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Artwork for Videogame Positioning

Videogame Positioning

Federico Cicchi

A newsletter for game founders. Fix category, promise and proof to grow your revenues.

Platform
Substack
PricingOnly paid issuesPublishesTwice weekly
Issues47SubscribersRead videogamepositioning.substack.com

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Latest Issues

Recent posts by this newsletter. Browse the email archive.

The Day Before Marketed an MMO, Shipped an Extraction Shooter, and Closed in Four Days

How a manufactured perception gap created Steam’s most wishlisted game, and why nothing could save it once reality shipped.

In May 2022, The Day Before sat at number one on Steam’s wishlist rankings. Ahead of Starfield. Ahead of Hollow Kni...

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April 2026 Deep Dive: The Sacrifice Stack

How to Know What to Cut, In What Order and Based on Where You Sit in Your Category

Anthem’s feature list was twelve items long on the day it shipped. Javelins. Flying. Loot drops. Fort Tarsis. Dialogue choices. Strongholds. Freeplay. Open...

11 days ago
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Journey stripped everything and owned a feeling no other game could touch

How thatgamecompany cut combat, communication, and identity, and then went bankrupt shipping what was left.

March 13, 2012. A character with no face, no name, no voice, and no arms walks into a desert. There’s a mountain on the horizon. Th...

15 days ago
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Celeste Had a Dash, a Jump, and a Mountain. It Was Enough.

How systematic refusal to add features created a position no competitor could take.

In January 2018, a game launched with a dash, a jump, a climb, and a mountain. No combat. No ability upgrades. No multiplayer. No procedural generation. No...

22 days ago
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Authors

The writers behind this newsletter.

  • Federico Cicchi

    I write weekly on videogame positioning: category, promise, and proof; so players “get it” fast enough to care. Led product development on $100M+ shipped titles, including Fallout Shelter.

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