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How a Clever Angle Helps Game Developers Break Through the Noise on Steam in 2026

Writer: Ash H
Ash H
Sep 22
5 min read

As the number of games released on Steam keeps climbing, simply making a good game is no longer enough to be noticed. Some developers are breaking through by taking familiar genres and building them around one simple, highly marketable angle. Not a gimmick bolted on at the end, but a mechanic you can explain in one sentence, show in five seconds and immediately imagine players or creators sharing. Here are two recent examples I think get this right.


Gladio Mori


Gladio Mori doesn’t look like much at first glance, but it has a genuinely interesting hook underneath its rougher presentation.


The characters, animations and environments can look clunky and basic, but Plebeian Studio is a one-person indie studio and leans into the physics-driven nature of the game. Looks are not everything. If the gameplay gives players something unusual to experiment with, that can be far more valuable than polish alone.


At its core, Gladio Mori is a physics-driven fighting sandbox. The hook is the combination of location-based damage and a move editor that lets players build their own attacks. Fights can end with severed limbs, bleeding arteries, broken bones or a clean hit to a vital organ, so the result of every movement matters. The fun is not only winning. It is going back into the editor, tweaking a move, testing it, and seeing whether your ridiculous new attack actually works. The editor can still feel clunky, but for a one-person studio the underlying system is impressive.


Customisation like this is complex. Building an entire movement system that players can manipulate is a much harder proposition than adding another weapon or arena, but it creates a much deeper toy for the community. The mod.io integration pushes that further by letting players share and discover community content across the game.


Physics-based fighting games are not new, and games like Half Sword may look more polished in pure combat. Gladio Mori’s gold is the depth of its customisation. It gives players ownership over how they fight, which makes the experience much easier to talk about, show and share.



This is where the clever angle becomes more than a novelty. Gladio Mori has no traditional health bar. A hit can weaken a muscle, sever an artery, break a bone, pierce a vital organ or remove a limb entirely. Because blades only cut along their sharpened edge, the angle of a player-created movement can materially change the result of a fight.


That gives the game a second loop outside the fight itself: build a move, test it, see what fails, tweak it and try again. The move editor is not just cosmetic customisation. It changes how players fight, and community-created movesets give other players more reasons to return and experiment.


It also gives marketing something extremely valuable: a constant stream of content. Ridiculous custom attacks, brutal knockouts, failed experiments, replays, mods and four-player fights all create moments that are easy to clip and share. By the time Gladio Mori reached release in September 2026, its publisher reported more than 100,000 copies sold before launch, 250,000+ wishlists, close to one million mod downloads, and the third most-played demo during the October 2024 Steam Next Fest.


This is the part I think many developers miss. You do not necessarily need to invent a completely new genre. You need a strong enough angle inside a familiar genre that a player can understand it quickly, then immediately imagine what they could do with it.


User-generated content can become a powerful growth loop because it gives players a reason to create, share and return. Dead As Disco from Brain Jar Games is another example where community-made moves and clips became part of the product’s appeal. Gladio Mori has the same advantage: the more strange, effective or ridiculous moves players create, the more material the game generates for its own marketing.




Mayhem À La Carte

505 Games’ newly announced Mayhem À La Carte has the kind of pitch that almost writes its own headline: run a busy kitchen while fighting off attackers in a first-person shooter. Up to four players have to keep orders moving while enemies turn the restaurant into a battlefield. I laughed when I saw the reveal trailer, and more importantly, I understood the game almost immediately.




INGAME STUDIOS is leaning into the collision between cooking and combat rather than treating them as two separate modes. Food itself can become a weapon. Spoiled meals can explode, frozen desserts can stop enemies, walls get shredded by gunfire and the kitchen can fall apart while the team is still trying to get dinner out.


That is exactly the kind of angle that helps marketing. A creator does not need to explain a complicated progression system or 40 hours of lore before a viewer understands why this could be fun. The premise is readable in seconds, while the systems are designed to generate mistakes, arguments, last-second saves and disasters worth sharing. Proximity voice chat should only multiply those moments in co-op.


Pizza Bandit explored a similar cooking-plus-combat space earlier, but Mayhem À La Carte’s positioning feels cleaner from the outset. It is not simply a shooter that happens to involve food. The kitchen pressure and combat are the same problem, which gives the game a much stronger and easier-to-communicate identity. 




The Real Advantage: The Game Gives Marketing Something to Work With


Neither Gladio Mori nor Mayhem À La Carte invented its underlying genre. One takes physics melee combat and makes the player’s own movement design the toy. The other combines co-op kitchen management with a first-person shooter. The clever part is that both can be explained quickly, shown visually and turned into repeatable player stories.


That matters because discoverability starts inside the product. A marketer can improve positioning, capsules, trailers, creator outreach and your Steam page, but marketing works much harder when the game itself contains a clear reason to stop scrolling. I talk more about this in how we support marketing across the development lifecycle, because the best time to identify these hooks is while the team can still shape them.


Once the angle exists, everything else becomes easier to align around it. Your Steam marketing and wishlist growth can lead with the strongest mechanic. Your Steam demo can put that mechanic in the player’s hands early instead of burying it two hours into the game. And your launch marketing can keep repeating a proposition players already understand rather than trying to manufacture an identity at the end of production.


So when you are evaluating your own game, do not only ask, “Is this fun?” Ask: What is the thing someone will tell their friend about? What will a creator clip? What can I show in five seconds that makes the right player stop scrolling?


If the answer is difficult to find, that may be a product problem before it is a marketing problem.


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