The full guide
Last verified 2026-10-30
Links checked 2026-10-30 · All links answer
01What it is and who is there
Steam is the largest PC game store. Players browse, wishlist and buy games, and wishlists before release strongly shape how a launch goes. A store page should go up months before release, so it can collect wishlists from your marketing. Steam events and festivals can add visibility.
02Cost and what you actually pay for
Steamworks documentation says to "pay a $100 USD (or equivalent) fee for each new app," which is recoupable once the product reaches $1,000 in adjusted gross revenue (checked 30 Oct 2026). Valve also takes a share of sales under its current terms; check them.
03Is it right for you?
It fits PC games with a release plan. It fits poorly for non-game software and for games with no time to build wishlists. If you launch with no wishlists, expect little visibility.
04Before you start
- A Steamworks account and the app fee.
- Read Steamworks documentation on store pages, release and events.
- A capsule image, trailer, screenshots and short description.
05Step-by-step: how to distribute here
- Put up a "coming soon" store page as early as you can.
- Make a trailer that shows gameplay in the first seconds.
- Drive people to wishlist through social posts, devlogs and creators.
- Join relevant Steam events and festivals your game qualifies for.
- Release a demo if it helps players decide.
- On release, email your list and post everywhere; follow up with updates.
06What to post or submit
Short description:
[Game] is a [genre] where you [core loop]. [One unique hook]. Wishlist now.07Common mistakes and do-nots
- Do not launch without a store page that has collected wishlists.
- Do not use misleading trailers.
- Do not buy reviews or keys for review manipulation.
08How to measure it
- Track wishlists, store page visits and conversion in Steamworks.
- Track sales and refunds after launch.
- A realistic test: wishlist growth per month before release.
09Time budget
- Before: 20 or more hours for the page, trailer and assets.
- Ongoing: 4 to 8 hours a week on marketing before release.
10Pair it with
- itch.io — test the game first.
- TikTok — gameplay clips.
- Twitch and live building — streams.
- Creator and influencer deals — streamers and YouTubers.
11Sources
- Steamworks app fee ($100 per app, recoupable): https://partner.steamgames.com/doc/gettingstarted/appfee
- Steam: https://store.steampowered.com
