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Actually, I cant say that marketing a sequel is always tanking the sales of the current game. From my experience, releasing first Press Release after announcing the sequel, it usually boosts the sales a little.
The answer to your question lies in the question "When are you making a sequel?". In my last runs, Im using a single Founder as Lead Designer, and create 5 different IPs, which changed my approach that every sequel is released in 4-5 span, giving in enough time to sell what it was supposed to sell, so the announcement can actually bump minimal sales.
In your case, I would suggest prolonging the creation of a sequel, since you still have steady sales. Before 2000s, all products have lower lifespan, so creating sequels early does make sense. I had RTS game released during 2000s, that ended having steady number of active users 6 years afterwards, preventing me to create a sequel.
So, if you are experiencing tanking sales when announcing the release, push it later.
Short answer, no you do not need to issue more Press builds during beta, because it will have zero to none effects at best, and it can start negative trend as a punishment for spamming.
3. I thought about having all teams in 2x shifts, but having 3 shifts for Marketing, covering that night coverage (I know how dreadful looks like when the followers start dropping over night), but ultimately is not important. You will lose some followers, but as soon as morning shifts comes in, it will plug the drop and keep it like that trough out the day. Why is then not important ? Because that number of Followers is not the actual representation of sales, and post marketing can recover any lost followers, by actually generating new users and sales. In my opinion, it is not mandatory, just more micro, but go for it, if it is not bothering to you.
On post-release marketing, do you recommend using night-shifts to have a 24hr coverage?
Lastly, is there any point in releasing more than one press-build (demo) per project? Because I was thinking it could in theory be good to show a start of project and then the almost finished one a couple months later.
There is no need for post-marketing of these products.