our notes on the storefront.

Steam Marketing Guide
for Indie Devs.

Making the game is only half of it. The other half is harder, and most devs find out too late: getting it seen on Steam, where 18,477 games launched in 2024 and 20,003 in 2025. The algorithm is a wall. This is how to climb it.

We wrote this with Jake Lizarraga, who's been doing this for indies a lot longer than we have. Most of the tactical specifics are his. The framing and the "here's why" bits are ours.

Pair with the Press Kit Guide for the assets side.

PlatformSteam
Daily users69 million
2024 releases18,477
2025 releases20,003
Sections9 steps
ByJake & Indieformer
Publish Your Page Early more time = more wishlists
Compounding

Publishing sooner gives you more time to accumulate wishlists.

Example: Dome Keeper launched their page ~9 months before release, gathering tens of thousands of wishlists before entering their demo into Next Fest.

Updating

You can update the page at any time, so it doesn't need to be perfect.

→ Start with a simple trailer, four screenshots, and a short description.

Data

Having a public Steam page early on lets you start gathering analytics on traffic sources and conversion rates much sooner.

Optimise Your Capsule Art your first impression at any size
Contrast

High-contrast artwork grabs attention and increases click-through rates.

Example: UFO 50 used a bold and legible capsule that stands out even at small sizes.

UFO 50 Steam capsule art
Legibility

Your title text should be readable even when scaled down to 120×45px.

→ Read through Steam's Graphical Assets Overview.

UFO 50 title text shown at small size for legibility comparison
Specificity

The capsule should reflect your game's genre, tone, or setting. It doesn't need to use in-game graphics — stylised illustrations are often more effective than screenshots or pixel art.

Write Your Short Description one sentence, doing the heavy lifting
Template

Use a clean, repeatable shape:

A [camera perspective] [genre/subgenre] where you [core gameplay loop].

"A tough-as-nails 2D physics platformer where you swing to freedom as a plunger-wielding rooster. One wrong move sends you straight back to the pit. Cluck up, and it's a long way down."

Camera

Is it first-person? Over-the-shoulder? Top-down? Sidescroller?

Genre

Be specific — Metroidvania, roguelike, management sim, bullet hell, etc.

Loop

What will the player be doing? Fighting enemies? Solving puzzles? Building?

Tone

Use verbs and phrases that reflect your game's tone.

"Escape the fog" evokes tension and atmosphere, while "manage resources" or "collect upgrades" suits a more systems-driven experience.

Upload Your Trailer Video they're gone in 5 seconds
Immediate

Open with gameplay instead of logos.

Example: I Am Your Beast shows gameplay within the first five seconds.

View I Am Your Beast on Steam →
Polished

Use montages of short clips instead of long uncut footage.

Utilise fast music and pacing.

Concise

Most viewers stop watching within the first 30 seconds.

Hook → Gameplay montage → Key features → Call to action.

Add 20 Tags to Your Page the first 5 matter most
Limitations

Steam only looks at the first 20 tags.

→ Read the Steam Tags Documentation.

Weighting

The first 5 tags are the most important.

Imitating

Mimic the tags used by bestsellers in your genre.

Deckbuilding Roguelike Strategy 2D Indie Card Game Replayability Procedural Generation

example tags for a 2D roguelike deckbuilder.

Expand Your About Section where the page does the selling
Intro Paragraph

Set the tone and quickly summarise the core gameplay loop.

Section Headers

Use bold headers or custom banners to separate features.

Short Descriptions

Have 1–2 lines under each header to explain the feature.

Bullet Points

Add bullet lists with 2–4 feature-focused points per section.

GIFs

Use embedded GIFs or MP4s to visually reinforce what you're describing.

Select Languages for Localisation only 36% of Steam users speak English
Priority

Only 36% of Steam users speak English — focus on localising to Simplified Chinese (27% of users) and Russian (9% of users).

Reach

Games without localisation won't be shown to users browsing Steam in other languages.

Cost

Can't afford translators? Build a translation team from your community.

Example: Balatro launched in English only and then added more languages post-launch using fan translators.

Decide on Pricing Strategy price for discounts from day one
Base

Use $X.99 pricing tiers (e.g. $19.99) and avoid awkward pricing like $17.50.

Sales

Most Steam users only buy new games at a discount.

Leave enough headroom for 20% to 50%+ discounts. Check the upcoming Steam events page to see if there's a relevant one for you.

Regions

Ensure regional prices are adjusted by -50% in China, Russia, and Brazil.

Plan Your Launch Timing work backwards from your release date
Next Fest

Submit your demo to the Steam Next Fest closest to your release date.

Release the demo a month before Next Fest to leave time for bug fixes.

Steam Sales

Avoid launching during seasonal sales or your game will get buried.

Release Date

Games with no release date won't appear on Popular Upcoming.

Publish Steam page in January
Release Steam demo in September
Enter Steam Next Fest in October
Release Full game in November
need help?

Two people worth talking to.

If you're looking for support along the way, here's where to start.

Game Marketing
Jake Lizarraga Game Marketing Specialist

A former Director of Content Marketing for a 7-figure tech startup who switched industries to help indie devs increase their success rate by adhering to Steam's best practices. Committed to providing zero-cost marketing support to indie developers with no upfront charges and revenue share agreements below 20%.

Press, Media & Design
Josh — Indieformer Founder & Publisher

Helping indie devs get noticed through smart packaging, clean visual storytelling, and curated visibility across the right channels. Whether you need design feedback, media outreach, or a feature slot in the newsletter, Indieformer can help. Over a decade of experience in film, TV, and distribution.

flexible pricing: upfront fee or 5% revenue share.