HOW TO PUBLISH YOUR GAME ON STEAM
The 2026 step-by-step: what Steam Direct costs, what Valve checks, how long each review takes and the timeline from paying the fee to launch day. Written by Piotr Karbowski, founder of Mad Octopus, who has been shipping games on Steam for over a decade.
Last updated: September 2026 · By Piotr Karbowski
In this guide
- 1. What you need before you start
- 2. Steamworks account and the $100 Steam Direct fee
- 3. Create your app and build the store page
- 4. Store page review and the Coming Soon period
- 5. Upload your build and pass build review
- 6. Price, discounts and how Steam pays you
- 7. Timeline: from paying the fee to launch day
- 8. What it really costs beyond the $100
- 9. Do you need a publisher?
- 10. FAQ
Publishing on Steam is a paperwork problem first and a marketing problem second. The paperwork part is small: one fee, three forms, two reviews by Valve and a couple of waiting periods. This guide walks through exactly that, in the order Steamworks makes you do it, with the numbers that were true when I last did it myself.
The marketing part is the rest of your year. It gets its own guides: the launch checklist, the Next Fest guide and the launch timeline are linked where they fit.
1. What you need before you start
- A build that runs. Not finished, but installable and playable from the main menu to a save. Valve launches it during build review.
- Legal name and address. You can publish as an individual or as a company. Whoever signs the Steamworks agreement is the one Valve pays and the one whose name is on the tax form.
- Tax details. US developers fill a W-9; everyone else fills a W-8BEN (individual) or W-8BEN-E (company) inside Steamworks. No accountant needed, the interview is guided.
- A bank account. Payouts go by bank transfer in your local currency where Valve supports it. Check that your country is on Valve's payout list before you pay the fee.
- Store assets. Capsule art, screenshots and ideally a trailer. Sizes are in section 3. This is where most first-time developers lose two weeks.
2. Steamworks account and the $100 Steam Direct fee
Steam Direct replaced Greenlight in 2017. There is no vote and no curation at this stage: pay the fee, verify who you are, and you are a Steamworks partner.
- 1Create the account. Sign in with a Steam account at partner.steamgames.com/steamdirect, accept the Steam Distribution Agreement and pay the $100 Steam Direct fee by card or PayPal. One fee per game you release.
- 2Verify identity, tax and bank. Three short forms. Identity checks can take from minutes to a few days. Until all three are green you can create an app but cannot release it.
- 3Wait 30 days. Your first game cannot be released earlier than 30 days after the fee is paid. Use that month to build the store page.
- 4Get the fee back. Once the game reaches $1,000 in adjusted gross revenue, Valve credits the $100 back on your next payout. Demos and playtests attached to a released app are free.
Pro tip: Pay the fee the day you decide to ship, even if the game is a year away. The 30-day clock and the verification queue run in the background while you work, and the Coming Soon page can start collecting wishlists months before release.
3. Create your app and build the store page
In Steamworks, create a new app with the Steam Direct credit, and the store page editor opens. Valve will not review the page until every required field is filled, so here is the full list.
Graphical assets and their sizes
- Header capsule 920 x 430 px. Search results, wishlists and the top of your store page.
- Small capsule 462 x 174 px. Lists, tag pages, discovery queue rows. Your name must be readable at 231 x 87.
- Main capsule 1232 x 706 px. Front page features and sales. Steam rejects capsules with review quotes, awards or text other than the game name.
- Vertical capsule 748 x 896 px. Sale pages and some front-page layouts.
- Library capsule, header, hero and logo 600 x 900, 920 x 430, 3840 x 1240 and a transparent PNG logo. Shown to people who already own the game, so treat them as part of the product.
- Screenshots At least 5, 1920 x 1080, 16:9, gameplay only: no concept art, awards or marketing copy. At least 4 of them must be suitable for all ages.
- Trailer Up to 1920 x 1080, H.264 + AAC in MP4, 30 or 60 fps, 5,000+ kbps, gameplay in the first 10 seconds, no logo intro. Valve lists a trailer as required for release, and a page without one converts badly anyway.
Text and settings Valve checks
- Short description (under 300 characters, shown in search and on the capsule hover)
- Full description with feature bullets, and the system requirements
- Up to 20 tags. The first ones you set carry the most weight, so put genre and sub-genre first
- Supported languages, interface / audio / subtitles per language
- Content survey (Valve's mature-content questionnaire) and the legal line
- Support contact, release window or date, and the price set for launch
Free check: The Dev Hub runs a free automated Steam page audit on any game you add: missing assets, short description length, tag mismatches, genre benchmarks and release-window crowding. Run it before you submit the page to Valve. Open the Dev Hub.
4. Store page review and the Coming Soon period
- Submit for review. Valve checks the page in 2 to 5 business days. Most rejections are about missing screenshots, text on capsules or descriptions that promise features the build does not have.
- Go Coming Soon. Once approved, the page is public with a wishlist button. It has to stay visible for at least two weeks before release. Most successful launches leave it up for months.
- Announce the date late. You can set a release window (a quarter, a month) and switch to an exact date only when the build is ready. Moving a set date twice makes Valve ask questions.
What to do with the months in between is the subject of the Steam launch checklist and the Next Fest guide.
5. Upload your build and pass build review
- 1Upload with SteamPipe. Steamworks gives you a content builder (steamcmd + a script that describes your depots). The SDK docs walk you through the first upload in about an hour.
- 2Set the build live on the default branch. Add launch options for each OS, wire achievements and Steam Cloud if you use them, and test with a beta branch and a key from your own account first.
- 3Submit for build review. Valve installs and launches the game, up to 5 business days. A build that crashes on first start is the usual failure.
- 4Release. When the page review, the build review, the 30-day wait and the two-week Coming Soon period are all satisfied, the Release button turns on. Releases go live within minutes, usually around 10:00 Pacific.
6. Price, discounts and how Steam pays you
- Set the base price in USD and let Steam suggest regional prices. You can edit them, but the suggestions are what most players in those regions expect.
- A launch discount of 10-20% is normal and shows up in the launch mails Steam sends to everyone who wishlisted. Bigger launch discounts train players to wait.
- Two discount rules bite: no discount within 30 days of a price increase, and no custom discount within 30 days of the previous one. Steam's own seasonal sales are the exception.
- Money arrives monthly, about 30 days after the month ends, once you are above the $100 threshold. Valve handles VAT and sales tax in every region, you get the net.
- The split is 70/30. Valve's share drops to 25% after $10M lifetime revenue and 20% after $50M, which is not a number most of us need to plan around.
Not sure what to charge? Look at the ten closest games in your genre released in the last two years, sort by review count, and price with the ones that did well. The wishlist calculator turns a price and a wishlist count into a first-week estimate.
7. Timeline: from paying the fee to launch day
The fastest honest answer is about six weeks from fee to release. The recommended answer is four to six months, because the Coming Soon page is where wishlists come from, and wishlists decide the launch.
- Day 0Pay the Steam Direct fee, start identity, tax and bank verification.
- Week 1-2Create the app, upload capsule art and screenshots, write the page, set tags and the content survey.
- Week 2-3Store page review (2-5 business days). Fix what Valve flags, resubmit.
- Week 3+Coming Soon page live. Wishlists start. This is where a real launch spends 3 to 6 months: devlogs, a demo, Steam Next Fest, creators, bundle partners.
- Launch minus 3 weeksFinal build uploaded, build review (up to 5 business days), release date set to the exact day.
- Launch minus 1 weekKeys to creators, launch discount configured, press and community posts scheduled.
- Launch dayRelease around 10:00 Pacific, watch reviews and crash reports, ship the first patch within 48 hours if needed.
8. What it really costs beyond the $100
The fee is the cheapest line on the list. The realistic budget for a page that converts:
- Capsule art: $150-800 from a freelancer who has done Steam capsules before, more from a studio. It is the single best-spent money on the page.
- Trailer: $0 if you cut it yourself from captured footage, $500-3,000 from an editor. Gameplay in the first 5 seconds either way.
- Localization: priced per word; Simplified Chinese, Japanese, German, French and Brazilian Portuguese usually pay for themselves first.
- Marketing: Next Fest is free, a curated creator key mailing in our Dev Hub is $9.99, a bundle partner costs nothing but a conversation.
The full breakdown, with what you can skip, is in How much does it cost to publish a game on Steam.
9. Do you need a publisher?
Honest answer: most small games do not, and the ones that do need one for money or reach, not for the paperwork above.
You might NOT need a Steam publisher if:
- You enjoy marketing and have the time to do it alongside development
- Your page already collects wishlists on its own (a viral clip, a growing community)
- You want to keep 100% of revenue and can fund the launch yourself
You probably NEED a Steam publisher if:
- You would rather build the game than run a launch
- You have no contacts among creators, press or platform holders
- You need money during development or want console ports
How Mad Octopus is different: Our publishing deal is 100% of revenue to you until 1,000 copies, then 10%, with no upfront fees. And most of what a publisher does for a launch is free in our Dev Hub: bundle matchmaking with 400+ indie studios, curated creator key mailings, a Steam page audit and a launch checklist shared with your bundle partner. Learn about our services.
10. FAQ
Is it free to publish a game on Steam?
No. Steam Direct costs $100 per game, paid once, and Valve returns it after the game earns $1,000. Demos, playtests and DLC attached to that game are free.
Do I need a company to publish on Steam?
No. Individuals publish every day. You need a legal name, a tax form (W-9 or W-8BEN) and a bank account. A company only matters for liability and taxes in your own country.
How long does Valve take to review a game?
Store page review takes 2 to 5 business days, build review up to 5 business days. Your first release also cannot happen earlier than 30 days after paying the fee.
Can I publish from any country?
Almost. Valve cannot pay developers in a small list of sanctioned countries, and you must pass identity verification. Check the payout list in Steamworks before paying the fee.
Can I release a demo before the full game?
Yes. Demos and playtests are separate free apps attached to your main app, and a demo is required to take part in Steam Next Fest.
Can I change the price after launch?
Yes, at any time. Discounts are limited by the 30-day rules above, and raising the price blocks discounts for the next 30 days.
Does Steam require an age rating?
Not for most regions. You fill Valve's content survey, which decides where the game shows and who sees it. Ratings such as USK or IARC are needed only for specific markets and content.
Official references: Steam Direct, Steamworks: Getting started, Store graphical assets. Numbers change; when this page and Steamworks disagree, Steamworks wins.
Ready to Publish Your Game on Steam?
Add your Steam page to the Dev Hub for free: you get the page audit, a bundle partner from the pool and a creator mailing when you are ready. If you want a publisher behind the launch, send us a key and we will tell you honestly whether we are a fit.