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September 3, 20268 min read

Steam Store Page Requirements and Capsule Sizes (2026): Every Asset, Every Rule

Valve will not review a store page until every required asset and field is in place, and most first rejections are for things on this list. Here is the complete set as of September 2026: every capsule size, the library and icon assets people forget, screenshot and trailer specs, the text fields, the rules capsules get rejected for, what the art costs, and a brief you can hand to an artist.

Piotr Karbowski

Founder, Mad Octopus

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  1. 01Store capsules and screenshots
  2. 02Library assets
  3. 03Icons
  4. 04Trailer specs
  5. 05Text fields and settings Valve checks
  6. 06Why capsules get rejected
  7. 07Review time and Coming Soon
  8. 08What capsule art costs
  9. 09The brief to hand your artist
  10. 10FAQ

Store capsules and screenshots

These are the store assets Steamworks marks as required. Sizes are exact; Steam generates the smaller variants itself, so upload the full size and check how it looks scaled down.

AssetSizeWhere it shows
Header capsule920 x 430Top of your store page, search results, wishlists, most lists. The one everyone sees.
Small capsule462 x 174Discovery queue rows, tag pages, top-seller lists. Steam scales it down to about half size, so the title must survive at 231 x 87.
Main capsule1232 x 706Front-page features, daily deals, seasonal sale spotlights. Valve only uses it when they feature you, but it is required.
Vertical capsule748 x 896Sale pages and some front-page and mobile layouts.
Page background1438 x 810Optional. Sits behind the page; keep it dark and low-contrast so the text stays readable.
Screenshots1920 x 1080, min 516:9, gameplay only: no concept art, cinematic stills, awards or marketing copy. At least four must be marked suitable for all ages.
Bundle header707 x 232Only when you create a Steam bundle. Composited from both games' art, no text beyond the names.

Library assets

Shown to people who already own the game, in the Steam library, on the Deck and in the mobile app. They are required for release and they are where a page that looked finished suddenly is not.

AssetSizeNotes
Library capsule600 x 900 PNGPortrait box art. Steam makes a 300 x 450 version automatically.
Library header920 x 430 PNGSame size as the store header; can be the same image.
Library hero3840 x 1240 PNGThe wide banner at the top of the game's library page. Safe area 860 x 380 in the centre is never cropped; everything outside it can be.
Library logo1280 wide and/or 720 tall PNGLogo type only, transparent background. You pick its position on the hero in Steamworks (bottom left, top centre, centre, bottom centre).

Icons

AssetSizeNotes
App icon184 x 184 JPGLibrary list view, chat, notifications, mobile client, Steam Deck. Appears only once the page is Coming Soon or released.
Shortcut icon256 x 256 or 512 x 512, ICO or PNGDesktop shortcuts. Upload an ICNS in the Mac icon field if you ship on macOS.

Trailer specs

  • Required. Valve lists at least one trailer as part of the release process; a Coming Soon page without one is allowed but converts badly.
  • Up to 1920 x 1080, 16:9 preferred (4:3 accepted), 30/29.97 or 60/59.94 fps.
  • H.264 video + AAC audio in .mp4, .mov or .wmv, bitrate 5,000 kbps or higher. Audio is transcoded to stereo, so do not rely on surround.
  • Gameplay first. Valve's own guidance is to lead with a gameplay trailer and hold the viewer inside 10 seconds. The custom thumbnail must be a frame from the video.
  • Order matters: the first trailer autoplays. Put the newest gameplay trailer first and demote the announcement teaser.

Text fields and settings Valve checks

  • Short description, under 300 characters. It shows in search results and on the capsule hover, so it is your second most-read asset after the header.
  • About this game with feature bullets, plus system requirements for every OS you ship.
  • Up to 20 tags. The first ones you set carry the most weight; put genre and sub-genre first, then setting and features. Wrong tags bring the wrong players and the wrong reviews.
  • Genres, features and languages: single/multiplayer, controller support, achievements, Cloud, and interface / audio / subtitles per language. Steam displays exactly what you tick, and a ticked feature that does not exist is a refund.
  • Content survey: Valve's mature-content questionnaire, plus the AI disclosure. If any art, text, audio or code was generated with AI, you declare it here and it shows on the page.
  • Legal line, support contact, release window or date, price, and the developer and publisher names as they will appear.

Why capsules get rejected

  • Text other than the title. No review quotes, no award laurels, no "coming soon", no "20% off". Steam adds its own labels on top of your art.
  • Illegible title. The logo must read against the background at every size. Shrink the small capsule to 50% on your screen; if you cannot read it, neither can anyone else.
  • Different game per size. All capsules should be the same key art, recomposed for the aspect ratio, not five unrelated images.
  • Screenshots that are not screenshots. Concept art, renders, mock-ups and images with marketing text fail the "gameplay only" rule.
  • Features promised in the description that the build does not have. Valve plays the build during review and compares.

Localized capsules are allowed and worth it: you can upload a header and small capsule per language, so the Japanese or Chinese title appears to players browsing in that language.

Review time and Coming Soon

Once every required field is filled, you submit the page and Valve reviews it in one to five days. After approval the page goes public as Coming Soon with a wishlist button, and it must stay visible for at least two weeks before release. Changes to a live page publish without a new review, so you can iterate on capsules while wishlists accumulate. The full sequence, including the build review and the 30-day rule for first-time accounts, is in how to publish a game on Steam.

What capsule art costs

A full set (all store capsules, the library set and a transparent logo) from a freelancer who has shipped Steam pages before runs $150 to $800 in 2026; studios charge $1,000 to $3,000 and add the trailer end card and social crops. If your budget has room for one paid thing, this is it: the header capsule is the ad every player sees before they decide to click. The rest of the launch budget is priced out in how much it costs to publish a game on Steam.

The brief to hand your artist

  • One key art composition, delivered as: header 920x430, small 462x174, main 1232x706, vertical 748x896, library capsule 600x900, library header 920x430, library hero 3840x1240 with the 860x380 safe area respected, library logo on transparent PNG, app icon 184x184, shortcut icon 512x512.
  • Title as a separate layer; a version of each capsule with no text at all (for localization and for the bundle header).
  • Legibility check: the small capsule must read at 50%; the hero must work with the logo in the bottom-left position.
  • Layered source file (PSD or equivalent) and the fonts or a license note, so you can recut sizes later without going back.
  • Three genre references from Steam pages that convert, and one thing the game is not, so the art does not promise the wrong genre.

Before you submit, run the free Steam page audit in the Dev Hub: it flags missing assets, short-description length, tag mismatches and how crowded your release window is. When you later make a bundle, the hub's bundle images generator composes the 707x232 bundle header and the other bundle formats from both games' existing capsules, text-free, in one click.

FAQ

What size is the Steam header capsule?

920 x 430 pixels. Steam also derives the 460 x 215 version from it, so keep the title away from the edges.

What size is the Steam library capsule?

600 x 900 PNG (portrait). The library also needs a 920 x 430 header, a 3840 x 1240 hero and a transparent logo up to 1280 x 720.

Can I put a review quote or an award on my capsule?

No. Valve's rule is no text beyond the game's title. Quotes and awards belong in the description and the trailer.

Can I change capsule art after the page is live?

Yes, at any time, and the change publishes without a new review. Many studios A/B their header by swapping it for a week and watching the wishlist rate.

Do I have to disclose AI-generated art?

Yes. The content survey has an AI disclosure section, and what you declare is shown on the store page.

How long does Steam page approval take?

One to five days for the store page review, in Valve's own words. Build review is separate and can take up to five business days.

Official references: store graphical assets, library assets, icons, trailers. When this page and Steamworks disagree, Steamworks wins.

Run the free Steam page auditHow to publish on Steam: the full guide

About Mad Octopus

Mad Octopus is an indie Steam publisher from Poland and the team behind the Mad Octopus Dev Hub, a free launch hub for Steam developers: bundle matchmaking with 400+ indie studios, curated creator key mailings with live dashboards, a free Steam page audit and a Creator Hub where human-vetted YouTubers and streamers claim keys. Founded by Piotr Karbowski (ex-CEO of CreativeForge Games). Free to join at madoctopus.fun/bundles.

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