Marketing guide
How to market an indie game, from the first store page to launch
The steps that move wishlists, in the order to do them, with Valve's own rules for store pages, Next Fest and trailers, and the Summer tools that help with the assets today.
The short answer
Marketing an indie game mostly means collecting wishlists before launch. Put a Steam Coming Soon page up as soon as you can show the game, enter one Steam Next Fest with a demo, make capsule art that reads at every required size, lead the trailer with gameplay, send keys to creators who cover your genre, post short devlog clips and keep a press kit ready. None of it guarantees sales, but every step shows up in your wishlist count.
Indie marketing advice tends to list thirty channels and leave you to guess which ones matter. For a game on Steam, most of the work comes down to one number, the wishlists on your store page, because every wishlister is notified when the game launches and when it goes on a real discount.
That changes what marketing is for. It is not about going viral once. It is about a store page that converts visitors, a steady stream of reasons for people to visit it, and a launch timed for when the count is high enough. This guide covers each part in the order most small teams should do them.
No step here promises results. Games with great marketing still miss, and games with almost none sometimes break out. What these steps do is give a good game the best chance of being seen, and give you numbers to decide with.
What it does
Coming Soon page early
Valve recommends posting it as soon as you are ready to talk about the game publicly, and requires it to be public for at least two weeks before release.
Next Fest with a demo
One week, one entry per game, a public demo by the first day and a demo sent for review at least three weeks before.
Capsule art at every size
Header, small, main and vertical capsules plus the library set, each with exact dimensions and the title readable at thumbnail size.
Gameplay first in the trailer
Valve advises that the first trailer be primarily gameplay, and shoppers may decide in under ten seconds, often with the sound off.
Creators who play your genre
Curator Connect sends keys to up to 100 Steam curators. Personal emails reach the YouTubers and streamers who played games like yours.
Devlogs as short video
Short vertical clips of one moment of play each, posted on a schedule, each pointing back to the store page.
A press kit ready to send
One page with the facts, description, screenshots, trailer, logos and contact, so a writer never has to ask.
How it works
- 1
Step 1: Publish the Coming Soon page
As soon as the game looks like itself, publish the store page with the full capsule set, at least five 1920 x 1080 screenshots of real play, a short description that leads with what the player does, and a gameplay trailer.
- 2
Step 2: Post one clip a week
Pick one moment of play per week, cut it to a short vertical clip, and post it with a link to the store page. Keep a list of which clips brought visits.
- 3
Step 3: Build the demo and register for Next Fest
Make a demo of the best 15 to 30 minutes, register for the next Next Fest, and submit the demo for review at least three weeks before it starts, or five weeks to be considered for the press preview.
- 4
Step 4: Line up creators and press
A month or two before launch, list the creators and curators who covered similar games, send personal emails with a key and a short clip, and use Curator Connect for Steam curators. Have the press kit live before the first email.
- 5
Step 5: Launch when the count supports it
Wishlisters are notified on launch day. Check your wishlist count against the benchmarks in the money guide before you lock the date, and move it if the number is not there yet.
Two ways to run it
In Studio, or from the agent you already use
In Summer Studio
In Studio you can generate key art from your own characters with several image models, short video shots in vertical, square and wide formats with Seedance 2.0, Veo 3.1 or Kling 3.0, and character voice lines for a trailer. Studio does not record gameplay, so your real play footage still comes from your own screen capture.
Open the Video tab in StudioFrom Claude, Cursor or Codex via MCP
With the Summer MCP, your coding agent can call summer_generate_image for capsule key art from a reference image, summer_generate_video for short shots and summer_generate_audio for voice lines. If the game is built in Summer, the agent can also set up a scene and capture screenshots from the running game with summer_screenshot.
Example prompt for your agent
Read the Summer project context, set up the harbor scene at dusk, capture three 1920 x 1080 screenshots from the running game for the Steam page, then generate a vertical 8 second establishing shot of the harbor for a teaser post.Set up the Summer MCP
| Asset | Size (px) | Notes |
|---|---|---|
| Header capsule | 920 x 430 | Logo and artwork only |
| Small capsule | 462 x 174 | The title must still read when Steam shrinks it |
| Main capsule | 1232 x 706 | Front page and browse views |
| Vertical capsule | 748 x 896 | Logo and artwork only |
Sources: Steamworks, Graphical assets
| Rule | What it means |
|---|---|
| Publicly playable demo | The demo must be live by the time the Fest begins |
| Unreleased game | The game cannot release before that edition of the Fest ends |
| One Next Fest per game | Each title can take part in only one Next Fest, so pick the edition when the demo is strongest |
| Public store page | The base game store page must be published |
| Demo review deadline | At least 3 weeks before the Fest, or 5 weeks to be considered for the press preview |
| Length | One week |
Sources: Steamworks, Steam Next Fest
Examples
Prompts that work, and what comes back
Prompts and checklists for a month of marketing work. Attach a reference image of your character to the art prompts so the results stay on model.
Capsule key art, wide
Prompt
The knight from the reference image on a cliff above a burning harbor at dusk, strong silhouette, empty sky top center for the logo, 16:9
What you get
Horizontal art to crop into the header and main capsules.
Teaser shot, vertical
Prompt
Slow push-in over a foggy harbor at dawn, lanterns flickering on the water, 9:16, 8 seconds
What you get
An establishing shot to open a short vertical post before the gameplay clip.
Trailer voice line
Prompt
Gruff old harbor master, low and tired: [whispering] They said the fog would lift by morning. It never did.
What you get
A voice line to lay over the opening of a trailer.
Creator email checklist
Prompt
Their name and one game they covered that is like yours. One line on why yours fits. A Steam key. A 30-second clip link. The press kit link. No attachments.
What you get
A short, personal email a creator can act on in a minute.
Press kit checklist
Prompt
Fact sheet with developer, release date, platforms and price. Short and long description. Six screenshots. Trailer link. Logo on transparent background. Capsule art. Contact email.
What you get
A press page that answers every question before it is asked.
Put the Coming Soon page up early
Steam requires a Coming Soon page to be public for at least two weeks before a new product releases. Valve recommends much earlier, posting it as soon as you are ready to talk about the game publicly. Its documentation says there is no strong downside to a long Coming Soon period and that wishlists collected far ahead of launch, even two years, can convert as well as later ones.
Every wishlister gets an email or mobile notification when the game releases, and again when a discount of at least 20% runs for more than 8 hours. That is why the page is the center of the plan. Every post, clip, stream and article should send people to it.
The one reason to wait is a game that may still change a lot. Valve warns that if the art direction or core features shift significantly, early wishlisters can be confused by what they get.
Enter Steam Next Fest with a demo
Steam Next Fest is a week-long event of free demos for upcoming games. Each game can take part only once, the demo has to be publicly playable by the start, and the game cannot release before that edition ends. Submit the demo for review at least three weeks ahead, or five weeks to be considered for the press preview. Livestreams during the Fest are optional.
Because you get one entry, pick the edition when the demo is at its best, not the next one on the calendar. Chris Zukowski's February 2026 benchmarks rate a Next Fest result of 1,000 to 6,999 wishlists as silver and 10,000 or more as diamond, which gives you a way to judge your own result.
A good demo is short and ends on a high point. Show the core verb in the first minute, give players 15 to 30 minutes of your best content, and end with a clear wishlist prompt.
Capsule art at every size
Capsule art is the first thing a shopper sees, usually at thumbnail size beside games with full art teams. Steam needs a header, small, main and vertical capsule, listed in the table above, plus screenshots and a library set. Design for the small capsule first. If the title reads at 462 x 174, it reads everywhere. Every library size, the text rules and templates are on the Steam capsule art page.
Summer's capsule art page has the full rules and a workflow for making every size from your own characters with Studio's image models, using a screenshot of your hero as the reference so the art matches the game. Steam's content survey asks you to disclose AI-generated content that ships in the game, and Valve checks that the game matches its marketing materials, so keep the store art true to what players will see.
A trailer that shows gameplay in the first seconds
Valve's trailer guidance is direct. Most Steam users are looking for gameplay, so the first trailer on the page should be primarily gameplay. Shoppers may spend less than ten seconds deciding whether to keep watching, often without sound, so ask whether someone can understand the game from the first few seconds with the audio off. The first two trailers play before any screenshots.
Open on the core verb, not a logo or a slow pan. Keep text short and large enough to read on a phone. Upload at 1920 x 1080, 30 or 60 fps, at 5,000 Kbps or higher, in an MP4, MOV or WMV container with H.264 video and AAC audio.
Generated video is useful for establishing shots, title cards and mood between gameplay beats, not as a stand-in for play. Summer does not record gameplay to video yet, so capture your play footage with a screen recorder and cut generated shots around it.
Reach creators who already play your genre
Creators bring players, but only when your game fits what their audience already watches. Search YouTube and Twitch for people who played games like yours in the last few months, favor smaller channels that cover your genre consistently, and write each one a short personal email with a key, a 30-second clip and one line on why the game suits them.
Steam's Curator Connect lets you send copies to up to 100 curators at a time, with up to five copies each for multiplayer games, and filter by the tags they cover. Curators are under no obligation to play or review the game, so treat it as one channel among several.
Devlogs on short video
A devlog today is usually a short vertical clip, not a long blog post. Show one moment per clip, such as a new enemy, a satisfying hit or a before and after of a level, and make the first second interesting on its own. Post on a schedule you can keep, and link the store page every time.
Keep a simple log of which clips brought store visits and wishlists. After a month, the pattern tells you what players find interesting about the game, which is also what the trailer and capsule should lead with.
A press kit that answers every question
Writers and creators decide quickly, so give them everything on one page. A press kit needs a fact sheet with the developer, release date, platforms and price, a short and a long description, screenshots, the trailer, logos, capsule art, and a contact address.
presskit(), made by Rami Ismail of Vlambeer, is a free tool for building exactly that kind of page, and a simple page on your own site works too. Link it from every outreach email and from the store page.
Summer tools you can use today
These run in Summer now. Studio's image models, including GPT Image 2 and Seedream 5.0 Pro, make capsule key art from a reference image of your character, with background removal for a transparent logo. Studio video generates short shots with Seedance 2.0, Veo 3.1 or Kling 3.0 in vertical, square and wide formats for posts and trailer inserts. NPC voices generate character lines from a script with ElevenLabs voices, useful for a trailer voice or a teaser.
If the game is built in Summer, the agent can also set up a scene and capture store screenshots from the running game. The assets work for games made in any engine, since they are standard image, video and audio files.
- Capsule key art and transparent logos from your own characters
- Short generated video shots for teasers and trailer inserts
- Character voice lines for trailers
- Screenshots captured from the running game, for games built in Summer
Where to take your game next
Port it to make money
Marketing pays off on a store. For a desktop game that is Steam, with its 100 USD Steam Direct fee per game recouped after 1,000 USD in revenue, and itch.io, where you set the store's share. Summer exports Windows and macOS builds for both.
How to make money from indie gamesRelease it on Summer Games
Summer Games is a new store for games made with Summer. It is launching soon. Games built in Summer, reviewed, and single-player first will be ready for it.
See Summer Games (launching soon)Grow it
Start with the store art. Make a full capsule set from your own characters, check the small capsule at thumbnail size, and use the same key art for your social headers and press kit so the game is recognisable everywhere.
Make Steam capsule artRemake it in Summer
If an older game never found its audience, a remake gives it a second launch with a new store page and a new round of wishlists. Start from a template, give the agent the old code as the spec, and playtest each rebuilt system in the engine.
Remake your game in SummerFrequently asked questions
When should I start marketing my indie game?
As soon as the game looks like itself and you are ready to talk about it publicly. That is the point Valve recommends for a Coming Soon page, and wishlists collected early can convert as well as later ones.
Is Steam Next Fest worth it for a small game?
Usually yes, if the demo is good. Each game can take part only once, so enter when the demo is at its best. Submit it for review at least three weeks before the Fest.
How long should an indie game trailer be?
Valve does not set a length, but it advises leading with gameplay and notes shoppers may decide in under ten seconds, often with sound off. Show the core action in the first seconds and keep the whole trailer short.
Do I need a publisher to market my game?
No. Anyone can self-publish on Steam, run a store page, enter Next Fest and reach creators. A publisher can add money and contacts, but none of the steps on this page require one.
Can I use AI-generated art on my Steam page?
Yes. Steam's content survey covers AI-generated content that ships in the game, and Valve's review checks that the game is consistent with its marketing materials. Disclose AI art that also ships in the game, and keep the store art consistent with what the game actually looks like.
Can Summer make my trailer?
Partly. Studio generates short video shots, voice lines and key art, and the agent can capture screenshots from a game built in Summer. Summer does not record gameplay to video yet, so real play footage comes from your own screen capture.
Will following these steps guarantee sales?
No. Marketing gives a good game a better chance of being seen and gives you numbers to decide with. It cannot promise results, and it cannot fix a game that is not fun yet.
Related tools and guides
Sources
- Steamworks, Coming Soon page
- Steamworks, Wishlists
- Steamworks, Steam Next Fest
- Steamworks, Graphical assets
- Steamworks, Trailers
- Steamworks, Curators and Curator Connect
- Steamworks, Content survey
- Steamworks, Steam Direct fee
- How To Market A Game, Benchmarks (Next Fest, February 2026)
- presskit() by Rami Ismail
- itch.io, Accepting payments and getting paid
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