Unity on Steam guide
How to sell Unity games on Steam, from licence to launch
What Unity's plans allow since Unity 6, how to add Steam features in C#, how builds reach Steam through depots, how long Valve's reviews take, and the store assets that decide whether anyone buys.
The short answer
Yes, you can sell Unity games on Steam. Unity Personal is free for individuals and small organizations with less than 200,000 USD of revenue and funds raised in the last 12 months, the Made with Unity splash screen is optional with Unity 6, and Unity cancelled the Runtime Fee on September 12, 2024. On the Steam side you pay the 100 USD Steam Direct fee per game, add Steam features with Steamworks.NET or Facepunch.Steamworks, upload builds to depots with SteamPipe, and plan for reviews that typically take 3 to 5 business days.
The short answer to the most common Unity question on Steam is yes. You own what you make with Unity, including on the free Personal plan, and Steam treats a Unity build like any other Windows or macOS game. What trips people up is the detail around it, such as which Unity plan applies, whether the splash screen has to stay, and how long Valve's reviews take.
This guide covers the licence side first, because it changed in 2024, then the Steamworks side, then the calendar. The last section covers the part no engine does for you, the store page and the marketing assets that make people wishlist the game.
Nothing here requires leaving Unity. Staying in the engine you know is often the right call, and the Summer tools in the last section work with a Unity project as it is.
What it does
Unity Personal is free to sell with
Eligible below 200,000 USD of revenue and funds raised in the last 12 months. Above that you need a paid plan.
Splash screen optional in Unity 6
Unity's pricing update made the Made with Unity splash screen optional for Personal users on Unity 6.
No runtime fee
Unity cancelled the Runtime Fee on September 12, 2024, for games made with Unity 6 or any other version.
Steamworks in C#
Steamworks.NET mirrors Valve's C++ API. Facepunch.Steamworks wraps it in idiomatic C# with async callbacks. Both are MIT licensed.
Depots and SteamPipe
Builds go up with steamcmd and a build script, into depots that can be per operating system, then you set a build live on the default branch.
Reviews take days, not hours
Store page and build reviews typically take 3 to 5 business days each, and Valve recommends planning for 7.
How it works
- 1
Step 1: Check your Unity plan
If you and your business had less than 200,000 USD of revenue and funds raised in the last 12 months, Unity Personal covers commercial use. Otherwise move to a paid plan before release.
- 2
Step 2: Open Steamworks and pay the fee
Create a Steamworks partner account, complete the tax and bank details, and pay the 100 USD Steam Direct fee for the game. You get it back once the game earns 1,000 USD.
- 3
Step 3: Add Steam features
Import Steamworks.NET or Facepunch.Steamworks, initialize with your app ID, and add the features you need, such as achievements, cloud saves and the overlay.
- 4
Step 4: Build and upload to depots
Make a Windows 64-bit standalone build, add macOS or Linux if you support them, test on a clean machine, and upload with steamcmd and a build script into your depots.
- 5
Step 5: Submit the store page early
Submit the store page at least 7 business days before you want it live. It must then be public as Coming Soon for at least two weeks before release.
- 6
Step 6: Pass the build review and release
Submit the release build for review with at least 7 business days to spare, set it live on the default branch, and press release.
Two ways to run it
In Studio, or from the agent you already use
In Summer Studio
Studio works for a Unity game as it is. Generate key art for Steam capsules from your own characters, short video shots for teasers, and voice lines, then download standard image, video and audio files for your store page or your Unity project.
Open Summer StudioFrom Claude, Cursor or Codex via MCP
From Claude Code, Cursor or Codex in your Unity repository, the Summer MCP's generation tools, summer_generate_image, summer_generate_video and summer_generate_audio, create files you drop into the project or the store page. The engine control tools only work with a Summer project, so the rest of your Unity workflow stays the same.
Example prompt for your agent
Use Summer to generate wide and tall key art of our knight from my hosted hero screenshot for the Steam capsules, then three 8 second vertical teaser shots of the castle, and save everything to Marketing/Steam in this Unity repo.Set up the Summer MCP
| Step | How long | Notes |
|---|---|---|
| Store page review | Typically 3 to 5 business days | Submit at least 7 business days before you want the page live |
| Coming Soon period | At least two weeks | Required before a new product releases |
| Build review | Typically 3 to 5 business days | Plan for at least 7 business days |
| After approval | No further review | You can update the game as often as you need |
Sources: Steamworks, Review process
| Library | Style | Platforms | Licence |
|---|---|---|---|
| Steamworks.NET | Close to Valve's C++ API, so Valve's own documentation applies | Windows (32 and 64 bit), macOS, Linux | MIT |
| Facepunch.Steamworks | Idiomatic C# with async callbacks and events, a single C# DLL, IL2CPP supported | Windows, macOS, Linux | MIT |
Sources: Steamworks.NET on GitHub
Examples
Prompts that work, and what comes back
Checklists and prompts for getting a Unity game onto Steam.
Licence check
Prompt
Add up revenue and funds raised by me and my business in the last 12 months. Under 200,000 USD, Unity Personal covers commercial use. Over it, a paid plan is needed before release.
What you get
A clear answer on which Unity plan the release needs.
Steamworks setup
Prompt
Import Facepunch.Steamworks, initialize SteamClient with our app ID at startup, shut it down on quit, and grant the FIRST_WIN achievement when the player finishes level one.
What you get
A first Steam feature working in the Unity build.
Depot plan
Prompt
One depot for Windows 64-bit, one for macOS, a build script mapping Builds/Windows and Builds/macOS to them, and a beta branch for testers.
What you get
A SteamPipe layout that keeps downloads small per platform.
Release calendar
Prompt
Store page submitted 7 business days before going public. Coming Soon for at least two weeks. Build review submitted 7 business days before launch.
What you get
A launch date you can actually hit.
Store art from Studio
Prompt
Our ranger from the reference image on a ridge above a forest at dawn, strong silhouette, empty sky top center for the logo, 16:9
What you get
Wide key art to crop into the header and main capsules.
Unity's licence after Unity 6 and the runtime fee
Unity Personal is for individuals and small organizations with less than 200,000 USD of revenue and funds raised in the last 12 months. Unity's FAQ states that you own the content you create with Personal, and within that limit you can sell what you make. The threshold rose to 200,000 USD when Unity 6 was released on October 17, 2024.
Two other changes matter. Unity cancelled the Runtime Fee on September 12, 2024, and the cancellation applies to games made with Unity 6 or any other version, so there is no per-install charge. And with Unity 6 the Made with Unity splash screen is optional for Personal users. If you ship on an older Unity version, check the splash screen rules for that version.
Steamworks.NET or Facepunch.Steamworks
Steamworks.NET is a C# wrapper designed to stay as close as possible to Valve's C++ API, so Valve's documentation largely covers it. It supports Windows, macOS and Linux, is MIT licensed, and currently builds against Steamworks SDK 1.65. Pick it if you want to follow Valve's docs line by line.
Facepunch.Steamworks wraps the same API in idiomatic C#, with async call results, events for callbacks and a single C# DLL with no extra native dependency apart from Steam. It supports IL2CPP and is also MIT licensed. Pick it if you prefer a friendlier API and are comfortable reading its wiki. Either way, you initialize with your app ID and add achievements, stats, cloud saves and the overlay from your own scripts.
Builds, depots and SteamPipe
Steam delivers files from depots. You can keep one depot for all operating systems or create a depot per operating system, so a Windows player downloads only Windows files. Builds are uploaded with steamcmd running a build script that maps your local build folder to depot IDs, and each upload appears in the Steamworks builds page, where you set it live on the default branch or a beta branch.
Make the Windows 64-bit standalone build your main target, since that is where most Steam players are, and test it on a machine without Unity or your development tools installed. Missing runtime files are the most common first-build failure.
Review times and the release calendar
Valve reviews the store page and the build separately, each typically in 3 to 5 business days, and recommends allowing at least 7 business days for each, with the Coming Soon page public for two weeks before release. The table above has the dates to plan around, and the full Steam publishing checklist covers the rest, from account setup to launch discounts.
Staying in Unity is a fine choice
Nothing about Steam favors one engine. If your team knows Unity, your game is close to done, and the licence fits your revenue, shipping from Unity is usually the fastest route to launch. Porting is a choice to make for concrete reasons, such as a workflow you prefer or engine terms that fit your plans better, not a requirement for selling on Steam.
If you do decide to move, the Unity to Godot guide maps every core concept and gives the rebuild order.
The Summer marketing kit works for a Unity game too
The engine gets the game onto Steam. The store page gets it bought. Summer's asset tools do not care which engine you use, because they produce standard files. Generate key art for every Steam capsule from a screenshot of your own character, short vertical and wide video shots for teasers, and character voice lines, then use them on the store page and in your Unity project.
Summer does not record gameplay, so your trailer's gameplay footage still comes from your own capture. The capsule art page lists every size Steam needs.
- Capsule key art from your own characters, in wide and tall compositions
- Short generated shots for teasers and trailer inserts
- Character voice lines for trailers and in-game dialogue
- Standard files that import into Unity like any other asset
Where to take your game next
Port it to make money
Steam is the main store for a paid Unity desktop game, with a 100 USD Steam Direct fee per game recouped after 1,000 USD in revenue. itch.io is a good second store for early builds and demos, and lets you set its share from 0 to 100%.
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. A Unity game would need to be rebuilt in Summer first, then reviewed, and it should work as a single-player game first.
See Summer Games (launching soon)Grow it
Wishlists decide a Steam launch. Make capsule art that reads at thumbnail size, lead the trailer with gameplay, and put the Coming Soon page up as soon as you can talk about the game.
Make Steam capsule artRemake it in Summer
If you want your next version outside Unity, start from a template, give the agent your C# as the spec, and rebuild one system at a time while you playtest each one in the engine.
Unity to Godot, the rebuild guideFrequently asked questions
Can you sell Unity games on Steam?
Yes. Games made with Unity are sold on Steam like any other desktop game. You own what you make, pay the 100 USD Steam Direct fee per game and follow Valve's review process.
Can you sell games made with Unity Personal?
Yes, if you and your business had less than 200,000 USD of revenue and funds raised in the last 12 months. Above that, Unity requires a paid plan.
Do I have to show the Made with Unity splash screen?
Not with Unity 6. Unity made the splash screen optional for Personal users with Unity 6. Older versions have their own rules, so check the one you ship with.
Is there still a Unity runtime fee?
No. Unity cancelled the Runtime Fee on September 12, 2024, and it does not apply to games made with Unity 6 or any other version.
Which Steamworks library should I use in Unity?
Steamworks.NET if you want to follow Valve's C++ documentation closely, Facepunch.Steamworks if you prefer idiomatic C# with async callbacks. Both are MIT licensed and support Windows, macOS and Linux.
How do I publish a Unity game on Steam step by step?
Check that your Unity plan covers your revenue, open a Steamworks account and pay the 100 USD Steam Direct fee, add Steam features with Steamworks.NET or Facepunch.Steamworks, upload a Windows build to depots with SteamPipe, submit the store page at least 7 business days early and keep it public as Coming Soon for two weeks, then pass the build review and release.
Does Summer work with a Unity game?
Yes, for assets and marketing. Studio and the MCP generation tools make capsule art, video shots and voice lines as standard files you can use with Unity. Summer's engine tools work only with Summer projects.
Related tools and guides
Sources
- Unity, Pricing updates (Runtime Fee cancellation, Personal threshold, splash screen)
- Unity Personal (eligibility and FAQ)
- Steamworks.NET on GitHub
- Facepunch.Steamworks on GitHub
- Steamworks, Uploading to Steam (SteamPipe and depots)
- Steamworks, Review process
- Steamworks, Coming Soon page
- Steamworks, Steam Direct fee
- Steamworks, New revenue share tiers (2018)
- itch.io, Accepting payments and getting paid
- Steam Hardware and Software Survey
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Even if it is built in another engine.
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