the first Roblox version of your idea is yours. Nobody has tested it as a defense yet, but Bombanana! shows an official Roblox version can draw a big audience.
  • Roblox’s Rights Manager, which handles takedown requests, is open to anyone with an ID. Its License Manager is closed to most solo developers.

Has AI changed how you should market a game?

Yes, in one way: the time between showing a game and seeing a copy has shrunk from months to days. The rest of the playbook (a store page early, a demo, wishlists, creators) has not been replaced by anything better. Here is how fast it moved this year.

DateGameWhat happened
17 MarFreya Holmér’s rotating Tetris prototypeA 50-second clip drew up to four AI-built mobile clones within days
15 JulMeccha ChameleonRoblox copies of the $6 Steam hit passed it in concurrent players
JulLibrarian: Tidy Up the Arcane LibraryThe Roblox game it inspired, Clean the Library, had about 26,000 players to the original’s 7,000
Aug to SepNeedle In A Haystack Simulator14 Roblox copies within 48 hours of the reveal, then at least nine on Steam
10 to 19 OctEscape the WallsFootage posted on X on 10 October. By 19 October: at least seven Roblox clones and one on Steam
16 OctDrunken Goddess RefluxPublic Next Fest demo cancelled for a closed playtest
19 OctReVamp, by Digital Sun GamesNo public playtest before its March 2027 launch
19 OctSteam Next Fest8,011 entries on the press preview page, about double the June fest

PC Gamer ties the October surge to Anthropic’s Claude Opus 5.5 update, which it says made quick clones far easier. Its Steam Week in Review named the problem: “the perils of marketing independent games in an age where a clone can be turned around in hours.”

What has not changed: none of the sources we read shows an AI-made copy on Steam outselling the game it copied. The copies that win are on Roblox, and they win for reasons that have little to do with AI. They are free, they are built for playing with friends, and they sit in front of an audience that may never have seen the original.

Bar chart of concurrent players in July 2026: Librarian on Steam about 7,000 against Clean the Library on Roblox about 26,000, and Meccha Chameleon on Steam about 100,000 against its two biggest Roblox copies at about 50,000 and 37,000

Concurrent players reported by Kotaku on 15 July 2026, from RoWatcher data. Counting more than a dozen smaller copies, the Roblox versions of Meccha Chameleon passed the original.

Should you wait, or hide your game until launch?

For most indie developers, no. Hiding protects you from copies, but it also hides you from players, and Steam’s discovery tools assume you have been visible for months.

Start with what Steam requires. A new game needs a Coming Soon page live for at least two weeks before release, and Steam emails your wishlisters when you launch, according to the Steamworks documentation. Steam Next Fest is only for unreleased games, each game can join only one, and it needs “a publicly playable demo by the time Next Fest begins,” under the Next Fest rules. A game that stays hidden until launch week skips most of that.

Then look at what demos earn. Chris Zukowski of How To Market A Game tracks Next Fest results. For the February 2026 fest, the wishlists games gained during the event looked like this:

PercentileWishlists gained during Next Fest, February 2026
30th382
Median806
70th1,839
95th13,461
Highest57,074

In Zukowski’s survey, games that released their demo more than a month before the fest did much better than those that released it within the last month. The advice in the February 2026 analysis is direct: “If this is your first game and your first Steam Next Fest, do not try to shadow drop your demo.” The best approach, by Zukowski’s reading, is still “to release your demo months and months before Steam Next Fest.”

Last, look at who is going quiet.

WhoWhat they changedWhat they already had
Drunken Goddess Reflux, published by Alliance ArtsCancelled its public Next Fest demo for a closed playtestMore than 500,000 Steam wishlists
Digital Sun Games, for ReVampNo public playtest before launchThe Moonlighter series
Lucas PopeStopped discussing works in progress, to avoid being “slurped by AI”Papers, Please and Return of the Obra Dinn

Each of them can afford it. A closed playtest needs people to invite, and a launch with no public build needs players who are already waiting. If nobody knows your game yet, going dark means launching to nobody. That is the fear behind the busiest Reddit thread on the topic, “Hidden Impact of AI on Indie Games Marketing” on r/IndieDev, with 2,287 points.

Waiting for the wave to pass is not a plan either. Next Fest entries doubled between June and October, and nothing in the coverage suggests the copying is slowing down.

The middle path: a closed playtest

If you already have an audience, a closed playtest keeps your build out of strangers’ hands without going silent. Drunken Goddess Reflux runs a nine-day Steam playtest from 23 to 31 October. Players apply through its Discord, are picked by lottery and agree not to stream, share spoilers outside the Discord, copy the game or let AI analyze it, Player.One reports. A closed playtest can still build a list: Needle In A Haystack Simulator closed its playtest signups after more than 23,000 volunteers, according to Dexerto.

What should you show before launch, and what should you hold back?

Show everything that builds attachment to you and your game’s world. Hold back playable builds of anything you have not released.

What you showCopy riskWhy
You, the team and the processLowA copy can take a mechanic, not the people players follow
Art, characters, story and musicLow, and protectedCopyright covers them, so copying them is takedown territory
A simple core mechanic in a short clipHighA 50-second clip was enough to clone Freya Holmér’s prototype
A public demoHigh, and usually worth itSteam rewards it, so build it as its own package
Unreleased content inside the demoHighestMy Own Hero Party’s demo reportedly held the full game behind a toggle

Make the demo its own build

If your demo is the full game with a switch, the full game is in the download. That is how My Own Hero Party was reportedly lifted: two YouTube channels, Lost Relic Games and Dennis Makes Games, report that its itch.io demo held the whole game behind a toggle and was re-uploaded to Douyin with ads. No press article confirms it yet. Build the demo from only the content it needs. In Unreal Engine, that means packaging the demo from its own maps and content rather than shipping the full game with a flag, and then checking what actually ended up in the package before you upload it.

Mark the original, and own the name

When copies flooded Steam, Studio Bitdot put a red box on its key art marking Needle In A Haystack Simulator as the original. Its Steam page now says “The viral one. The one and only,” and the team warned playtest fans that it had become easy to grab the wrong haystack. Do the same before you need to: one name everywhere, a link to your Steam page in every post, and a search for the name on Steam and Roblox before you announce it.

Copyright does not cover ideas or mechanics, which is why most copies are legal. In Plagiarism Today, Jonathan Bailey points to trademark law instead, because many copies “may cross the line of causing consumer confusion as to what is and is not the official game.” A trademark registration is also one of the proofs Roblox accepts when you claim your IP. This is not legal advice, so ask a lawyer in your country.

Put the feel where a clip cannot show it

A clip shows what a game looks like, not how it feels to control. Tim Ruswick points out that the numbers people leave on default, such as jump height and gravity, are where a game’s feel lives, and a copy built from footage has to guess them. That is also why the builds in our series keep speeds, heights and timings as variables, as in the Unreal Engine double jump build: feel is tuning, and tuning is hard to see in a trailer.

Should you launch a Roblox version alongside your game?

This is our own suggestion: if your game is the kind Roblox copies, launch an official Roblox version on the same day as your main game, so the first Roblox version of your idea is yours. We found no studio that has tried it as a defense yet, so treat it as a strategy to test, not a proven one. It fits simple, social games best, and it is a real second project.

The idea: beat the copies to Roblox

The copies that hurt indie games now are on Roblox. They appear within hours or days of a viral clip, and they win because they are free, built for playing with friends and in front of a huge audience. You cannot stop them from being made. You can make sure they are not the only version there.

If your official Roblox game is live when the attention arrives:

  • Players who search your game’s name on Roblox can find the real one. Today they find whichever copy shipped first.
  • The copies compete with the official version, not with a paid Steam game on another platform that many Roblox players have never seen.
  • That Roblox audience stays yours. Your name, your Discord and a link to your Steam page sit on an official game, instead of the attention feeding someone else’s.
  • You have an obvious “real one” to point to, the same job Studio Bitdot’s “original” label does on Steam.

One refinement: copies now arrive before launch, from reveal footage. Escape the Walls had Roblox copies within days of its first footage, long before its full launch, as Game Rant reported. If your hook is likely to go viral early, the same logic says the Roblox version should be ready when you first show the hook, not only on launch day.

Why we think it can work

Because Roblox is where copies of Steam hits win. When Escape the Walls footage went up on X, one reply predicted: “You have exactly 7 hours before someone makes this on Roblox and gets 20x your revenue,” PC Gamer reported. The Meccha Chameleon and Librarian numbers above show the fear is not crazy. Joseph Drennan, who helped create Clean the Library, told Kotaku: “I think a big reason our game has been successful is that it’s free and built around playing with friends.” That is exactly the audience an official Roblox version would reach.

The reach is real. Roblox reported 123 million daily active users in the second quarter of 2026, in its shareholder letter. The copies make their money from in-game purchases, not a price: coins for tools such as an eyedropper in the Meccha Chameleon copies, and upgrades that clean faster in Clean the Library. That money currently goes to whoever copied the game.

PEAK’s developers ran into the same thing in 2025. When a Roblox copy called Cliff appeared, Aggro Crab posted that it would “rather you pirate our game than play this microtransaction-riddled Roblox slop ripoff,” Insider Gaming reported. An official Roblox version gives developers a better answer than piracy: play the real one.

The closest example: Bombanana!

Bombanana!, a co-op party game by Lefto Studio and publisher Tark Games, is the clearest case of a Steam game with an official Roblox version. GamesBeat called it the first Steam-native party game to get one, and reported on 5 October:

  • The Steam game launched on 2 September after more than 1 million wishlists and over 6 million demo players, and sold more than 1 million copies in 10 days.
  • FXFX Studio, a Roblox developer in Tallinn, made the Roblox version with Lefto Studio and Tark Games. It was built for Roblox, not ported. Its founder, Caner Ataş, said: “We wanted to make a real Roblox experience.”
  • The companies report more than 16 million visits and 80,000 favorites. Those figures are their own.
  • The reason given was reach, not copies. Tark’s co-founder Ilker Ergen framed it as reaching players who never saw the Steam original.

Bombanana! shows that an official version built for Roblox can draw a large Roblox audience next to a Steam game. Its team did it for reach, and the Roblox numbers came a month after the Steam launch. What we are suggesting goes one step further: do it on day one, before the copies take that audience. That part has not been tested yet.

What it costs, and how to keep the cost down

Bombanana! also shows how to keep the cost down. The Roblox version was not a port. A Roblox studio built a Roblox game around the same idea, together with the original team. For a small team, that means:

  • Build the hook, not the whole game. The Roblox version needs the core loop that makes the clip fun, made for Roblox, not your full campaign.
  • Partner with a Roblox studio rather than splitting your own team two weeks before launch.
  • Treat it as its own game with its own income. We found no data on how many Roblox players go on to buy the Steam original, so do not count on it as a funnel.
Your Steam gameA Roblox version
How it is builtYour engine, such as Unreal EngineRoblox Studio and the Luau scripting language, so your project does not carry over
How it makes moneyA priceFree, with in-game purchases
Who plays itPC players who buy gamesOf Roblox users who have age-checked, 35 percent are under 13 and 38 percent are 13 to 17
What it protectsYour gameThe Roblox slot for your name. It can still be copied, but copies now compete with the official one

The age figures are Roblox’s own estimates for the week ending 30 June 2026, and the same letter says adults spend more: “U.S. O18 users monetize over 50% higher than U18 users.” Many Roblox players will never buy a Steam game, and many, as Kotaku put it, “may not even know Meccha Chameleon exists.” That is the reason for a Roblox version, not a reason against one: it reaches the players a Steam page never would, and those are the players the copies are reaching now.

Licensing instead of building

Roblox has two tools for rights holders, set out in its rights holder guide. Rights Manager lets you report unauthorized use of your IP and request the removal of games, avatar items and assets. It needs a valid ID and a verified email. License Manager lets you set terms and a revenue share, find games already using your IP and offer them a license, which could turn a popular copy into a licensed one. It requires exclusive worldwide rights and either a commercial portfolio of five or more works or an existing license with an established Roblox creator, so most solo developers will not qualify yet. Roblox also excludes AI-only works without recognized human authorship.

When a same-day Roblox launch fits

Strong fitWeak fit
The hook explains itself in a few secondsThe game depends on story, systems or a long campaign
It is built for playing with friendsIt is a single-player experience
It is the kind of game Roblox already copies: party, co-op, simulator, incrementalNothing like it does well on Roblox
It has traction, or a clip that could go viralNobody would look for it on Roblox
You can partner with a Roblox studioYou would build it alone, on top of your main game
You are fine with free to play and in-game purchases under your nameYour brand depends on being a premium game

When should you release, now that copies come fast?

Shorten the gap between your first public build and launch, but do not skip the store page or Next Fest to do it.

PlanWhat it looks likeCopy windowWhat it gives up
Long runwayStore page early, public demo months before Next Fest, launch afterMonthsNothing on Steam’s side, but it gives copies the most time
CompressedStore page and trailer early, demo close to Next Fest, launch within weeksWeeksSome of the demo lead time Zukowski’s data rewards
Shadow dropAnnounce with the two-week minimum Coming Soon page, no demoTwo weeksWishlists, Next Fest, and a launch email that reaches almost nobody

Tim Ruswick’s plan sits between the last two: release the demo, the creator outreach and the full game within about a month of each other. Replies point out that a month is still a long window when a copy takes a day. On an r/gamedev thread about a copied playtest build, a reply with 53 points put the mood in one line: “Seems like shadow dropping is going to be the new release meta.”

Which plan fits depends on how copyable your hook is. A game whose whole appeal is one simple mechanic is exposed the moment the clip goes up, so the compressed plan protects more of it. A game whose appeal is content, story or feel loses less by showing early, and the long runway is what Zukowski’s data supports, especially for a first game.

What actually protects an indie game’s sales?

An audience that knows the original. Copies take attention that already exists. They rarely create it.

Developers say the same.

Bar chart of themes in 3,258 YouTube comments on 10 indie developer videos about AI cloning: 7.5 percent say complex or personal games are safe, 6.3 percent say distribution and audience are the moat, 6.2 percent are anti AI, 5.8 percent discuss the demo build, 3.9 percent the law, 3.9 percent despair, and 0.7 percent ask platforms to act

Share of 3,258 comments that touch each theme. Keyword matching, so a comment can count twice.

On the r/gamedev thread “Seeing many (indie) games copied, should we stop showcasing our work?”, the top reply, with 142 points, said marketing and generating wishlists matter more than preventing bad AI clones. A reported clone of Bills Must Be Paid exists, and the original still sold more than 100,000 copies. A reply on one of Tim Ruswick’s videos named the risk on the other side: “The clones did have marketing: the one from the original they stole.”

Two more lines are worth keeping in mind when you plan what to show:

“If you come up with an idea in about 5 seconds, then expect people to steal it in about 5 seconds.”

Big Boy Games, arguing that indie developers will be fine

“AI averages everybody. So, AI makes you better at a lot of stuff, but it also makes you more like everybody else.”

Tim Ruswick, in a video on 13 October

A hook anyone can describe in five seconds is great for a viral clip and easy to copy. The more of your game’s appeal sits in you, the world and the feel, the less a copy can take.

A marketing plan for an indie game in 2026

  1. Pick a name you can own. Search Steam and Roblox for it before you announce, and use the same name on every account.
  2. Put up the Steam page when you start talking about the game. Steam needs it live for at least two weeks before release, and every month before that collects wishlists.
  3. Market the people and the world, not only the mechanic. Devlogs with your face and voice, the art and the story are the parts a copy cannot use.
  4. Build the demo as its own package. Only the maps and content it needs, checked before upload.
  5. Choose a public demo or a closed playtest on purpose. For a first game, a public demo well before Next Fest is what the data supports. With an existing audience, a closed playtest is a real option.
  6. Match your release timing to how copyable your hook is. A one-mechanic game benefits most from a short gap between demo and launch.
  7. If Roblox will copy you, get there first. For a simple, social hook, plan an official Roblox version to go live on launch day (or when the hook goes public), built for Roblox with a Roblox studio.
  8. Mark the original and watch for copies. Label your key art, link the store page everywhere, use Rights Manager and DMCA takedowns for copied assets, and ask a lawyer about a trademark.

Frequently asked questions

Should I stop posting devlogs because of AI clones?

No data shows that hiding works better than showing, and the developers who went quiet already had audiences. Keep posting, and keep unreleased content out of anything playable. A devlog about you and your process is the one kind of post a copy cannot use.

Should I shadow drop my game?

Not your first one. Steam needs a Coming Soon page for at least two weeks before a new game releases, so a true same-day launch is not possible, and a short page collects few wishlists. Chris Zukowski advises against shadow dropping a first demo before Next Fest.

Should I make a Roblox version of my game?

If it is a simple, social game of the kind Roblox copies, we think it is worth planning one for launch day, so the official version is there before the copies. Build the hook as a real Roblox game, ideally with a Roblox studio, since nothing carries over from Unreal Engine. It is untested as a defense, but Bombanana!‘s official Roblox version reports more than 16 million visits.

Can I get a Roblox copy of my game taken down?

If it uses your art, code, music, name or other protected material, you can report it through Roblox’s Rights Manager with a valid ID and proof of your rights. A copy that only borrows the idea is usually legal. As Adam Starr, general counsel for Grow a Garden publisher Do Big Studios, told Kotaku, copyright law does not protect “game concepts or genres.”

Do AI clones outsell the original game?

On Steam, none of the sources we read shows one doing it. On Roblox, free games copied from or inspired by paid Steam games have passed them in concurrent players, as with Meccha Chameleon and Librarian. That is a difference of platform and price, and player counts are not sales.

The short version

  • Copies now arrive within days, and they arrive on Roblox first.
  • Hiding protects the build but costs the audience, and the teams doing it already have one.
  • Show yourself and your world, keep playable builds separate, and shorten the gap to launch if your hook is easy to copy.
  • If your game is the kind Roblox copies, launch the official Roblox version yourself on the same day, so the copies compete with yours instead of replacing it.

Disclosure: we make Ultimate Engine CoPilot, an AI assistant that builds Blueprints inside your own Unreal Engine project, so we have a stake in how people see AI. The advice above does not depend on which tools you use. If you are choosing one for prototyping, our comparison of the best AI plugins for Unreal Engine covers the options. See what ours does on the product page, read how the AI Blueprint generator works, or get it on Fab.

Sources and method

Method. Press coverage and platform documentation were read on 19 and 20 October 2026. Comment themes come from 3,258 YouTube comments on 10 indie developer videos about cloning, pulled on 18 October 2026 and counted by keyword matching, not by hand. Reddit posts come from the Arctic Shift archive of nine game development subreddits. Player counts, wishlists and scores change quickly, so treat every number here as a snapshot.

What did you think?

Try it in your editor
1,655 tools for Unreal Engine 5.
Get the plugin