our notes on the storefront.

Steam Marketing Guide
for Indie Devs.

Making the game is only part of the job. Getting it seen on Steam is the part most devs underestimate, and they find out too late: 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 come from him, and the framing is ours.

Pair with the Press Kit Guide for the assets side.

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 match your game's genre and tone. It doesn't need in-game graphics. Stylised illustrations often work better 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 match 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.

Use 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, so 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

If you 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
who's behind this.

Indieformer, the publisher.

Indieformer is a small, creator-led publisher run by Josh and Clem out of Melbourne, backed by a wider network. We work from the first idea through to release, close to the design and the marketing, and we stay through the messy parts.

You make a great game, and we help it find players. There's more on how we do that in How We Make a Game Popular.

indieformer.com pr@indieformer.com Press Kit Guide
Also worth talking to

Jake Lizarraga

A former Director of Content Marketing for a 7-figure tech startup who switched industries to help indie devs get seen on Steam. Most of the tactical specifics in this guide come from him. linkedin.com/in/jakelizarraga →