<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:googleplay="http://www.google.com/schemas/play-podcasts/1.0"><channel><title><![CDATA[Voxel]]></title><description><![CDATA[Data and analysis on how players organically discover video games.]]></description><link>https://voxelgamediscovery.substack.com</link><image><url>https://substackcdn.com/image/fetch/$s_!Kr-p!,w_256,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F57dcf9aa-194c-446e-9359-a2e266843c5d_300x300.png</url><title>Voxel</title><link>https://voxelgamediscovery.substack.com</link></image><generator>Substack</generator><lastBuildDate>Mon, 11 May 2026 10:09:34 GMT</lastBuildDate><atom:link href="https://voxelgamediscovery.substack.com/feed" rel="self" type="application/rss+xml"/><copyright><![CDATA[Fire Your Agency]]></copyright><language><![CDATA[en]]></language><webMaster><![CDATA[voxelgamediscovery@substack.com]]></webMaster><itunes:owner><itunes:email><![CDATA[voxelgamediscovery@substack.com]]></itunes:email><itunes:name><![CDATA[Eric Woods]]></itunes:name></itunes:owner><itunes:author><![CDATA[Eric Woods]]></itunes:author><googleplay:owner><![CDATA[voxelgamediscovery@substack.com]]></googleplay:owner><googleplay:email><![CDATA[voxelgamediscovery@substack.com]]></googleplay:email><googleplay:author><![CDATA[Eric Woods]]></googleplay:author><itunes:block><![CDATA[Yes]]></itunes:block><item><title><![CDATA[The Adaptation Effect: How Fallout, Mario, and Iron Lung Prove That Film and TV Drive Lasting Game Sales]]></title><description><![CDATA[TV and film adaptations drive a 203% average player spike. Fallout's boost was permanent. Iron Lung proved indie games benefit too. Here's what the data says.]]></description><link>https://voxelgamediscovery.substack.com/p/the-screen-to-controller-pipeline</link><guid isPermaLink="false">https://voxelgamediscovery.substack.com/p/the-screen-to-controller-pipeline</guid><dc:creator><![CDATA[Eric Woods]]></dc:creator><pubDate>Fri, 08 May 2026 13:02:15 GMT</pubDate><enclosure url="https://substack-post-media.s3.amazonaws.com/public/images/16c65c54-5a56-4abf-a882-41ad32a350f9_800x450.webp" length="0" type="image/jpeg"/><content:encoded><![CDATA[<blockquote><p><strong>TL;DR:</strong> Film and TV adaptations have become gaming's most powerful organic discovery channel, with the Fallout show driving a 600% player spike that permanently raised the franchise's sales floor, the Mario movies lifting sales of games as old as 2017 by 1.3x, and Iron Lung proving the pipeline works for indies too.</p></blockquote><div><hr></div><p>With The Super Mario Galaxy Movie crossing $747 million worldwide and already sitting as 2026&#8217;s highest-grossing film, and another high-profile gaming film releasing today, it felt like the right time to look at something I&#8217;ve been tracking for a while. </p><p>Film and TV adaptations of video games have gone from industry punchline to <strong>one of the most powerful organic discovery channels</strong> in gaming. And if you haven&#8217;t been paying attention, the data backing that up will blow your mind.</p><div class="subscription-widget-wrap-editor" data-attrs="{&quot;url&quot;:&quot;https://voxelgamediscovery.substack.com/subscribe?&quot;,&quot;text&quot;:&quot;Subscribe&quot;,&quot;language&quot;:&quot;en&quot;}" data-component-name="SubscribeWidgetToDOM"><div class="subscription-widget show-subscribe"><div class="preamble"><p class="cta-caption">Voxel is a reader-supported publication. To receive new posts and support my work, consider becoming a free or paid subscriber.</p></div><form class="subscription-widget-subscribe"><input type="email" class="email-input" name="email" placeholder="Type your email&#8230;" tabindex="-1"><input type="submit" class="button primary" value="Subscribe"><div class="fake-input-wrapper"><div class="fake-input"></div><div class="fake-button"></div></div></form></div></div><p>Let&#8217;s walk through what we actually know.</p><h2>The Numbers Tell a Consistent Story</h2><p>Whether we&#8217;re laughing along with the grim satire of <em>Fallout</em>, sobbing over <em>The Last of Us</em>, or simply fist-pumping to the nostalgia of the <em>Super Mario </em>films, we&#8217;ve seen gaming media go from cultural outlier to Hollywood&#8217;s next lifeline in a shockingly short amount of time.</p><p>Let&#8217;s take a look at a few critical examples, and see what we can learn from them.</p><h3>The Last of Us </h3><p>When HBO&#8217;s The Last of Us premiered in January 2023:</p><ul><li><p>Sales of The Last of Us Part I on PS5 jumped <strong>238%</strong> week-over-week in the UK. </p></li><li><p>The PS4 remaster spiked even harder, up <strong>322%</strong>. </p></li></ul><p>These were games that had already sold 37 million copies combined before the show aired. </p><blockquote><p>PlayStation&#8217;s SVP of Marketing Eric Lempel later said that <strong>every time an episode dropped, game sales increased &#8220;very dramatically,&#8221;</strong> calling the relationship symbiotic. </p></blockquote><p>The bump wasn&#8217;t a one-week curiosity, either. </p><p>Last of Us Remastered players jumped 417% the following month, and the franchise&#8217;s monthly user counts didn&#8217;t return to pre-show levels until the summer.</p><h3>Fallout</h3><p>The Fallout TV show on Prime Video, which premiered in April 2024, produced results that were arguably even more striking. </p><ul><li><p>Todd Howard said daily active users across all Fallout games ballooned over 600%, calling it &#8220;beyond anything I&#8217;ve ever seen in my 30 years of doing this.&#8221; </p></li><li><p>Fallout 4, a singleplayer game released in 2015, saw its Steam player count spike by roughly ten times, at one point averaging just under 200,000 daily players. </p></li><li><p>Fallout 76 hit an all-time concurrent player record of 43,887 on Steam, up from a typical average of 7,000 to 10,000. </p></li><li><p>Fallout 4 sales in Europe surged 7,500% in the week following the premiere. </p></li><li><p>Even the original Fallout from 1997 saw its concurrent player count jump from under 300 to over 2,300 - a nearly 8x increase.</p></li></ul><p>And here&#8217;s the part that matters most for anyone thinking about long-term organic discovery. G2A&#8217;s data across the two seasons of the Fallout show (2024 and early 2026) showed that the sales spikes weren&#8217;t just temporary. </p><p><strong>Sales between seasons stabilized at a baseline significantly higher than the pre-show era.</strong> </p><blockquote><p>In other words, the show permanently onboarded a new audience. </p><p>Sales in the month before Season 2 premiered were 78% higher than the prior quarter&#8217;s average, suggesting that anticipation alone was driving discovery before the second season even aired.</p></blockquote><h3>Cyberpunk</h3><p>Cyberpunk 2077 tells a similar story from a different angle. </p><p>When the Edgerunners anime launched on Netflix in September 2022: </p><ul><li><p>Concurrent players on Steam jumped from roughly 10,000-15,000 to a peak of over 85,000. </p></li><li><p>The game hit number one on Steam&#8217;s sales chart. </p></li><li><p>CD Projekt reported that the quarter was &#8220;the best third quarter in our entire history,&#8221; with revenue up 70%. </p></li><li><p>The game crossed 20 million copies sold shortly after, up from 18 million just months earlier. </p></li></ul><p>Two million copies were moved in a matter of weeks, largely because an anime brought players back to a game they&#8217;d written off after its disastrous 2020 launch.</p><h3>The Mario Films</h3><p>Nintendo has been the most deliberate about using film as a discovery channel, and they have the clearest data to show for it. </p><p>After The Super Mario Bros. Movie earned over $1.36 billion at the box office in 2023, Nintendo reported that <strong>global sell-through of Mario titles increased 1.3x </strong>year-over-year and new unique users of Mario-related mobile apps increased 1.4x. </p><p>The five games Nintendo highlighted were all years old at that point:</p><ul><li><p>Mario Kart 8 Deluxe</p></li><li><p>Super Mario Odyssey</p></li><li><p>Super Mario Maker 2</p></li><li><p>New Super Mario Bros. U Deluxe</p></li><li><p>Super Mario 3D World </p></li></ul><p>All saw measurable sales lifts from a movie that had nothing to do with any of them directly.</p><p>Nintendo of America president Doug Bowser called it a &#8220;halo effect,&#8221; noting that it showed up in re-engagement with existing content, purchases of new software, and even merchandise. </p><p>Nintendo has since pushed even harder into film, with The Super Mario Galaxy Movie already at $747 million and a live-action Legend of Zelda film in production for 2027. </p><blockquote><p>They&#8217;ve said publicly that they&#8217;re pursuing movies because there are &#8220;only so many&#8221; people who play games, and film expands the addressable audience for their IP.</p></blockquote><h3>The Sonic Films</h3><p>Sega&#8217;s approach with the Sonic movies has been less about driving sales to specific games and more about rebuilding brand value across the entire franchise. </p><p>The three Paramount films have grossed over a billion dollars combined, and <strong>Sega has credited the movies with accelerating the growth of the Sonic IP</strong> overall. </p><p>By 2024, total franchise unit sales and downloads had reached 1.77 billion. </p><p>The Sonic the Hedgehog 3 film even impacted the retro games market, with resale prices for Sonic Adventure 2 on Dreamcast jumping from $140 to over $210 and Shadow the Hedgehog doubling in value across all platforms. </p><blockquote><p>When a movie makes people want to buy a 23-year-old game for $210, that&#8217;s organic discovery operating at a level that no marketing budget can replicate.</p></blockquote><h3>Iron Lung: The Indie Case Study</h3><p>Every example above involves a major franchise with decades of brand recognition behind it. Iron Lung is different, and that&#8217;s what makes it so interesting for anyone working outside of AAA.</p><p>Iron Lung is a short horror game made by solo developer David Szymanski, originally released in 2022 for $6. It&#8217;s about an hour long. You pilot a windowless submarine through an ocean of blood. It had a dedicated following in indie horror circles, but it was not a mainstream game by any reasonable definition.</p><p>Then Markiplier, a YouTuber with 38 million subscribers, self-financed and directed a film adaptation. </p><p>The movie cost roughly $3 million to produce and had essentially no traditional marketing budget. </p><p>Markiplier handled distribution himself, reportedly getting the film into 3,015 theaters partly by leveraging fans who worked at theater chains. </p><p>The film earned $8.9 million on its opening night, $18.19 million on its opening weekend, and has since grossed over $50 million worldwide against that $3 million budget.</p><p>The game&#8217;s developer, David Szymanski, posted just three words on Twitter when he saw the numbers: &#8220;What the fuck.&#8221;</p><blockquote><p>Iron Lung matters because it proves the adaptation-to-discovery pipeline isn&#8217;t reserved for franchises that already have 81 million copies sold. </p></blockquote><p>A solo indie developer&#8217;s $6 game became the source material for one of the most profitable films of 2026, and in doing so, put that game in front of tens of millions of people who had never heard of it. </p><p>The film is now actively pushing people toward a PS5 port and Android release that came out in late 2025. </p><p><strong>This is organic discovery at its most potent</strong>, and it was triggered not by a publisher&#8217;s marketing department but by a creator who loved the game enough to make a movie about it.</p><h2>What Doesn&#8217;t Work</h2><p>Not every adaptation drives discovery. </p><p>The Halo TV series on Paramount+ is the clearest counterexample. </p><p>When the first season launched in 2022, game sales reportedly jumped over 1,000% from pre-show levels, but that was from a very low baseline and the effect was short-lived. When the second season aired in 2024, it barely moved the needle on game sales at all. The show itself drew significantly fewer viewers than Fallout or The Last of Us, and mixed reception from the core fanbase likely limited its ability to function as a discovery tool.</p><p>The Uncharted movie tells a similar story. </p><p>Despite reasonable box office numbers, it didn&#8217;t produce a noticeable sales bump for the Uncharted games. </p><blockquote><p><strong>Quality and audience reception clearly matter</strong>. An adaptation has to make people want to spend more time in that world, and if the adaptation itself doesn&#8217;t land, the pipeline shuts off.</p></blockquote><h2>What This Means for Organic Discovery</h2><p>There are a few conclusions worth pulling out of all of this for anyone thinking about how players find games.</p><p>The first is that <strong>the adaptation-to-game pipeline is real, measurable, and in many cases permanent</strong>. </p><p>The Fallout data is the most compelling evidence of this. The show didn&#8217;t just spike interest. It created a new floor for ongoing sales that persisted between seasons and even grew in anticipation of Season 2. </p><p>That&#8217;s not a marketing campaign. That&#8217;s a structural change in how many people know about and care about your game.</p><p>The second is that <strong>the pipeline works regardless of how old your game is</strong>. Age doesn&#8217;t seem to matter if the adaptation is good enough to make people curious about the source material.</p><p>The third, and the one I find most exciting for the indie and AA space, is that <strong>you don&#8217;t need a billion-dollar franchise to benefit</strong> from this. Iron Lung proved that a solo developer&#8217;s game can become the foundation for a massively successful film, and that the relationship between the two can be genuinely symbiotic. The key ingredient wasn&#8217;t budget or brand recognition. It was a creator with an existing audience who cared deeply about the source material.</p><p>For indie developers, this reframes the question of organic discovery in an interesting way. </p><p>The traditional playbook is trailers, Steam wishlists, streamer outreach, and social media. Those are still the basic foundation of any successful indie launch. </p><p>But the most powerful organic discovery events we&#8217;ve seen in the last few years have come from outside the games industry entirely. A TV show. A movie. An anime. A YouTuber who loved your game enough to turn it into a film.</p><blockquote><p>These are less about the specific marketing activations you plan before launch, and more about the relationship you build with your players <em>after.</em></p></blockquote><p>You can&#8217;t plan for that, exactly. But you can build games that are rich enough in world and tone that they invite adaptation. </p><p>You can cultivate relationships with creators who have audiences of their own. </p><p>And you can pay attention to the fact that the most potent discovery channel in gaming right now isn&#8217;t a storefront algorithm or a marketing spend. It&#8217;s someone outside of games falling in love with your world and bringing their community with them.</p><div class="subscription-widget-wrap-editor" data-attrs="{&quot;url&quot;:&quot;https://voxelgamediscovery.substack.com/subscribe?&quot;,&quot;text&quot;:&quot;Subscribe&quot;,&quot;language&quot;:&quot;en&quot;}" data-component-name="SubscribeWidgetToDOM"><div class="subscription-widget show-subscribe"><div class="preamble"><p class="cta-caption">Voxel is a reader-supported publication. To receive new posts and support my work, consider becoming a free or paid subscriber.</p></div><form class="subscription-widget-subscribe"><input type="email" class="email-input" name="email" placeholder="Type your email&#8230;" tabindex="-1"><input type="submit" class="button primary" value="Subscribe"><div class="fake-input-wrapper"><div class="fake-input"></div><div class="fake-button"></div></div></form></div></div>]]></content:encoded></item><item><title><![CDATA[Marathon's $200M Budget vs Peak's $200K: What Friendslop Is Teaching AAA About Live Service]]></title><description><![CDATA[A few weeks ago, Alinea Analytics published some sobering numbers on Bungie&#8217;s Marathon.]]></description><link>https://voxelgamediscovery.substack.com/p/if-bungie-cant-succeed-in-live-service</link><guid isPermaLink="false">https://voxelgamediscovery.substack.com/p/if-bungie-cant-succeed-in-live-service</guid><dc:creator><![CDATA[Eric Woods]]></dc:creator><pubDate>Fri, 01 May 2026 13:03:02 GMT</pubDate><enclosure url="https://substack-post-media.s3.amazonaws.com/public/images/9410d34c-9d1a-4e6a-9c13-762b2c9eb8cd_860x484.webp" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>A few weeks ago, Alinea Analytics published some sobering numbers on Bungie&#8217;s <em>Marathon</em>. </p><p>The game has supposedly <strong>sold roughly 1.2 million copies</strong>, pulling in about $55 million in gross revenue from sales. That figure comes with caveats in both directions. </p><div class="subscription-widget-wrap-editor" data-attrs="{&quot;url&quot;:&quot;https://voxelgamediscovery.substack.com/subscribe?&quot;,&quot;text&quot;:&quot;Subscribe&quot;,&quot;language&quot;:&quot;en&quot;}" data-component-name="SubscribeWidgetToDOM"><div class="subscription-widget show-subscribe"><div class="preamble"><p class="cta-caption">Voxel is a reader-supported publication. To receive new posts and support my work, consider becoming a free or paid subscriber.</p></div><form class="subscription-widget-subscribe"><input type="email" class="email-input" name="email" placeholder="Type your email&#8230;" tabindex="-1"><input type="submit" class="button primary" value="Subscribe"><div class="fake-input-wrapper"><div class="fake-input"></div><div class="fake-button"></div></div></form></div></div><p>On one hand, it doesn&#8217;t include revenue from in-game microtransactions, which could pad the total. On the other hand, it doesn&#8217;t account for the cut that platforms like Steam take off the top, which pulls the real number down. Bungie avoids platform fees on PlayStation, since Sony owns the studio outright, but an estimated 70% of Marathon&#8217;s copies sold on Steam, which largely negates that advantage.</p><p>Set that less-than-$55 million gross against a <strong>development budget reported to exceed $200 million</strong>, then zoom out and remember that Sony acquired Bungie for $3.6 billion. </p><blockquote><p>The gap between what was spent and what came back is significant.</p></blockquote><p>By any reasonable measure, the Marathon launch has been a difficult one for Bungie and Sony. And that matters, because Bungie practically invented the console-facing live service game. PC and mobile had been doing this for years with free-to-play and MMOs, but when Destiny launched in 2014, it popularized many of the mechanics that underpin live service games as we know them today. </p><p>It leads to a fatalistic question: </p><p><strong>If Bungie can&#8217;t launch a successful live service in 2026, who can?</strong> Is the whole live service market doomed?</p><p>I say no - At least, not quite. And to understand why, I want to talk about another story that played out in games this past month.</p><h3>The <em>Peak</em> Paradox</h3><p>As the world was talking about <em>Marathon</em>, another story was dominating the conversation in the indie space.</p><p><em><strong>Peak</strong></em><strong> co-developers AggroCrab and Landfall Games announced they&#8217;d be winding down support</strong> for their hit with one final update, and parts of the community went into an uproar. </p><p>That uproar came from a place of love. Players adore Peak. Millions of people, myself included, have made genuinely wonderful memories goofing around in one of the pioneering &#8220;friendslop&#8221; games, using it almost as much as a social lobby as an actual game. </p><p>Big updates like the BBNO$ concert kept the social hub feeling vibrant and alive. So when the developers said they were moving on to new projects, players felt like something important was being taken from them.</p><p>Think about what that means. <em>Peak</em> was so well-tuned to its audience, so perfectly aligned with what its players wanted, that those <strong>players were practically begging for it to become a live service game, </strong><em><strong>even though it never was one</strong></em>.</p><p>So what separates <em>Peak</em> from <em>Marathon</em>, aside from the obvious genre gap?</p><h3>The Budget Equation</h3><p>The first and most glaring difference is budget. </p><blockquote><p>Sony and Bungie spent upwards of $200 million on <em>Marathon</em>. The <em>Peak</em> developers spent somewhere around <strong>$200,000</strong>.</p></blockquote><p>Abstracted enough, game budgets come down to a pretty simple equation: How many people are working on the game, and for how long? </p><p>Bungie had hundreds of employees working on <em>Marathon</em> for roughly half a decade. <em>Peak</em> had a tiny team, and according to the developers, most of the core mechanics came together during a game jam in February 2025. The full game shipped just four months later in June 2025. </p><p>Part of the motivation for that approach was co-developer AggroCrab&#8217;s burnout with long development cycles on previous projects like <em>Another Crab&#8217;s Treasure</em> and <em>Going Under</em>.</p><p>We see the same pattern in other successful friendslop hits. <em>RV There Yet</em> came together in about four months of development before hitting Steam. </p><p>Short development cycles and the low budgets that follow from them are quietly paving the way for sustainable games development in the west, whether the end product is a live service or not.</p><h3>Product Market Fit</h3><p>Budget isn&#8217;t the only thing separating these two games, though. The other factor is product market fit.</p><p><em>Peak&#8217;s</em> players love its silly sandbox gameplay and its low-stakes metagame. It&#8217;s the perfect environment for goofing off and catching up with friends. </p><p>Once the developers discovered that joyful nugget at the heart of their game, they leaned all the way into it. </p><p>Booking BBNO$ for an in-game concert was a masterstroke, because he&#8217;s a fundamentally silly artist who resonates with online culture and matches Peak&#8217;s goofy, chronically-online energy. <strong>The developers could make that kind of move precisely because their budget was low.</strong> They could carve out a specific niche and serve the hell out of it.</p><p><em>Marathon</em> is a different animal. </p><ul><li><p>The game is neon-soaked and visually divisive. </p></li><li><p>Its gunplay is tense, precise, and unforgiving. </p></li><li><p>Death carries a heavy consequence. </p></li></ul><p>It&#8217;s hypercompetitive and not particularly welcoming to newcomers. For what it&#8217;s worth, I think it&#8217;s fantastic. </p><p>It would work brilliantly as a game with a budget below $25 million, built for a dedicated audience who wants exactly that kind of experience.</p><p>But <em>Marathon</em> had a budget north of $200 million. </p><blockquote><p>The game&#8217;s identity and its budget were fundamentally incompatible. </p></blockquote><p>Somewhere along the way, there was a failure to validate the market size and demand for a game of this nature, or a failure to align the game&#8217;s mechanics with the audience it needed to win over in order to turn a profit. Possibly both.</p><h3>So, Who Can Succeed in Live Service?</h3><p>There are really two answers to the question posed in this article&#8217;s title.</p><p>The first is that Bungie absolutely can ship a successful live service game, provided they match their budget, their gameplay, and their target audience properly. They remain one of the most talented development houses on Earth, and I genuinely hope they get the chance to follow up <em>Marathon</em> with something that plays to their strengths.</p><p>The second answer is that to get there, Bungie and the rest of AAA will have to take cues from the indies who are pioneering in this space right now. </p><p>That means:</p><ul><li><p>Unique concepts. </p></li><li><p>Tight development timelines. </p></li><li><p>Strong product market fit. </p></li><li><p>A willingness to find a specific audience and serve them better than anyone else can. </p></li></ul><p>The tools to build a thriving live service game are sitting in plain sight. They just happen to be in the hands of teams working with budgets that wouldn&#8217;t cover a rounding error on <em>Marathon&#8217;s</em> spreadsheet.</p><p>So at the end of the day, the live service market isn&#8217;t doomed. But the model that spent $200 million chasing it might be.</p><div class="subscription-widget-wrap-editor" data-attrs="{&quot;url&quot;:&quot;https://voxelgamediscovery.substack.com/subscribe?&quot;,&quot;text&quot;:&quot;Subscribe&quot;,&quot;language&quot;:&quot;en&quot;}" data-component-name="SubscribeWidgetToDOM"><div class="subscription-widget show-subscribe"><div class="preamble"><p class="cta-caption">Voxel is a reader-supported publication. To receive new posts and support my work, consider becoming a free or paid subscriber.</p></div><form class="subscription-widget-subscribe"><input type="email" class="email-input" name="email" placeholder="Type your email&#8230;" tabindex="-1"><input type="submit" class="button primary" value="Subscribe"><div class="fake-input-wrapper"><div class="fake-input"></div><div class="fake-button"></div></div></form></div></div>]]></content:encoded></item><item><title><![CDATA[The Marketer's Career is Becoming Voxel]]></title><description><![CDATA[A change 4 months in the making]]></description><link>https://voxelgamediscovery.substack.com/p/the-marketers-career-is-becoming</link><guid isPermaLink="false">https://voxelgamediscovery.substack.com/p/the-marketers-career-is-becoming</guid><dc:creator><![CDATA[Eric Woods]]></dc:creator><pubDate>Mon, 27 Apr 2026 00:11:47 GMT</pubDate><enclosure url="https://substackcdn.com/image/fetch/$s_!Kr-p!,w_256,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F57dcf9aa-194c-446e-9359-a2e266843c5d_300x300.png" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>Hey there, subscribers. Long time, no see.</p><p>After a brief hiatus, I&#8217;m back to writing, and a few things are changing. </p><p>The big one?</p><p><strong>The Marketer&#8217;s Career is becoming Voxel.</strong></p><p>It&#8217;s the same author (hi), the same perspective, and the same goal of giving you something genuinely useful to read each week. </p><p>But going forward, I&#8217;m narrowing in on the subject I&#8217;ve had &#8230;</p>
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   ]]></content:encoded></item><item><title><![CDATA[I Regret to Inform You That Substack is Social Media]]></title><description><![CDATA[In the case of Substack vs Social Media, the call is coming from inside the house]]></description><link>https://voxelgamediscovery.substack.com/p/sorry-but-you-dont-know-what-social</link><guid isPermaLink="false">https://voxelgamediscovery.substack.com/p/sorry-but-you-dont-know-what-social</guid><dc:creator><![CDATA[Eric Woods]]></dc:creator><pubDate>Tue, 09 Dec 2025 14:01:35 GMT</pubDate><enclosure url="https://substack-post-media.s3.amazonaws.com/public/images/6c8bb4b7-8151-4727-a08d-d48682598d94_830x710.png" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>I just watched a <a href="https://www.youtube.com/watch?v=d43tivfx0qw&amp;t=769s">wonderful video</a> on the perils of social media on YouTuber Charlie Morgan&#8217;s channel in which he warns viewers of the chemical and emotional tolls that social - Especially short form video - Takes on the viewer.</p><p>Social media bad. I agree.</p><p>But, I&#8217;m one of those depraved souls who likes to read YouTube comments, so after the video I dove in t&#8230;</p>
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   ]]></content:encoded></item><item><title><![CDATA[The Secret Language of Every Social Algorithm]]></title><description><![CDATA[Make the algorithm your best friend instead of your biggest enemy]]></description><link>https://voxelgamediscovery.substack.com/p/how-to-manipulate-any-social-algorithm</link><guid isPermaLink="false">https://voxelgamediscovery.substack.com/p/how-to-manipulate-any-social-algorithm</guid><dc:creator><![CDATA[Eric Woods]]></dc:creator><pubDate>Tue, 28 Oct 2025 13:02:27 GMT</pubDate><enclosure url="https://substack-post-media.s3.amazonaws.com/public/images/6b22ac70-358f-4555-96e6-66675514918b_2928x1434.jpeg" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>Many content creators start working online because they&#8217;re tired of working for a bad boss or a toxic workplace.</p><p>But even though creating for social platforms can feel freeing in so many ways, independent creators typically find themselves working for an unexpected <em>new </em>boss shortly after committing to a platform: <strong>The algorithm</strong>.</p><p>The algorithm - Or more acc&#8230;</p>
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          <a href="https://voxelgamediscovery.substack.com/p/how-to-manipulate-any-social-algorithm">
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      </p>
   ]]></content:encoded></item><item><title><![CDATA[I'm Tired of Hustling When Most of Us Are Just Trying to Survive]]></title><description><![CDATA[Why Making Space For Ourselves Might be the Most Revolutionary Act in a World That Demands Our Constant Attention]]></description><link>https://voxelgamediscovery.substack.com/p/stop-hustling-try-surviving-first</link><guid isPermaLink="false">https://voxelgamediscovery.substack.com/p/stop-hustling-try-surviving-first</guid><dc:creator><![CDATA[Eric Woods]]></dc:creator><pubDate>Tue, 21 Oct 2025 14:01:41 GMT</pubDate><enclosure url="https://substack-post-media.s3.amazonaws.com/public/images/b80c36ac-8d2b-4d23-92d5-dfe15a1fd03d_3085x2724.jpeg" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>I&#8217;m tired. Are <em>you</em> tired?</p><p>Based on what I&#8217;m seeing on Substack, hearing from my peers, and reading in the news, I think you are.</p><p>We all know the reason for this exhaustion.</p><p>In whatever stage of capitalism this is (the &#8220;grab the parachutes&#8221; stage, perhaps?), work is not something we go to and then leave. Work is <em>ambient</em>. </p><p>It lives on our laptops, our desktop&#8230;</p>
      <p>
          <a href="https://voxelgamediscovery.substack.com/p/stop-hustling-try-surviving-first">
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          </a>
      </p>
   ]]></content:encoded></item><item><title><![CDATA[How I Grew My Substack by 30% in One Week]]></title><description><![CDATA[Last week, I grew my total Substack subscribers by 30%.]]></description><link>https://voxelgamediscovery.substack.com/p/how-i-grew-my-substack-by-30-in-one</link><guid isPermaLink="false">https://voxelgamediscovery.substack.com/p/how-i-grew-my-substack-by-30-in-one</guid><dc:creator><![CDATA[Eric Woods]]></dc:creator><pubDate>Tue, 30 Sep 2025 14:02:14 GMT</pubDate><enclosure url="https://substack-post-media.s3.amazonaws.com/public/images/4b79a9d7-533e-410e-aa11-8cf5486e866a_6000x3903.jpeg" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>Last week, I grew my total Substack subscribers by 30%.</p><p>It didn&#8217;t happen because of a viral Note, a growth hack, or an advertising campaign.</p><p>It happened - And I hate to say this, because you&#8217;re going to roll your eyes - Because <strong>I made a conscious choice to show up to Substack like it&#8217;s my full-time job</strong>.</p><p>If you spend any significant amount of time on this p&#8230;</p>
      <p>
          <a href="https://voxelgamediscovery.substack.com/p/how-i-grew-my-substack-by-30-in-one">
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          </a>
      </p>
   ]]></content:encoded></item><item><title><![CDATA[The Moat Between You and Your Audience]]></title><description><![CDATA[Why reaching users - not making content - is the hardest part of business in 2025.]]></description><link>https://voxelgamediscovery.substack.com/p/the-moat-between-you-and-your-audience</link><guid isPermaLink="false">https://voxelgamediscovery.substack.com/p/the-moat-between-you-and-your-audience</guid><dc:creator><![CDATA[Eric Woods]]></dc:creator><pubDate>Tue, 23 Sep 2025 14:03:09 GMT</pubDate><enclosure url="https://substack-post-media.s3.amazonaws.com/public/images/aa295b45-8a8d-4aed-9fef-6cb103b091b3_2992x3992.jpeg" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>In 2025, brands and creators alike are in a war for their users&#8217; attention. </p><p>On the one side, there&#8217;s you and your content.</p><p>On the other, there&#8217;s the user, with at most six hours per day of expendable time.</p><p>Between you, the moat.</p><p>You know the moat. It&#8217;s the algorithm that determines whether your content shows up on a user&#8217;s feed. It&#8217;s the tastemaker at the &#8230;</p>
      <p>
          <a href="https://voxelgamediscovery.substack.com/p/the-moat-between-you-and-your-audience">
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      </p>
   ]]></content:encoded></item><item><title><![CDATA[The Best Career for Creative Introverts Isn't What You Think]]></title><description><![CDATA[Why quiet thinkers thrive in loud industry]]></description><link>https://voxelgamediscovery.substack.com/p/the-best-career-for-creative-introverts</link><guid isPermaLink="false">https://voxelgamediscovery.substack.com/p/the-best-career-for-creative-introverts</guid><dc:creator><![CDATA[Eric Woods]]></dc:creator><pubDate>Tue, 19 Aug 2025 14:02:33 GMT</pubDate><enclosure url="https://substack-post-media.s3.amazonaws.com/public/images/872ebbdb-487f-47f5-ba2a-4fc3f3bf0483_7008x4672.jpeg" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>I still remember the day I decided to change my major from English to Marketing. </p><p>Half of me was excited, ready to put my creative writing skills to a more, uh, <em>lucrative </em>use. But the other half of me was nervous.</p><p>Nervous I would find myself surrounded by the wrong kinds of people.</p><p>Nervous that the culture would be transactional, shallow, or even caustic.</p><p>N&#8230;</p>
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          <a href="https://voxelgamediscovery.substack.com/p/the-best-career-for-creative-introverts">
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      </p>
   ]]></content:encoded></item><item><title><![CDATA[The Definitive AI Glossary for Marketers]]></title><description><![CDATA[Because "LLM" shouldn't be something you Google mid-call.]]></description><link>https://voxelgamediscovery.substack.com/p/the-definitive-ai-glossary-for-marketers</link><guid isPermaLink="false">https://voxelgamediscovery.substack.com/p/the-definitive-ai-glossary-for-marketers</guid><dc:creator><![CDATA[Eric Woods]]></dc:creator><pubDate>Tue, 12 Aug 2025 14:01:39 GMT</pubDate><enclosure url="https://substack-post-media.s3.amazonaws.com/public/images/41478bf1-c0eb-47bf-b752-c04a93ef7c74_1698x1426.jpeg" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>From LLMs to NLP, the tech we use today is powered by terms that we never learned in school. To keep up, it feels like we need to spend as much time studying as working. </p><p>You don&#8217;t need to be a software engineer to thrive in the world of AI, but you <em>do </em>need to know the lingo. This glossary breaks down the most important AI terms that every marketer shoul&#8230;</p>
      <p>
          <a href="https://voxelgamediscovery.substack.com/p/the-definitive-ai-glossary-for-marketers">
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          </a>
      </p>
   ]]></content:encoded></item><item><title><![CDATA[I Quit My Job With No Backup. These 5 Things Caught Me Totally Off Guard.]]></title><description><![CDATA[What actually happens when you quit your job without a backup plan?]]></description><link>https://voxelgamediscovery.substack.com/p/i-quit-my-job-with-no-backup-these</link><guid isPermaLink="false">https://voxelgamediscovery.substack.com/p/i-quit-my-job-with-no-backup-these</guid><dc:creator><![CDATA[Eric Woods]]></dc:creator><pubDate>Tue, 15 Jul 2025 14:02:15 GMT</pubDate><enclosure url="https://substack-post-media.s3.amazonaws.com/public/images/d21b62ec-8d00-4623-b40b-2a4a65fd5e8e_1024x1536.png" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>I didn&#8217;t have a plan when I quit my job. </p><p>No five-year roadmap. No instant enlightenment. Just a gnawing feeling that something had to change. And a stubborn belief I&#8217;d figure it out on the way.</p><div class="subscription-widget-wrap-editor" data-attrs="{&quot;url&quot;:&quot;https://voxelgamediscovery.substack.com/subscribe?&quot;,&quot;text&quot;:&quot;Subscribe&quot;,&quot;language&quot;:&quot;en&quot;}" data-component-name="SubscribeWidgetToDOM"><div class="subscription-widget show-subscribe"><div class="preamble"><p class="cta-caption">Thanks for reading The Marketer's Career! Subscribe for free to build a career you don&#8217;t need to escape from.</p></div><form class="subscription-widget-subscribe"><input type="email" class="email-input" name="email" placeholder="Type your email&#8230;" tabindex="-1"><input type="submit" class="button primary" value="Subscribe"><div class="fake-input-wrapper"><div class="fake-input"></div><div class="fake-button"></div></div></form></div></div><p>I had spent the last fourteen years working in tech, &#8230;</p>
      <p>
          <a href="https://voxelgamediscovery.substack.com/p/i-quit-my-job-with-no-backup-these">
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   ]]></content:encoded></item><item><title><![CDATA[The Best App Store Optimization Tools for Your Team]]></title><description><![CDATA[The right stack makes all the difference, especially when used with the right strategy.]]></description><link>https://voxelgamediscovery.substack.com/p/the-best-app-store-optimization-tools</link><guid isPermaLink="false">https://voxelgamediscovery.substack.com/p/the-best-app-store-optimization-tools</guid><dc:creator><![CDATA[Eric Woods]]></dc:creator><pubDate>Tue, 08 Jul 2025 14:01:33 GMT</pubDate><enclosure url="https://substackcdn.com/image/fetch/$s_!q23P!,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F265894e9-3c82-4af0-9aa3-9ce5ca1b4192_1024x1024.png" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p><a href="https://fireyouragency.substack.com/p/what-is-app-store-optimization">ASO</a> has grown a lot over the past decade, and so have the tools built to support it.</p><p>Today, we have access to platforms that can surface high-intent keywords, simulate creative performance, and pull insights directly from the app stores. Used properly, these tools can seriously accelerate your optimization workflow and free up your time to focus on the s&#8230;</p>
      <p>
          <a href="https://voxelgamediscovery.substack.com/p/the-best-app-store-optimization-tools">
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      </p>
   ]]></content:encoded></item><item><title><![CDATA[You Were Lied To. AI Won't Take Your Job.]]></title><description><![CDATA[My coworkers were laid off "because of AI". What happened next might surprise you.]]></description><link>https://voxelgamediscovery.substack.com/p/you-were-lied-to-ai-wont-take-your</link><guid isPermaLink="false">https://voxelgamediscovery.substack.com/p/you-were-lied-to-ai-wont-take-your</guid><dc:creator><![CDATA[Eric Woods]]></dc:creator><pubDate>Tue, 01 Jul 2025 14:02:55 GMT</pubDate><enclosure url="https://substack-post-media.s3.amazonaws.com/public/images/1bdf1250-9674-4abd-b591-386295ba07ce_2752x2754.jpeg" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>It feels like the tides of the job market have been especially violent over the last five years. </p><p>First, the job landscape dried up as millions of workers were furloughed due to COVID. Then, the tides rushed back in as the IT sector exploded, flooding job boards with high-paying, specialized roles that simply couldn&#8217;t be filled fast enough. </p><p>Now, with the&#8230;</p>
      <p>
          <a href="https://voxelgamediscovery.substack.com/p/you-were-lied-to-ai-wont-take-your">
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