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Publish a game on Steam

Path from zero to live under Steam Direct: partner paperwork, the $100 app fee, mandatory timing gates, store + build review, required assets, costs, and content Valve will not ship. Sourced from official Steamworks docs (checked 2026-09-09).

$100Steam Direct fee / app
30 daysMin wait after fee
14 daysComing Soon minimum
70 / 30Typical revenue split

Bottom line

Minimum legal path from fee payment to release is about 30 days (fee wait + Coming Soon can overlap once the page is approved). Realistic first-time studio timeline is closer to 6–10 weeks if you rush, or 3–6 months if you want wishlists. You press Release yourself — Valve does not auto-ship approved titles.

1. Onboard as a Steamworks partner

Start at partner.steamgames.com/steamdirect. You electronically sign the NDA and Steam Distribution Agreement, then finish identity, bank, and tax setup so Valve can pay you.

You needDetails
Legal identity Legal first + last name. Company Legal Name must match bank/tax docs — no DBA or friendly name. Individuals use Sole Proprietorship + own legal name.
Bank account Routing number, account number, bank address. Account holder name must match the Legal Company Name you entered.
Tax interview US: W-9 style info. Treaty countries: W-8BEN style. Verified by a third party — typically 2–7 business days; recently issued tax IDs can take longer. Watch email for doc requests.
Company form e.g. “A Washington State corporation”, “A Sole Proprietorship”, “A Quebec limited liability partnership”.

2. Pay the Steam Direct fee

3. Timing gates (hard requirements)

GateRuleWhy it matters
30-day wait Cannot release until 30 days after the app fee was paid (first titles). Valve verifies who they are doing business with.
Coming Soon Public Coming Soon store page must be live ≥ 2 weeks before release. Wishlists, discussion practice, audience warm-up.
Store review Typically 3–5 business days; submit ≥ 7 business days before you need it live. Page must be approved before Coming Soon can go public.
Build review Typically 3–5 business days; plan ≥ 7. Store presence must be submitted before build review. They run the game and check claimed features.
Adult content If Mature Content Survey marks Adult Only Sexual Content, store + build must both be ready before store review completes; reviews can run longer. Stricter payment-processor / age-gate checks.

Suggested calendar (aggressive)

Day 0: start tax/ID + pay fee. Week 1–2: finish paperwork, create app, upload assets, write page, set pricing + content survey. Week 2–3: store review → Coming Soon. Keep Coming Soon up while the 30-day fee clock runs. Launch −1–2 weeks: near-final build → build review → set date → green Release App when ready.

4. Prepare the product in Steamworks

After onboarding you get Steamworks access. Two checklists sit on the app landing page: Store Presence and Game Build. Complete starred items, then click Mark as ready for review. Store before build.

Store page (what Valve checks)

Build (what Valve checks)

5. Required store graphical assets

AssetSizeNotes
Header capsule 920 × 430 Required. Key art + logo; no quotes/extra text.
Small capsule 462 × 174 Required. Logo must stay legible at tiny sizes.
Main capsule 1232 × 706 Required. Home carousel / feature placement.
Vertical capsule 748 × 896 Required. Sales pages / seasonal layouts.
Screenshots ≥ 1920 × 1080, 16:9 ≥ 5 gameplay shots. Flag ≥ 4 as “suitable for all ages” if eligible (front-page hover).
Page background 1438 × 810 Optional; otherwise generated from a screenshot.
Trailer per trailer docs Strongly expected for discovery; follow Steam trailer guidelines.

Templates and capsule rules: Graphical Assets — Overview. Library capsules and community assets are separate checklist items in Steamworks.

6. Money after launch

Lifetime revenue bandDeveloper shareValve share
Up to $10M 70% 30%
$10M – $50M 75% 25%
Above $50M 80% 20%

Treat the signed Steam Distribution Agreement as the source of truth for projections. Most indie titles never leave the 70/30 band. No subscription listing fee beyond the per-app Direct fee.

7. What you cannot publish

From Steamworks onboarding rules (non-exhaustive). Content must also comply with the Distribution Agreement, Subscriber Agreement, Online Conduct, and Privacy Policy.

Primary acceptance target is games. Non-game software is limited to listed categories (animation, AV production, design, photo, education, finance, player tools, SteamVR tools).

8. Release day mechanics

Checklist (practical)

#Task
1Create partner account; sign NDA + Distribution Agreement
2Submit identity, bank, tax; wait for verification
3Pay $100 Steam Direct fee (starts 30-day clock)
4Create app; fill Basic Info, tags, mature content survey, pricing
5Upload capsules, ≥5 gameplay screenshots, trailer, copy
6Mark store presence ready for review → fix feedback → Coming Soon
7Integrate Steamworks SDK as needed; upload depot builds via SteamPipe
8Mark build ready for review (after store submitted)
9Satisfy 30-day fee wait + 14-day Coming Soon
10Press Release App when you want the title live

Official references

Research compiled 2026-09-09 · Prefer Steamworks docs over third-party guides if anything conflicts.