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How to publish a game on Steam: the real checklist

Jul 28, 2026 5 min read Fliper Studio

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Valve changes these rules. Treat this as the shape of the process, then confirm the specifics on Steamworks before you commit money or a launch date.

Having a finished build is roughly half of publishing on Steam. The other half is paperwork, waiting, and a few rules that quietly decide whether your game makes money. Here's the whole path in order.

Step 1. The Steam Direct fee

Steam charges a $100 fee per game. It's recoupable: once the game earns a certain amount in adjusted gross revenue, Valve credits it back. If your game never gets there, the $100 is gone.

Two consequences people underestimate. First, this is per title, not per account. Five games is five fees. Second, it's a real filter: a tool that makes games cheap to produce does not make them cheap to publish.

Step 2. Identity and tax paperwork

Before you can take money, Valve needs to know who you are and how to pay you. That means identity verification, bank details, and a tax interview: a W-9 if you're in the US, a W-8BEN or W-8BEN-E if you're not.

If you're outside the US, this step decides how much withholding comes off your revenue. Whether your country has a tax treaty with the US, and whether you filled the form correctly, can be the difference between keeping most of your earnings and losing a chunk at source. It's worth thirty minutes of care.

Step 3. The waiting periods

This is where launch plans die. Steam enforces waiting periods that you cannot shorten:

Add them up and you should be starting the Steam side weeks before the date you want to launch, not the week of. If you take one thing from this post: create the account and pay the fee early, even if the game isn't finished.

Step 4. The store page

Valve has specific requirements, and a page that's missing pieces won't get approved:

AssetWhy it matters
Capsule images (several sizes)This is your ad everywhere on Steam. It does more for sales than the trailer.
ScreenshotsMust be actual gameplay, not marketing art.
TrailerGameplay in the first five seconds. No long logo intro.
Short and long descriptionThe short one is what people read. Write it last, and write it plainly.
System requirementsHonest ones. Overstating causes refunds.
Content survey / age ratingViolence, language, and so on. Answer accurately.

Step 5. The AI disclosure

Since 2024, Valve requires developers to disclose their use of AI in the content questionnaire: what was generated, and whether it happens pre-baked or live while the game runs. That disclosure is shown on your store page.

Two honest observations. Practically, disclosing is straightforward, and games that disclose get published. Culturally, some players do react to the label, and there is no point pretending otherwise. The games that get a hard time are usually the ones where the AI-generated content is the whole product; the ones that don't are the ones where it's a tool in service of something considered. Answer the questionnaire truthfully. A false answer is a much worse problem than a label.

Step 6. The refund rule that catches small games

Steam grants automatic refunds for purchases under roughly two hours of playtime made within the last two weeks. No reason needed.

Read that again if you're making a short game, because it's the single most expensive fact in this post. A polished 90-minute game is a game a player can finish and then get their money back for, entirely within the rules.

Realistic ways people handle it:

Step 7. Launch, and the part that isn't Valve's fault

Uploading the build is the easy part. The uncomfortable truth is that Steam is a marketplace with more games released every day than anyone can look at, and visibility is mostly earned before launch, not after, largely through wishlists accumulated while the Coming Soon page sat there.

A game that launches with a handful of wishlists usually stays where it launched. That's not a punishment for being small; it's just how the algorithm reads early signal. Which is one more reason to get the store page up early and point everyone you know at it.


The short version

WhatReality
Cost to publish$100 per game, recoupable
Whose accountYours. Never publish under someone else's.
Time before launch to startWeeks, not days
Build reviewBusiness days, every submission
AI contentMust be disclosed, and it's shown publicly
Biggest hidden riskRefunds on games under ~2 hours
Biggest real riskLaunching with no wishlists

None of this is a reason not to publish. It's a reason to start the boring parts early: the fee, the tax form and the Coming Soon page all wait better than you do.

Fliper Studio produces the build and the store files and walks you through this list, but the account, the fee and the review stay yours, on purpose. Here's why that matters.

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