Steam Comps: How to Pick Comparable Games for Your Pitch
Valid comps: released within 3 years, same subgenre and price band, a team your size. A worked example turns Steam review counts into revenue a publisher will believe.
Field guides, benchmarks, and teardown research for indie developers, from capsule click-through rates to launch-week algorithms.
New here? Start with the complete Steam store page optimization guide for indie games.
Valid comps: released within 3 years, same subgenre and price band, a team your size. A worked example turns Steam review counts into revenue a publisher will believe.
What each Steamworks traffic category means, plus real store page traffic splits from dev postmortems: 63% discovery queue in 2018 fell to 8% by 2021.
Genre moves Steam visit-to-wishlist conversion from roughly 5% (retro arcade) to 15-20% (factory sims) around an 8-12% median. 2026 benchmarks, with caveats.
I checked 286 unreleased Steam pages on August 18, 2026: 38.5% list a playable demo, 45.8% show no release timing, and 9.4% have no trailer at all.
One r/gaming post earned 11,000 wishlists in 24 hours. A subreddit map with self-promo rules, the formats that convert, and what gets dev accounts banned.
A $14.99 game needs 10 copies to clear the $100 Steam Direct fee, about 2,860 to clear a $30,000 dev cost, and about 4,770 to pay a $50,000 salary.
Nearly half of 2025’s 20,282 Steam releases never reached 10 reviews, and the median game grosses about $1,000 lifetime. A sourced portrait of the typical release.
Steam Next Fest February 2027 runs Feb 22 to Mar 1. Registration closes January 10, the demo build is due January 25, and all items by February 8.
Steam Scream V Fest runs October 26 to November 2, 2026, confirmed by Valve. Eligibility rules, the 30-day discount cooldown trap, and a prep checklist.
72% of journalists rank asset access as the top factor in a pitch. What an indie game press kit needs in 2026, where to host it free, and what to cut.
The median Steam About This Game field is 4,476 characters of HTML but only 268 words of readable copy. Length, headers, bullets and media benchmarks from 373 live pages.
The 13 Steam store page mistakes that damage conversion, how often each one appears across 373 analyzed pages, and which single mistake actually predicts a low score.
Our analyzer gave Balatro’s Steam page 77 and its description just 66. What the rubric penalised, where we think it is wrong, and what is worth copying.
Gamalytic starts at $25/month and grades itself 77% accurate within 30%. Four alternatives compared on price, coverage, and exactly what you give up by switching.
Matched against released pages of the same era and obscurity, 208 Coming Soon pages score the same on every rubric column. What they lack is trailers and screenshots.
Raw Fury signs under 1% of 1,500+ yearly pitches. The 10-slide deck that gets meetings, honest comps, recoup math on a $300K advance, contract red flags.
We found three defects in our own Steam page rubric: a tag list padded with Steam features, a description floor reading the wrong markup, and a 10-image vision cap.
Multiply all-time peak CCU by 11.4x for week-one Steam sales (14.1x without pre-orders, 7.8x with). Where the multipliers come from and how wrong to expect them to be.
We ran the free 30x reviews multiplier against SteamSpy’s owner bands on five games. It landed inside all five. Here is why that proves less than it looks.
The Steam Autumn Sale 2026 runs October 1-8, not late November. Official Steamworks dates, opt-in rules, the 30-day cooldown, and a prep checklist.
We scored 373 real Steam store pages between February and July 2026. Median score 67 out of 100, and 298 of them were flagged for a weak opening line.
Cold emails to streamers get near-zero replies; opt-in platforms hit 73% coverage. The 2026 outreach playbook: finding fit, three channels, and a template.
We tested six predictors of store page quality against 373 analyzed Steam pages. Metacritic score, publishers, release dates, platforms and genre all came back empty.
Gamalytic grades itself 77% accurate within 30% and starts at $25/month; VG Insights now redirects to Sensor Tower with no public price.
I tallied 98 Steam top-seller capsules on July 2, 2026: only 20 show a readable face, 44 use dark backgrounds, and 18 fail the 120px legibility test.
The 25 lowest-scoring pages in our 373-page sample, anonymized. Median description subscore 35 against 65 for everyone else, and 2.1 critical issues each.
The six numbers that tell you if your Steam marketing works: CTR, visit-to-wishlist rate, cost per wishlist ($1-2, stop at $3), velocity, and UTM setup.
Our analyzer scored Stardew Valley’s page 80. Its short description never names the genre, 16 screenshots share one trailer, and one tag warning is wrong.
Only 20-21% of Steam Early Access graduates earn more at 1.0 than at EA launch. What visibility 1.0 grants, how reviews carry over, and raise-or-hold pricing.
Sub-$5 Steam games score 10.5 points lower on our page rubric than $5-plus games. Above roughly $15, price stops predicting anything at all. Both halves matter.
Palworld ran 29 screenshots and 9 trailers in March 2026 and 17 and 3 by July. What the extra media bought, and why six screenshots beat it on overall score.
The median Steam game earns 2.6-4.5x its week-one revenue in year one, so launch week is roughly 22-38% of the total. The data, and how to forecast yours.
vginsights.com now redirects to Sensor Tower and the published price is gone. Four alternatives compared on cost, coverage and what you lose by switching.
A concrete $1,000 indie game marketing plan: $400 capsule art, $200 wishlist ad test, $250 festival fees, $150 key tooling. Plus what not to buy at this budget.
Steam’s docs ban in-app review prompts and paid reviews. Expect roughly 1 review per 30 sales; here is every allowed way to raise that rate and why it matters.
88 of 373 analyzed Steam pages have a capsule that never says what the game is. They score 10.5 points lower, and the gap survives every control we ran.
Team Cherry’s two Steam pages scored 83 and 85 in our analyzer, but Silksong’s capsule hit 95 against Hollow Knight’s 85. The gap is almost entirely contrast.
Valve has excluded off-topic review bombs from Steam scores since March 2019. What counts as off-topic, what happened to Helldivers 2, and the recovery math.
SteamSpy still runs and its free API still answers, but its playtime fields return zero. Seven alternatives compared on price, data coverage and API access.
Games with a demo live months before Next Fest earned about 2.5x the median wishlists of fest-week demos. When Steam demos help sales and when they backfire.
Our analyzer scored the Hades store page 87, the highest of 373 pages. The capsule warning it raised, where we disagree, and what to copy at any budget.
Deluxe editions anchor your base price, $9 endings lifted demand in every field test, and sub-$5 pricing reads as low effort. Behavioral pricing for Steam.
More than 19,000 games released on Steam in 2025 (Zukowski tally: 20,282), about 55 a day. Year-by-year counts and why trackers disagree.
Steam’s short description caps at 300 plain-text characters and renders in at least three places. The exact rules, 10 real examples graded, and fill-in templates.
A 12-week Steam launch plan built backward from release day: page freeze at week 4, Next Fest timing, two creator key waves, and wishlist checkpoints.
Seven Steam page analysis tools compared: free AI page grades, Steamworks UTM analytics, SteamDB, VG Insights, Gamalytic, SteamSpy, with 2026 prices.
Documented budgets run from $5K indie releases to $700M for Call of Duty. Disclosed vs estimated figures for indie, AA, and AAA games in 2026.
Treat 7,000 wishlists as the launch floor; Zukowski’s 2026 tiers run 5,000 to 90,000. What each tier earned in week one, and how to check yours.
Ten real Steam pages torn down one element at a time: Balatro’s 3-word hook, Cult of the Lamb’s capsule, Stardew’s 12 languages. What to copy from each.
Press Release App at 9-10am Pacific, set the 10-15% launch discount before release, and send Curator Connect copies a week early. The full hour-by-hour runbook.
Registration closed Aug 31. The chain that is left: demo build due Sep 14, all items Sep 28, Press Preview Oct 8, fest Oct 19-26, per Steamworks.
Overwhelmingly Positive needs 95% across 500+ reviews; Very Positive 80% across 50. All nine Steam rating labels with the exact cutoffs.
Documented indie game budgets: Undertale’s $51,124 Kickstarter, Hollow Knight’s A$57K, Vampire Survivors’ £1,100, plus Gothic 1 Remake and Mixtape (2026).
Most indie game developers earn under $20,000 a year from their games. 2026 income data: solo devs vs studio founders vs salaried roles, and the take-home math.
Steam’s discount cooldown is 30 days in 2026, with seasonal sales exempt. Verified caps (10-95%), no-discount windows, and what the algorithm rewards.
Ukraine is the cheapest Steam region in 2026, with games near 25-45% of US prices. Verified country-by-country data and what low regions do to revenue.
SteamDB publishes no sales. Turn its review counts (x30-40) or peak CCU (x8-14) into a units range, and see where owner estimations come from.
The Steam review to sales multiplier in 2026 is about 30x for recent releases, a 20-40x working range. Lookup tables by genre, game age and price tier.
Real indie game dev timelines by scope - from 3-day jam games to 7-year projects like Animal Well - plus when to launch your Steam page on that timeline.
How to get Steam wishlists before launch: real numbers on Next Fest, demos, Reddit, streamers, and paid ads, with benchmarks for what actually works.
What indies actually spend, from $0 to $50K, and the split that works: capsule art first, then a wishlist ad test at $1-2 per wishlist.
What indie game publishers actually take and provide: real revenue share data, recoup clauses, contract red flags, and the per-copy math vs going solo.
Steam achievements and trading cards: what the data says about sales, the confidence metric that gates new games, card economics, and design tips.
How Steam bundle strategy works for indie devs: Complete-the-Set mechanics, soundtrack bundles, cross-dev partners, and real attach-rate data.
Feb 23-Mar 2, Jun 15-22 and Oct 19-26 in 2026, then Feb 22-Mar 1 in 2027. Every registration, demo and Press Preview deadline, read off Steamworks.
Steam has no built-in A/B testing. Learn how indie devs test capsules with paid ads, UTM links, and before/after traffic data - and which metrics to trust.
Which languages to translate your Steam store page into, ranked by ROI. Real wishlist data, Steam language share stats, and Steamworks setup steps.
What Steam’s Popular Upcoming list is, the wishlist counts that get games on it, how the June 2026 store refresh changed it, and how to time your launch.
Median indie game costs $30K-$60K including opportunity cost. Budget ranges for 11 genres and 5 team sizes, with what each line buys.
The median indie game loses 10-15% of Steam sales to refunds. Requests under 2 hours’ playtime are approved automatically. Genre data for 2026.
Median Steam pages convert 8-12% of visitors to wishlists and 2-5% to purchases. Benchmarks by genre and traffic source, and what moves them.
Data on average Steam game sales: median copies sold, revenue distribution, and what to realistically expect as an indie developer. Includes featured snippet answer.
One Steam review equals roughly 20-60 sales. How the Boxleiter number works, which multiplier fits your genre, and when the estimate breaks down.
Most Steam games earn under $10K lifetime. Median revenue, the power-law split, and worked examples from real review counts. Updated 2026.
Getting an App ID for a game you are making means the $100 Steam Direct fee, tax paperwork and about 30 days. Just looking one up? Use the finder.
The full sequence: capsule, screenshots, description, wishlists, Next Fest, launch week, pricing. Why $14.99-$24.99 beats $9.99, plus three free Steam tools.
Step-by-step guide to publishing your game on Steam in 2026. Covers the Steamworks partner setup, $100 app credit, store page creation, build uploads, pricing, review process, and common pitfalls.
The median indie game sells 500-2,000 copies, about half earn under $5K and 10-20% recoup dev cost. Full 2026 distribution and method.
How to use your Steam Community Hub effectively: writing announcements that drive traffic, formatting patch notes, managing discussions, and building a community that sells your game for you.
Data-backed Steam CTR benchmarks for indie games. Learn what a good click-through rate is (2% = poor, 7%+ = excellent), where to find your CTR in Steamworks, how to improve it by genre, and the direct link between CTR and sales.
Steam has 100,000+ curators but only a few hundred per genre matter. How to find the right ones, pitch via Curator Connect, and measure the sales impact.
How the Steam Deck Verified program affects your store page visibility and sales. Covers Deck compatibility badges, testing requirements, input considerations, and store page optimization for handheld players.
How to build a Steam demo that converts: length, content selection, wishlist prompts, analytics, and the most common mistakes to avoid.
Data-driven guide to Steam discounting. Learn optimal discount percentages, timing around sales, the algorithm’s response to discounts, and common pricing mistakes.
Complete guide to Steam Early Access strategy for indie developers. Covers when EA makes sense, pricing approaches, optimal timeline, communication expectations, review management, the 1.0 launch bump, and genre-specific considerations.
Aggregated data and case studies from Steam Next Fest participants. See real numbers for wishlist gains, demo downloads, and how Next Fest performance translates to launch sales.
Complete reference for every Steam store page asset. Exact pixel dimensions for all capsule images, screenshot specs, trailer requirements, library assets, and a downloadable checklist.
Detailed comparison of Steam Playtest and Demo features for indie developers. Covers technical setup, wishlisting impact, Next Fest eligibility, conversion data, and when to use each approach.
How Steam regional pricing works and what Valve recommends for 40+ currencies. Taking the defaults can cut effective revenue to $10-12 a sale.
Revenue benchmarks for every major Steam genre. See median and top-10% earnings for roguelikes, survival, city builders, RPGs, and more. Data-driven guide for indie developers.
SteamSpy’s playtime returns zero, VG Insights no longer publishes a price, Gamalytic starts at $25/mo. Accuracy and cost, tested side by side.
Steam takes 30% of gross, falling to 25% above $10M and 20% above $50M per game. After VAT and refunds your real take-home is nearer 60%.
Steam Summer Sale 2026 is expected June 25-July 9. Full-year schedule of every sale, Next Fest, and registration deadline, plus discount planning tips.
How Steam’s internal search ranking works and how to optimize for it. Covers tag strategy, keywords, review scores, and the ranking factors that matter most.
Everything indie developers need to know about the Steam Summer Sale 2026: expected dates, registration deadlines, optimal discount percentages, store page preparation, and strategies for maximizing revenue during Steam’s biggest event.
Complete guide to Steam’s Update Visibility Rounds system: how they work, how to earn them, what makes a qualifying update, timing strategies, and real examples of post-launch updates that rebooted revenue.
Honest comparison of Steam and Epic Games Store for indie developers. Revenue share, audience size, discoverability, tools, and which platform deserves your focus.
Honest comparison of Steam, GOG, and itch.io for indie developers. Revenue share, audience size, discoverability, DRM policies, curation, and when each platform makes sense.
When should you launch your Steam game? Analysis of the best and worst months, how to avoid AAA conflicts, and why Tuesday releases outperform other days.
The 20 most popular Steam tags in 2026, ranked, plus the 15-tag strategy top indie games use to win discovery queues, search, and More Like This.
The median indie game on Steam earns $5,000-$15,000 lifetime and the top 5% pass $1M. Full distribution by genre, with the method behind it.
How to set up and optimize your Steam Coming Soon page for maximum wishlist accumulation. Covers timing, required assets, description strategy, and building pre-launch momentum.
Deep dive into Steam’s Discovery Queue algorithm. Learn how games get selected, what affects your position, and how to optimize for maximum impressions and clicks.
Data-backed guide to pricing your indie game on Steam. Covers price points by genre, regional pricing, launch discounts, and the psychology behind pricing that maximizes revenue.
Complete guide to Steam screenshots: required dimensions, optimal number, ordering strategy, and real examples of screenshot carousels that drive wishlists.
Complete checklist for launching your Steam store page. Covers Coming Soon setup, capsule images, descriptions, screenshots, tags, trailer, and system requirements.
How to create a Steam game trailer that drives wishlists. Covers ideal length, structure, what to show first, common mistakes, and budget-friendly production tips.
Wishlist-to-sale benchmarks: the median Steam wishlist buys at about 12% on launch day and 10.5% in week one, per a GameDiscoverCo study of 420 games.
Players decide in about half a second. Five capsule rules that survive thumbnail scale, with seven examples and what our 373-page audit found.
Proven formulas for writing Steam short descriptions and long descriptions that drive wishlists. Includes fill-in templates, formatting tips, and copy frameworks used by top-selling indie games.
Top Steam Next Fest 2026 tips and complete timeline checklist: what to do 4 weeks before, during the fest, and the critical post-fest follow-up to convert demo players to wishlists.
Steam boosts games above 4% CTR and buries those under 2%. How the Discovery Queue, search ranking, and review thresholds decide your visibility.
Steam page optimization ranked by impact: capsule first, then short description, screenshots, trailer, tags, reviews, pricing. Medians and a fix order.
Practical guide to managing Steam reviews: the rating thresholds that affect visibility (70%, 80%, 95%), how to respond to negative reviews, and recovering from a Mixed rating.
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