Indie dev here. Any chance you could share what the right strategy was for you?
The market size of gamers with almost no money is endless.
What I didn't like is that they stuck around my steam library. What I wanted was to throw some quarters at a short-lived arcade experience. I didn't want my library polluted with shovelware.
You want a lot of people to buy the game quickly at launch. The best way to do that is building up wishlists prelaunch. That has organic second order effects that are helpful, but there are other ways to get lots of sales at launch...
https://www.forbes.com/sites/siladityaray/2020/12/04/report-...