How to Publish a Game on PC Gaming Platforms (2026 Step-by-Step)
A complete step-by-step guide to publishing a PC game on Steam, itch.io, Epic, GOG, and the Microsoft Store. What each platform costs, what files you need, and the exact order to ship in.
Most guides on publishing a PC game jump straight to "create a Steam account." That skips the part that actually decides whether you can publish at all: do you have a build? A storefront page is a few hours of form-filling. Producing a working, exportable Windows executable that runs on a stranger's machine is the real gate, and it is the step that stops most projects.
This guide covers the whole path in order. First the prerequisite almost no one mentions, then a clear-eyed comparison of the five PC platforms that matter, then the exact steps to ship on each. The examples use Summer Engine, an AI-native game engine that is compatible with Godot 4, because it produces a real project you own and a standard PC build you can upload anywhere. But the platform steps apply no matter what you built the game in.
{/* IMAGE: A finished PC game's storefront page mockup side by side with the exported build folder showing the .exe and pck files. 1200x675, illustrative */}
The Step Everyone Skips: You Need an Exportable Build
You cannot publish a game that only exists in an editor or a browser tab. Publishing means handing players a file they run on their own computer. So before any storefront, you need an export: an executable plus its data files, packaged so it runs without your project, your tools, or an internet connection to your servers.
This is exactly where browser-only "make a game with AI" tools fall down. If the game lives inside someone else's website and cannot be exported, there is nothing to upload to Steam. Ownership and export are not nice-to-haves for publishing. They are the entire premise.
A normal PC export produces a small set of files: the executable, the packed game data, and any runtime libraries. For a Godot-compatible engine like Summer Engine, that is a .exe and a .pck (or a single combined executable), which you zip and upload. Before you touch a store page, do three things:
- Export a Windows build. Use your engine's export to a Windows desktop target. If you want to reach Mac and Linux players too, export those builds as well, but Windows is the one every PC storefront expects first.
- Test it on a clean machine. Run the exported build on a computer that does not have your editor installed, ideally one that is not yours. This catches missing files, hardcoded paths, and assets that only existed in your project folder. A build that works on your machine and nowhere else is the most common launch-day disaster.
- Add an icon and set the window title. A default engine icon and a window titled "Untitled Project" signal "unfinished" instantly. These are five-minute fixes in project settings.
If you are still building, the AI game maker page shows how a project goes from a sentence to a playable, exportable game. Once your build runs cleanly on a machine that is not yours, you are ready to pick platforms.
The Five PC Platforms, Honestly Compared
There is no single "best" platform. They trade reach against cost, curation, and effort. Here is the real picture.
| Platform | Cost to publish | Revenue cut | Review | Best for |
|---|---|---|---|---|
| itch.io | Free | You choose (default 10%) | None | Fast first release, demos, jams |
| Steam | $100 per game | 30% (lower at scale) | 1 to 5 days | Largest PC audience, serious launches |
| Epic Games Store | Free (self-publish) | 12% | Curated review | Lower cut, smaller PC crowd |
| GOG | Free | 30% | Manual curation | DRM-free fans, classic-style games |
| Microsoft Store | $19 one-time dev fee | 12% to 30% | Certification | Windows-native and Game Pass reach |
A few honest notes on the table. itch.io's audience is smaller and skews toward jam games and experimental work, but its zero friction makes it the obvious first stop. Steam is where the money and the players are, and the $100 fee is genuinely refundable, but it is also the most competitive shelf on earth. Epic and GOG are more curated, meaning they can say no, and their PC audiences are a fraction of Steam's. The Microsoft Store matters mainly if you are targeting Windows-native distribution or hoping for a Game Pass conversation later.
Path A: Publish on itch.io (Free, Same Day)
itch.io is the fastest way to have a real, payable PC game live. Do this first even if Steam is your eventual goal, because it forces you to test your actual build in front of real downloaders.
Step 1: Create an account and a new project. Sign up, then choose "Upload new project." Set the kind of project to "Downloadable" so players get your build rather than a web embed.
Step 2: Upload your zipped build. Drag in the zip of your exported Windows files. Tick the "This file will be played in the browser" box only if you also exported an HTML5 build; for a desktop game, leave it unticked and mark it as a Windows download. itch.io can tag the platform so the right download button shows for each visitor.
Step 3: Set pricing. Choose a fixed price, "no payment," or "pay what you want" with an optional minimum. Pay-what-you-want is a friendly default for a first release.
Step 4: Write the page and publish. Add a cover image (the recommended size is 630 by 500), a few screenshots, and a short description. Set visibility to Public and save. Your game is live and downloadable. There is no review queue.
That is a complete, sellable PC release. Now you can gather feedback and fix the build before the higher-stakes Steam launch.
Path B: Publish on Steam (Largest Audience)
Steam reaches the most PC players by a wide margin, which is why it is worth the fee and the wait. This is the condensed version; for the full walkthrough including SteamPipe builds and store-page image specs, see our dedicated Steam publishing guide.
Step 1: Pay the Steam Direct fee and verify identity. Create a Steamworks account at partner.steamgames.com, pay the one-time $100 fee for the game, and complete the bank and tax forms (a W-8BEN if you are outside the US). The identity check takes a few days, so start it early.
Step 2: Build your store page. Steam needs a specific set of images (a capsule, header, and library art at fixed sizes), a short and long description, system requirements, and at least one trailer or screenshot set. Submit the store page for review.
Step 3: Upload your build with SteamPipe. Steam uses its own SteamPipe tool to upload builds rather than a drag-and-drop box. You point it at your exported Windows files and it uploads them as a depot. Set that build live on a default branch.
Step 4: Put up a Coming Soon page and gather wishlists. This is the step that decides your launch. Most developers run a Coming Soon page for two to six months before release, because Steam surfaces games with more wishlists on launch day. Do not skip straight to release the moment your page passes review.
Step 5: Set price and release. Once the build passes review and your wishlist window has done its job, set your price and press the release button.
Path C: Epic, GOG, and the Microsoft Store
These are worth adding once your game has traction, not for a first release.
Epic Games Store offers a much lower 12 percent cut and free self-publishing, which is attractive, but its PC audience is smaller and the onboarding is more curated. Good as a second or third store, rarely a first.
GOG is the home of DRM-free PC gaming and a loyal audience that values it. Submission is manually curated, so expect a real review and some back-and-forth. A strong fit for narrative, retro-styled, or single-player games.
The Microsoft Store costs a small one-time developer fee (around $19 for an individual) and gets you Windows-native distribution. It involves a certification pass that is stricter than itch.io's nothing and looser than a console. Mainly relevant if Windows integration or a future Game Pass pitch is part of your plan.
The good news across all of these: the build is the same. Your exported Windows files go to every storefront. Adding a platform is mostly another store page, not another engineering project.
A Realistic Publishing Order
Putting it together, here is the sequence that works for most first-time PC developers:
- Finish and export the game. A clean Windows build that runs on a machine that is not yours. This is 90 percent of the work.
- Launch on itch.io the same day you finish. Free, instant, and it forces a real-world test of your build.
- Fix what itch.io feedback surfaces. Crashes, missing files, confusing first minutes.
- Set up Steam in parallel and run a wishlist window. Coming Soon page up two to six months before launch.
- Add Epic, GOG, or the Microsoft Store later if the game earns the extra effort.
Multi-platform sounds like five times the work. It is closer to one build and five store pages.
You Can Only Publish What You Own
The thread running through all of this is ownership. Every step above assumes you can produce a standalone PC executable and put it wherever you like. A tool that traps your game inside its own website, watermarks it, or claims a forced cut of your revenue cannot take you through this guide, because there is no file to ship and no clean rights to sell.
That is the practical reason Summer Engine outputs a real, ownable project. You describe the game in plain language, the AI builds it as a genuine Godot-compatible project, and you export a normal PC build with no watermark, no revenue share, and no lock-in. The whole build experience is usable on the free tier; paid plans add more AI usage and generation, not the right to publish.
Browse the templates to start from a working game, build it until your exported build runs cleanly on a machine that is not yours, then come back to this guide and pick your platforms. Publishing is the easy half. The build is the half that counts, and it is the half worth getting right first.
Frequently asked questions
- What is the cheapest way to publish a PC game?
itch.io is free. There is no upload fee and no account cost, and the default revenue split is generous (you choose how much of a cut itch.io takes, defaulting to 10 percent). You can have a page live and selling the same day you finish your build. Steam is the cheapest of the big stores beyond that, at a one-time $100 fee per game that is credited back once the game earns $1,000.
- Do I need a publisher to release a game on PC?
No. Every major PC storefront lets individual developers self-publish. Steam, itch.io, GOG, Epic, and the Microsoft Store all accept direct submissions from solo developers and small teams. A publisher buys you marketing reach and funding, not access. For a first release, self-publishing on itch.io or Steam is the standard path.
- What files do I need to publish a PC game?
A Windows build at minimum: an executable (.exe) plus the data, asset, and library files the engine exports alongside it, usually zipped together. Storefronts also ask for a capsule or header image, screenshots, a short and long description, a trailer (recommended, not always required), and your tax and bank details so they can pay you. Steam additionally requires several specific image sizes for its store page.
- How long does it take to get a game on Steam?
Plan for a few weeks, not a few days. The Steamworks build and store-page setup takes an afternoon if your build is ready. Valve's review of the build and the store page each take roughly one to five business days. The real time cost is the recommended wishlist window: most developers put up a Coming Soon page two to six months before launch to gather wishlists, because wishlists drive Steam's launch-day visibility.
- Can I publish the same game on multiple platforms at once?
Yes, and most indie developers do. Your exported Windows build is the same file you upload to itch.io, Steam, GOG, and the others, so multi-platform release is mostly extra store pages, not extra builds. A common pattern is itch.io and Steam together, with GOG and Epic added later if the game does well. Keep your store descriptions and key art consistent across all of them.
- Do I keep the rights to a game I make with AI?
With Summer Engine, yes. You own the project, there is no watermark, no forced revenue share, and no platform lock-in. The exported build is a normal PC executable you can upload to any storefront. That ownership is what makes publishing possible at all: a tool that only runs your game inside its own website cannot be shipped to Steam.
Related guides
- Publish Your Game on Steam: 2026 Step-by-Step GuideEverything you need to ship on Steam: the $100 fee, Steamworks setup, store page optimization, SteamPipe builds, pricing strategy, and launch checklist.Read guide
- AI Enemy Generator for Games: What It Is and How to Use One (2026)What an AI enemy generator actually does, the three layers it should cover (sprite, stats, behavior), and how to build working enemies for your game by describing them in plain language.Read guide
- AI Horror Game Maker: How to Build a Horror Game by Describing It (2026)How to build a real horror game with AI: the five mechanics that actually make a game scary, which template to start from, and a step by step workflow inside Summer Engine where the AI is wired into the editor.Read guide
- AI Simulation Game Maker: Build a Sim Game With AI (2026)What an AI simulation game maker actually does, the core systems every sim shares, and a step-by-step way to build your own management, life, or tycoon sim with AI in Summer Engine.Read guide