Marketing
Studio-level marketing axioms — how Round Online launches, talks about its work, and compounds quietly.
Overview
The marketing axioms name the principles behind how Round Online communicates — copy, distribution, cadence, channels, and the relationship between a launch and the work that follows it.
The system is being derived from the 3Chess launch in real time. Most axioms will lock once the first complete sales cycle (web demo → Steam → first quarterly review) is behind us.
Working principles (paraphrased — not yet formally numbered)
- The game speaks for itself. Never use a maker-story as the hook. Timeline and biography are not the product.
- Three Cycle cadence. Daily ATOM (one small visible move), weekly compound (one synthesis post), monthly milestone (one substantial artefact).
- Quiet compound. Velocity matters less than consistency; nothing posted that wouldn’t read well in a year.
- One claim per surface. Every page has a single thing it’s trying to convince the reader of.
- Cross-product → studio, not the inverse. The studio brand carries the games. The games do not carry the studio.
What this page becomes
Once the system is named and numbered (M1, M2, …), each axiom will appear with its statement, derivation, and version history. Some axioms will be wrong — those get superseded, with a public changelog.
Coming soon — derivation continues through Q3 2026.