Steamworks @partner.steamgames.com · 15/10/2025(2/2)...and sometimes it leads to outtakes. Like this one. 0191
Steamworks @partner.steamgames.com · 15/10/2025(1/2) Steam hosts Next Fest 3x a year to help devs get feedback (and build wishlists) on games before they even launch. We also promote these and other @steampowered.com events via video content, like this one: 2311
Steamworks @partner.steamgames.com · 25/08/2025When it comes to marketing your game, don't forget to give your players easy ways to evangelize it to others. Example: Opportunities in @steampowered.com Workshop for players to create their own content around your game: partner.steamgames.com/doc/features... Vaguely-related GIF: 1221
Steamworks @partner.steamgames.com · 14/08/2025Participating in @steampowered.com Next Fest is a big part of many dev's launch plans. Why? How should you approach it? Where can you find this cat's jaunty hat? Watch our latest developer Q&A for all the answers (except that last one; ask Biscuit) youtu.be/ohmeO7uge-s 0101
Steamworks @partner.steamgames.com · 04/08/2025(2/2) Instead, think of wishlists as a thermometer. Use it to learn what kind of audience engagement works (or doesn't) in driving it. Thanks, Biscuit. You can go now. Oh s%$t, he's clawing my couch... 180
Steamworks @partner.steamgames.com · 04/08/2025(1/2) Biscuit's back with a friendly* tip on how to look at wishlists for your game on @steampowered.com . Yes, they can indicate potential success; but there is NOT a magical number to hit for it (or for featuring). *as 'friendly' as you can be as a snarky cat. 1182
Steamworks @partner.steamgames.com · 13/06/2025We get asked some version of this question a lot: "what is the most popular genre on @steampowered.com right now, so that I can make a game that fits?" Steam is a global platform with players who love ALL kinds of genres, so our advice is: don't follow trends, just make a great game. 1256
Steamworks @partner.steamgames.com · 06/06/2025NOTHING. WE DON'T SELL ADVERTISING, WE DON'T ACCEPT PAYMENT FOR FEATURING...Ugh, sorry for the all-caps. It's just that Biscuit is -- oh god here he goes again-- 1111
Steamworks @partner.steamgames.com · 06/06/2025Remember Biscuit, the cat trying to launch his first game on @steampowered.com ? He's read through our marketing documentation and has one final question: 1160
Steamworks @partner.steamgames.com · 02/06/2025(3/3) Plus (and maybe more importantly) we very much advise marketing OFF of Steam too. Here are some tips we've heard the most from developers: 0110
Steamworks @partner.steamgames.com · 02/06/2025(1/3) We get the feeling this is the kind of answer folks think they'll get when they ask "How do I market my game on @steampowered.com ?" 2131
Steamworks @partner.steamgames.com · 15/05/20251/3: Did you know... 28% of the top releases on @steampowered.com in 2024 launched into (or transitioned out of) Early Access? Ross is asking the important question here, which is... why would you consider launching in Early Access? 🧵 260
Steamworks @partner.steamgames.com · 12/05/2025Hello! With the Legion Go S – Powered by SteamOS shipping soon, we are expanding Deck Verified and introducing SteamOS Compatibility ratings. These new ratings will roll out over the next few weeks. Learn more here: store.steampowered.com/news/group/4... 04611
Steamworks @partner.steamgames.com · 12/05/20252/2: Demos are a re-usable marketing investment on AND off Steam: Gather feedback on the game, AND look at how your audience talks about it. (Have you given them the right words to evangelize it to others? Apply what you learn beyond the launch of your game.) Looking good, Biscuit. 040
Steamworks @partner.steamgames.com · 12/05/2025Biscuit is back with a lil' tidbit on the importance of having a good demo: 1/2: A playable demo is one of the easiest ways to solicit early feedback of your game (on AND off @steampowered.com ). You can set a demo up on your store page ANY time (yes, well before launch) 150
Steamworks @partner.steamgames.com · 07/05/2025Unfortunately, he's received some bad advice and thinks that in order to be successful on Steam, he needs to do what's popular, or follow a specific formula. 180
Steamworks @partner.steamgames.com · 07/05/2025This is Biscuit. He wants to make a game and ship it on @steampowered.com Hi Biscuit! 🧵 1100
Steamworks @partner.steamgames.com · 01/05/2025Pop Quiz, hot shot: You're a developer making a game to release on @steampowered.com When do you start marketing it? 1- Not until launch 2- Not until Steam tells me to 3- Right now if not sooner 4- Only if Dennis Hopper is asking me to 150
Steamworks @partner.steamgames.com · 29/04/2025Tip 3/3: Select ACCURATE TAGS for your game. Did you make a game about an annoying but cute cat? Great, maybe tag it with "Funny/Story-Rich" etc, and not "Hack n Slash" (unless your game takes... an unexpected turn?) (🙀Biscuit (real cat; fake game) will join us to share more tips in the future.🙀) 050
Steamworks @partner.steamgames.com · 29/04/2025Tip 2/3: Screenshots/trailer should be a CLEAR: Don't use your trailer to win an Oscar; use it to show gameplay. Players who are considering wishlisting or buying your game should be able to get a feel for your game just by watching a SHORT trailer and seeing screenshots. 140
Steamworks @partner.steamgames.com · 29/04/2025Tip 1/3: Make your short game description... short. Anyone curious about your game shouldn't need to parse through a novel to understand what the game is about (but feel free to use other parts of your store page to do that if you like) 150
Steamworks @partner.steamgames.com · 29/04/2025Launching on @steampowered.com ? The way you set up your Store Page builds a foundation for how your future audience finds your game. 🧵 2174
Steamworks @partner.steamgames.com · 24/04/2025Tip 2/3: Use the new dashboard we built last year to more easily track your checklists (for launch and beyond) and upcoming promotional and sale opportunities. 130