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Prepare for Steam in a sequence: complete Steamworks onboarding, build and submit your Store Presence, configure and submit a near-final game build, test delivery through Steam, then release manually after approvals and required lead times. Keep the store page accurate to the game Valve reviews: supported operating systems and listed features must work in that build.
How do I prepare my indie game for Steam?
Steamworks separates launch preparation into two checklists: Store Presence for the public-facing page and Game Build for the downloadable product. Steam requires the Store Presence submission before the Game Build submission, and both must be approved before release. Use the checklists and any review feedback in Steamworks as the current operational requirements.
1. Finish Steamworks onboarding
Before you can prepare an app for release, complete the onboarding tasks Valve lists: accept the digital agreements, pay the app fee, provide bank and tax information, and verify your identity. For a first release, Valve documents a 30-day wait after paying the app fee as well as a public Coming Soon period of at least two weeks. These are separate timing constraints, so plan for both. Steamworks onboarding
2. Build and submit the Store Presence
Complete the Store Presence checklist, including the page information and assets Steam requires, then submit the page for review. Treat the listing as a description of the version you can actually deliver—not a place to promise features or operating-system support that are still planned.
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3. Configure and submit the game build
Use the Steamworks SDK and tools to configure depots, upload the build, and set up the game’s features. Complete the Game Build checklist and submit it after the Store Presence has been submitted. Valve recommends a mostly final build on the default branch; it can be updated after approval, but it should already contain the features described on the store page. Steamworks SDK documentation Steam release process
4. Test the Steam delivery experience
Test the game as players will access it through Steam, not only through a local development build. Choose an access method based on who needs to test, how confidential the build is, and whether you want signups associated with the public game’s page.
5. Release when approvals and timing allow
Steam does not automatically launch an approved title. Once the store page and build are approved, the Coming Soon page has been live for the required period, and you are ready to go live, use the release controls in Steamworks. Steam release process
How long does Steam review take?
Valve says Store Presence review typically takes 3–5 business days and recommends submitting it at least 7 business days before the intended live date. Product-build review also typically takes 3–5 business days, with at least 7 business days recommended. These are published estimates, not guaranteed completion dates; feedback that requires changes can add time. Steam review process
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Schedule the two reviews as distinct steps: submit the store page first, then the build. Leave contingency beyond Steam’s recommended lead time if a fixed launch date matters, since the published estimate does not account for every revision cycle.
What does Valve check in the build?
Steam’s review guidance says the product must start successfully on every operating system listed on the store page. Features marked as supported must be implemented in the submitted build. Remove claims for planned features that are not yet available, and make sure the default-branch build is close to final. Steam allows you to update the build after approval, but that does not make unsupported launch claims acceptable during review. Steam review process
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How do I test my game on Steam before release?
Steamworks provides several ways to give testers access. The right choice depends on whether testing is internal or external, whether access needs to be confidential, and whether you want the signup flow visible from your public game’s page.
| Option | Best use | Access and trade-offs |
|---|---|---|
| Steamworks users or internal access | Team and employee testing | Add users to the Steamworks account or provide suitable access keys. Steam Playtest and testing documentation |
| Steam Playtest | External playtesting managed through Steam | A separate associated app; signup appears on the main game’s page. Steam describes Playtest as free and low-risk, and as its preferred method for enabling closed betas. Steam Playtest documentation |
| Release-override keys | Closed beta access managed outside the main app, including confidential tests | An alternative to Playtest when the test should run off the main game’s App ID or an NDA is needed; track and manage the keys carefully. Steam testing documentation |
| Build branches | Testing updates separately from the live version | Assign a build to an alternate branch; branches can optionally be password-protected. Steam testing documentation |
Steam Playtest is useful when you want a Steam-managed external signup connected to the public game page. Release-override keys suit controlled access handled separately, while branches let testers try a different build without replacing the live version. These approaches can serve different purposes; select access and build separation deliberately.
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Should I make a demo?
A Steam demo is a separate App ID associated with the full game, with its own depots, build, and release checklist. Make one when a playable sample serves your game and you can support the separate build and release work. If the demo will appear before the full title, Valve advises having the base game’s Coming Soon page ready so demo visitors can wishlist the main game. Steam demo documentation
Do I need a Coming Soon page before I launch?
Yes. Steam’s release process requires the Coming Soon page to be publicly live for at least two weeks before release. For a first release, onboarding also specifies a 30-day waiting period after the app fee is paid. The two-week public-page period does not replace that first-release wait. Steam release process Steamworks onboarding
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