When should you make your Steam store page?
5 min read
By Eduardo Orellana ·
Put your Steam page up as soon as you are ready to talk about the game publicly and its art direction and core loop are settled: that is Valve's own advice. The hard minimum is two weeks as Coming Soon before release, but many indies post the page six to twelve months ahead or more, because every day it is up collects wishlists, and Valve says a player who wishlists two years ahead is about as likely to buy as one who wishlists two weeks ahead. Next Fest also needs a public page about seven weeks before the fest. The caution: GameDiscoverCo found launch underperformers had spent 411 days on Steam before release on average, against 214 for games that did well, so an early page has to be kept alive, not just posted.
A wishlist from two years ago is worth the same as one from last week
That is Valve's own finding, from its Coming Soon documentation, and it settles most of the debate. The fear that early wishlists go stale is not borne out: a player who wishlists two years before launch is about as likely to buy as one who wishlists two weeks before. So the cost of posting early is low, and the cost of posting late is every wishlist you did not collect.
Those wishlists decide the launch. Steam emails every wishlister at release, and the launch lists depend on them: in January 2026, Popular Upcoming took around 5,000 to 7,000 wishlists to enter, by Chris Zukowski's scrape. A page that goes up two weeks before launch has two weeks to get there; one that goes up a year before has a year.
Valve's rules and advice
- Minimum: the page must be up as Coming Soon for at least two weeks before release.
- Review: submit it at least seven business days before you want it live; review usually takes 3 to 5 business days.
- When: once you are ready to talk publicly about the game, with its art direction and core features fairly settled, because early wishlisters may be confused if the game changes a lot.
- Lead time: Valve says a long lead time is not a strong downside, unless the game changes significantly.
- Next Fest: a game needs a public store page to register, which for the February 2027 edition means by 10 January 2027, about six weeks before the fest.
- The fee: the page lives on an app created with the $100 Steam Direct fee, so paying it is the first step.
Ready to post? A checklist
The page is ready to go up when all of these are true:
- The art direction is settled: the screenshots look like the game players will get.
- The core loop is playable and fun enough to show in five screenshots and, ideally, a short trailer.
- You can state the hook in one sentence for the short description.
- You know the genre well enough to choose specific tags.
- You can show a release window, even if only a year.
- You can keep it alive: an update or announcement every few weeks.
If the first two are not true yet, keep building; a weak page posted early sets a first impression you will spend months undoing.
Too early is a real risk, but a narrow one
Post a page whose screenshots show placeholder art, and the first thousand visitors judge the game by it. Change the genre after posting, and the wishlisters you collected wanted a different game. The fix is not to wait for launch; it is to wait until the look and the loop are what players will get, then post.
The data adds a second caution. GameDiscoverCo found that games which underperformed at launch had spent an average of 411 days on Steam before release, against 214 days for games that did well. That does not mean an early page hurts: troubled projects slip, and slipping projects sit on Steam longer. It does mean a page left untouched for a year is a warning sign to players as much as to analysts. Post early, then feed the page.
A typical timeline
Counted back from launch, for a game developed over a year or two:
| When | What happens | Why then |
|---|---|---|
| 12 months or more out | Page posted as Coming Soon, release shown as a year | Look and loop settled; wishlists start accumulating |
| 9 to 6 months out | Demo on the page; themed fests that fit | A demo turns visitors into wishlists |
| About 6 months out | Release shown as a quarter; Next Fest registration if not used | Next Fest needs a public page weeks ahead |
| 3 to 2 months out | Release shown as a month; trailer and creator outreach | Press and creators plan around a month |
| 6 to 4 weeks out | Exact date; build in review | The date locks two weeks out |
| Launch | Release App pressed; wishlisters emailed | Two weeks of Coming Soon is the minimum, not the plan |
What to have ready
A capsule that reads at small sizes, five gameplay screenshots at 1920x1080, a short description with the hook, specific tags, and ideally a trailer. A release window (a quarter or a year) is enough; the exact date can come later. Our Steam page checklist lists every field, and how to make a Steam page walks through them in order.
Where the principle breaks
"Post as early as possible" assumes the page can earn interest. Some games cannot show their appeal in screenshots until late: a narrative game whose hook is a twist, a systems game whose depth only shows in play. For those, a page posted with a strong trailer later may outperform one posted early with five static images. And a game that is a surprise by design, a shadow-drop, trades wishlists for a launch-day moment; that is a strategy for teams with an audience already, not for a first game.
Where Flockbay fits
Flockbay drafts the Steam page from the game as soon as it is playable: capsules cut from a real frame, screenshots from the running game, copy from your brief and comparable games, exported as a .zip you upload yourself. Its Steam numbers then read your followers and an estimated wishlist range for free, so you can watch the page work. Drafting is free in beta until 1 December 2026; the page by hand and its .zip stay free.
Questions
- How long before release should my Steam page go up?
- Valve's minimum is two weeks. Many indies post six to twelve months or more ahead to collect wishlists.
- Can a Steam page go up too early?
- Only if it shows a game that is not settled yet. Valve says long lead times are not a strong downside unless the game changes significantly; wishlists from two years out convert about as well as recent ones.
- Do I have to pay before I can make a Steam page?
- Yes. The page belongs to an app created with the $100 Steam Direct fee, which Valve pays back once the game earns $1,000. Your Steamworks paperwork must be verified too, which takes 15 to 30 days.
- Do I need a Steam page for Next Fest?
- Yes. A public store page is required to register; for the February 2027 edition registration closes on 10 January 2027.
Keep reading
- The indie game publishing guide
- What a Coming Soon page does
- How to make a Steam page
- Steam store page kit
- How long Steam's store page review takes
- Steam page checklist: before you submit for review
- Steam release checklist: from three months out to launch day
- How to market an indie game
- How to publish a game on Steam, start to finish
Flockbay builds your game for free and drafts its Steam page as soon as it is playable.
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