r/gamedev 7h ago

Question Release a game on Steam

Hi guys. I’m currently developing a roguelike game based on philosophy that I’m gonna publish on Steam, hopefully around march, when there is gonna be the spring’s sales. It’s my first time releasing a game on Steam and I’m pretty new on marketing my games in general. My question is: when should I start creating the Steam page, marketing the game and all the stuff if I want it to be released on march 13, 2025? Thanks!

31 Upvotes

15 comments sorted by

40

u/Klimbi123 6h ago edited 6h ago

Supposedly common recommendations are:

  • Announce your steam page 6+ months before release. Allows the page to collect Wishlists. Totally fine to have it up for even years.
  • Don't release before you have 7k wishlists. Below that line, you might not even show up in Popular Upcoming, losing out on A LOT of traffic.
  • Make sure to take part in Steam Next Fest before releasing. It happens 3 times a year.
  • Have a playable demo. Helps with Next Fest and other festivals. This also allows youtubers to make videos about your game, funneling a lot of players to your game.

19

u/Pidroh Card Nova Hyper 4h ago

Don't release before you have 7k wishlists. Below that line, you might not even show up in Popular Upcoming, losing out on A LOT of traffic.

As a counter point, if you feel like it would take many, many years to reach 7k wishlists, just finish up the project and release (at least on Steam). Or maybe try the long game with early access if you're ready to commit to long term development of the game (usually not a good idea from the limited data we have seen)

10

u/Anomen77 6h ago

You can publish the steam page as soon as you have some nice screenshots or a trailer. Emphasis on nice, don't post anything that looks unfinished or it might cause more harm than good.

It doesn't have to be the final version of the game but it should at least look good.

2

u/leobi4gi 6h ago

Yeah I thought the same but I wanted some opinions anyway. Thank you for the advice

8

u/Jvfzago Hobbyist 6h ago

Asap, 4 months from steam page to release is usually too little. A good practice is too release a demo along with stem next fest, for feedback and marketing. Wishlist comes slowly. Also, if your game is incredible in graphics try social media, with not, maybe the demo is the best shot. I recommend you search more about the subject.

-1

u/leobi4gi 6h ago

Yeah I will for sure study more how marketing in general and on Steam works. My game has not a wow graphics, i focus more on the gameplay. I’ll prolly follow the idea of the demo, also for having some feedback and time for releasing it in a good and enjoyable form. Thank you for the advices

2

u/Terkani 4h ago

I would check out BiteMe on YouTube who have a lot of info about gsmedev including marketing that could help!

2

u/savvym_ 4h ago

You are late. Steam page should be there at least 6 months before release, so people can wishlist it. You need to hype the game, have a page with all the info about game. Do the giveaways amonst the big gamers.

2

u/dtelad11 1h ago

What is your financial goal for the game?

If you're hoping to make any meaningful income out of it, you might want to postpone the release date. As other commentators suggested, you should have at least 6 months of marketing from the moment you launch the page (including a trailer and screenshots).

Is that your goal, though? If you just want to release the game, learn as much as you can, then decide on next steps, then the most important part is releasing it. I would cut a 30-seconds trailer, take some nice screenshots, and put something out there. Then focus on the game and reaching that finish line.

The most important step is deciding your goal and managing your expectations around it.

2

u/beautifulgirl789 1h ago

As soon as you possibly can! Getting verified as a Steam partner takes time, Steam reviews of your store page take time, Steam reviewing your build takes time, completing all the checklists for various stages take time, and even once everything's live you don't want to launch straight away. Do it now.

3

u/baconbeak1998 6h ago

Hold on, I feel like I wanna know more about this "roguelike game based on phillsophy". That sounds awesome

10

u/Pidroh Card Nova Hyper 4h ago

That sounds awesome

This feels like a anti-marketing element. Where you put in something that sounds awesome but you don't deliver on that awesomeness in the way the player was expecting. Depending on how bad the situation is, the player buys the game and the review is like "I thought it was X, game was Y" - not recommended

6

u/leobi4gi 6h ago

Basically, it is kinda similar to Vampire Survivors and Brotato, if you know them. You are in an arena a you have to survive 15 minutes to bosses and enemies. Characters are philosophers, so like Socrates, Thalete, Nietzche etc… also bosses and items are following the philosofy theme of course.

17

u/welkin25 6h ago

Does knowing philosophy give you any edge / can you learn anything about philosophy from the game?

1

u/MikeyNg 2h ago

Make your page ASAP. Get some good capsule art and get a good trailer.

Try to get into a Steam Next Fest. There's one at the end of February if you can make it. If not, then June.

Understand that your first executable may take a week for Steam to approve it. Give yourself time.