Click "Post As Coming Soon" to view options and to make your page live for customers. There is no option on your store page for customers to purchase or play your game at this stage. This will make your store page and community hub visible to customers and listed as upcoming, with whatever release date you set. This is a great way to start building an audience and providing customers the ability to add your game to their wishlist in anticipation of your launch. You must have a Coming Soon page up on Steam for at least two weeks before you can release your product. …
[callout]A roadmap is separate from a Season Pass, which is a pack of current and future content (DLC) that customers can buy with a single purchase. If you want to sell a DLC that has the promise of future content, [url=https://partner.steamgames.com/doc/store/seasonpass]please read this to learn more[/url].…
When it comes to discussing your plans for future updates, it's better to err on the side of making less concrete promises instead of making promises that you have to go back and change (perhaps several times). [*]Roadmaps are useful to customers regardless of where you are in the development cycle (Early Access, fully released, older catalog). As long as you are still working on improving your game, customers find this level of information valuable. [*]While it's suggested that you use an image to convey your roadmap to your customers, it's not strictly required. …
[/list] [section]Benefits[/section] Once your store page is visible to customers, it can help you build awareness for your product and generate excitement among potential customers. As soon as you have product branding, screenshots, and a description of your game, you can put up a 'Coming Soon' page to start utilizing the tools available on Steam. …
[b]Activates Community Hub:[/b] Once your store page is visible to customers, it will also enable the Community Hub. This gives you a place to post announcements, share artwork, and gives your audience a place to share their enthusiasm and discuss your upcoming release. …
By selecting the packages that are editions of your game using Manage Editions, you can ensure they will appear above any other purchase options on your store page. At the bottom, you can upload an image to help customers compare editions. Simply drag an image (748px x 896px) that compares the various editions of your game. These images help customers understand what content is included in each edition and which purchase option is right for them. …
A new "Compare Editions" option will appear on your store page that customers can use to quickly and easily see the differences between the various editions of your game. The Compare Editions asset is much easier for customers to find than having to scroll down and search through the store page for this information. …
If a password is specified they will be required to put in the password before they have access to the branch, including its name. To switch to a custom branch in the Steam client, right-click on the game from the library page and select "Properties". In the properties window select the [b]Game Versions & Betas[/b] tab on the left. …
[docimg=CurrentBetaExample.jpg]CurrentBetaExample.jpg[/docimg] [section]Default Branch[/section] The default branch is the version of your game delivered to your customers on Steam. Prior to release, this is the version that your testers will download by default. Once your game is live, there is nothing special you need to do to deliver your default build to your customers. …
Do not offer it for sale on Steam any later than you offer it anywhere else. 4.[b] [i]Don't overcharge Steam customers.[/i][/b] The Early Access price of your game should be no higher than that offered on any other service or website. Please take care of your customers on Steam. 5.…
Treating customers fairly is the most important thing to us. [/list] …
Once you've figured that out, then you'll need to think about how your client will load the content and what kind of tools are necessary for customers to create that content. If you've got a game that customers are excited about, then they'll figure out ways of making the content for your game. …
With a broad announcement of Workshop as a marketing tool, we find it helpful for potential customers if there is some amount of content already available in the Workshop for your game. It gives new customers a deeper sense of what your game is, and also shows an active and engaged user base. …
We highly recommend using this method, because our data shows that customers enjoy and find it easier to shop in their own local currency. The pricing conversions we have suggested also adjust for local purchasing power, which we believe will provide a better experience for customers and ultimately lead to more sales. [*] If you are unable to add the new currencies to your in-game pricing table, then you may safely continue to sell to users in your existing currency and Steam will automatically convert the sale to the appropriate user currency at the current market rate. …
Steam will present the converted price to the user, in their local currency for approval. For example, if a customer in Mexico is trying to purchase an item in-game they would see something like "this item costs $10 USD and you will be charged 130.14 Pesos for this transaction". …
[b]Q: Why is payment failing to process when calling ProcessAgreement?[/b] [b]A:[/b] If the customer does not have a valid payment method on file, does not have sufficient Steam Wallet funds, or has used an expired payment method most recently, then it may fail when you call ProcessAgreement. …
If the user has not updated their payment method on file by then, they are likely not coming back. [b]Q: What do customers need to know about recurring subscriptions?[/b] [b]A:[/b] There is a customer support FAQ [url=https://support.steampowered.com/kb_article.php?…
You want to think about the context of where your trailer will appear. For example, the customer may be going through their Discovery Queue and looking at games that are recommended to them, and you may have less than 10 seconds to make an impression. Or the customer may be watching your trailer without any audio. You will want to think about how long it takes for the customer to learn about your product, and if they can learn about it without audio. …
[subsection]3. Design & Build Your Custom Event[/subsection] If your proposal is approved, the Events Team will enable the event tools so you can stage a Sale Page and start inviting participants. …
Vague or subjective topics—like 'Beautiful Games,' 'Indie Games,' 'Classic Games,' etc.—can be interpreted in different ways by different customers, which makes broad representation harder to achieve. [subsection]3. Games with High Customer Interest[/subsection] While there's no penalty for including smaller or up & coming titles, featuring games with strong customer interest (as outlined in [doclink=/marketing/visibility#7]Visibility on Steam: Key Visibility Elements[/doclink]) increases the likelihood of curated featuring. …
The best communication is to change your product, as it reaches all your customers and generates the best feedback. [*] Don't argue with your fans. Some customers will try to engage developers in arguments. There's no way you can win. [*] Let customers express their unhappiness. Don't censor; customers know when that's happening. Focus on your product rather than getting worked up over negative comments. …
. [*][b]Publish Your [doclink=store/coming_soon]Coming Soon Page[/doclink] as soon as possible[/b] - As soon as you begin talking about your game publicly, you should launch your Coming Soon page to start collecting feedback and let customers [doclink=marketing/wishlist]Wishlist[/doclink] your game. [*][b]Add features and tools that make sense for your game and your customers[/b] – There are many features that are available for you to use on Steamworks, but it may not be valuable for you to implement all of them to your game. Figure out what features are valuable for your goals and your customers. [*][b]Launch day is the starting line not the finish line[/b] – It's very likely that the game you launch on launch day is not the best it can be. …
[section]Features[/section] SteamVR lets users manage several areas of their VR experience, including: [list] [*]Room Setup - Define your play area [*]Device Status and Management - Update Firmware, Pair new devices, change audio settings, mirroring, and customize features like [url=https://steamcommunity.com/games/250820/announcements/detail/1705071932992003492]Motion Smoothing[/url] [/list] [subsection]System Report[/subsection] System Reports are a useful tool when troubleshooting your hardware, and you may need to generate one for customer support. …
Developers can create custom items that will drop to players to be used as decoration in SteamVR Home environments. Currently SteamVR Collectibles need to be manually imported by Valve. …
Steam Frame supports development and deployment from Unity, Unreal Engine, Godot, and your own custom engine via OpenXR. See the pages below for information on your engine. [list] [*][doclink=steamframe/engines/unity][/doclink] [*][doclink=steamframe/engines/unreal][/doclink] [*][doclink=steamframe/engines/godot][/doclink] [*][doclink=steamframe/engines/custom][/doclink] [/list]…
The powerful sale-page editing tools that we've been developing for years is now available for customizing developer, publisher, and franchise homepages. With these tools, you have more control over how you organize and display your games. …
[docimg=Homepage_Valve_ListOfLists.png]Homepage_Valve_ListOfLists.png[/docimg] [*][b]Custom background artwork[/b] - You can style your entire page by uploading a custom background artwork. Or you can provide artwork in the background of each individual section. [*][b]YouTube video embeds[/b] - Show off your latest trailer, orgame update. [*][b]Text and image blocks[/b] - Tell players more about your company, development team, or more about each featured game. [*][b]Titles or title images[/b] - Break up your page with section titles to better highlight sets of games or different franchises. …
Instead of having its own separate store page, your Steam Playtest signup will live right on your main game, so that customers can sign up and access the playtest but still Wishlist or Follow the main game. Here’s what a Steam Playtest signup looks like to customers: [docimg=new_join_playtest.png]Join the Playtest[/docimg] Potential testers will be able to request access to your Steam Playtest if they're interested. …
As a result, things like playtime, wishlists, reviews, refunds, etc. are separate as well. For example:[list] [*]A customer’s wishlist for your game won’t be impacted when they join or leave your playtest. [*]A customer who has only participated in the Playtest cannot review your actual game. [*]A customer’s playtime in your Playtest has no impact on the Steam Refund policy, or the player’s ability to get a refund on a purchase of your real game. [*]A customer’s playtime in your Playtest has no impact on earning trading cards or unlocking achievements. …
We have seen partners run continuous streams that go longer than a couple days. Its up to you to decide when are the best times to reach your customers with the live content. Also consider that Steam customers are around the world. Sometimes after major events, it might be valuable to replay past content so that all your potential customers and fans can see it. [*][h4]Q. …
You must include banner or update title so that it indicates that the Stream is NOT live. This is prevent customer confusion. Often streaming partners will put a banner 'Re-Broadcast' on the top right of their video. [*][h4]Q. Will Steam automatically re-broadcast my content?…
Check out the [doclink=sdk/uploading]SteamPipe Documentation[/doclink] for details. Note that after your app releases to customers, your customers will be receiving the build marked as the Default build. In order to test your update, you should upload the new build using Steampipe, then set that build on a test branch with a password to test before moving it to the default branch. …
This will allow your update information to appear accessible from the 'downloads' panel in the Steam client and to any customer that is following your game (which they can do from your community hub or store page), on your store page, and within the Steam library. …
[/td] [/tr] [tr] [td][b]Demo[/b][/td] [td]Steam has the option to provide free demos for your customers so that they can try the game before purchasing. Demos are created through the main App and will appear as a button on the main game's store page. …
Once your title is live, the "Default" branch is the build that is delivered to customers. Additional builds can be listed under the beta tab or hidden using a password. Password-protected branches are not visible to any account without the password.…