Are AI-Flagged Steam Pages Lazier? 1,592 Pages Compared
We compared 465 AI-flagged and 1,127 unflagged unreleased Steam pages on ten countable measures. None shows the flagged pages behind.
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.
We compared 465 AI-flagged and 1,127 unflagged unreleased Steam pages on ten countable measures. None shows the flagged pages behind.
We counted 465 AI disclosures on unreleased Steam pages: how long they run, what they mention, and what Valve’s form asks. Plus a template to adapt.
Seven ways to get your Steam page reviewed, from a free course to a $0.99 auditor to a consultant, and what each can and can’t see. Checked Oct 2026.
DLC revenue tracks base-game success: a median $80 for sub-$10K games, over $1M for $1M+ games. Real attach rates, when to build DLC, and the Steam mechanics.
For indie Steam games the number that matters is cost per wishlist. Well-run paid social runs $1 to $2; above $3, stop and fix the creative or targeting.
Follower counts are public, wishlist counts are private. Multiply a Steam game’s followers by about 10 to estimate its wishlists, with a real 7x-15x range.
Steam UTM Analytics ties each tagged link to the visits and wishlists it produced, but only counts logged-in web visitors. How to set it up and read it.
The Steam Direct fee is $100 per app, paid at signup, not refundable, and recoupable in the payment after the app reaches $1,000 in adjusted gross revenue.
Team Cherry never published a budget. The known Hollow Knight numbers: A$57,138 on Kickstarter, Indie Fund backing, a team of three, about 15M copies.
A Steam game with no sales has a traffic, conversion, or product problem. The Steamworks numbers to check, the benchmarks (2% CTR, 8% wishlist rate), and each fix.
In 12,327 souls-like reviews, controls are 14% of complaints from reviewers under 2 hours played and 5% past 10 hours. Three genre studies, side by side.
Next Fest wishlist rates fall back near baseline within about a week. The 30-day follow-through: demo decision, launch window, updates, 10.5% week-one sales.
9,566 Steam reviews of 47 indie psychological horror games, plus 10 flawed-hit post-mortems: short is forgiven, but short and pricey or nothing to do is not.
The Steam Winter Sale 2026 runs December 17 to January 4, 2027, 18 days. Steam blocks discounts for 30 days after a release or price rise: mark November 17.
1,041 cozy games hit Steam by Sep 27, 2026, up 143% on the same weeks of 2025. 11% of cozy games reached 1,000 reviews. The odds by price and sub-niche.
Shop Keeper releases are up 634% in 2026, Idler 150%, Cozy 143%. We counted 23 Steam niches game by game: which are filling fastest and where the odds are.
Steam Playtest is free and needs only capsule assets to pass review. The setup flow in Steamworks, invite waves vs open signup, surveys, and rules on tester asks.
We read 4,490 Steam reviews of 12 recent indie action RPGs and 10 flawed-hit post-mortems. Grind, difficulty and build variety lead the complaint list.
Design 30-90 minutes of demo content, but expect a median playtime near 14 minutes. Playtime benchmarks by revenue tier and genre, with sources.
12,327 Steam reviews of 30 recent souls-likes, ranked: clunky combat leads (261 reviewers, 26 games), then shallow combat, boss-fight cameras and hitboxes.
Both are free to run with no account. One reads four parts of your live page, the other scores capsule art you have not uploaded yet. Checked 14 Sep 2026.
SteamDB has exact player counts and no sales estimate of its own. Gamalytic says 77% of its estimates land within 30% of real sales. Which tool to trust in 2026.
I pulled live tag clouds from 764 Steam store pages on September 14, 2026: 78.4% sit at the 20-tag cap, but 61.9% spend a top-five slot on their own genre.
Median lifetime wishlist deletion rate is 7.75%, average 9.8%. What causes one-day drops - sale cleanups, launch purchases, the 2019 purge - and when to worry.
Valve paused scheduling Daily, Midweek and Weekend Deals on Sep 29, 2026 and plans to end the curated calendar in early 2027. What changes and what still works.
In 220 full analyzer reports written Feb 10 to Sep 14, 2026, only 50 first screenshots (22.7%) drew no reservation at all. Here is what those 50 had in common.
First edition: 405 benchmarked pages, 220 first-screenshot reports, 764 live tag clouds and 286 pre-launch pages, every figure with its capture date.
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 19,008 Steam games counted for 2025 had 10 or fewer reviews by mid-December; the median game grosses about $1,100 to $3,500 lifetime.
Steam Next Fest February 2027 runs Feb 22 to Mar 1. Registration closes January 10, the demo build is due January 18, and all items by February 1.
Steam’s Halloween sale is Steam Scream Fest. The 2026 edition ran October 26 to November 2 and is over. Next is the Winter Sale, December 17. Rules inside.
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 ran October 1-8 and lasted 7 days. The next seasonal sale is the Winter Sale, December 17 to January 4. Dates, rules and cooldowns.
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 2.5-4.5x its week-one revenue in year one, so launch week is roughly 22-41% 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 130,000 games have been released on Steam (SteamDB, June 2026). 2025 added 20,282 on Zukowski’s tally, about 55 a day. Year-by-year data since 2015.
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 tools rechecked on 2 November 2026. Four grade a page or capsule. What each one is free to do, what it scores, and what it costs.
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.
Steam Next Fest October 2026 ran Oct 19-26. Every Steamworks deadline for the record, and the next edition: Feb 22 to Mar 1, 2027, registration closes Jan 10.
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 (x20-40) 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.
Commercial indie games we could document took about 1 to 7 years: Hollow Knight about 2.3 from Kickstarter, Stardew Valley 4.5. No measured average; plan by scope.
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.
Next: Feb 22-Mar 1, 2027, registration closes Jan 10, then Jun 14-21. All 2026 windows and every registration, demo and Press Preview deadline, per 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.
A typical indie game costs $30K-$60K counting your own time at living costs. Budget ranges for 11 genres and 5 team sizes, with what each line buys.
A typical 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.
Half of all Steam games sell under 1,000 copies; with 100+ reviews, typically 3,000-10,000. Percentile bands, and what counts as a success.
One Steam review equals roughly 20-60 sales. How the Boxleiter number works, which multiplier fits your genre, and when the estimate breaks down.
The median Steam game grosses about $1,100 to $3,500 lifetime, and 68% stay under $10K. The power-law split, and worked examples from real review counts.
Getting an App ID for your game means the $100 Steam Direct fee plus paperwork Valve says takes 15 to 30 days. Just looking one up? Use the free 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 on Steam in 2026: Steamworks setup, the $100 app fee, store page creation, build uploads, and the review process.
We estimate the median Steam game sells about 200-400 copies. It grosses about $1,100 to $3,500, and 10-20% recoup costs. Full 2026 distribution, by genre.
How to run a Steam Community Hub: writing announcements that drive traffic, formatting patch notes, and a 20-minute daily check on discussions.
Steam CTR benchmarks for indie games: 2% is poor, 7%+ is excellent. Where to find your CTR in Steamworks and how to improve it by genre.
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 store page visibility and sales; the Deck audience can be 10-20% of sales. Badges, testing, and input.
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. Optimal discount percentages, timing around sales, what Valve says about visibility, and common pricing mistakes.
Steam Early Access strategy: about 25-35% of EA games never reach 1.0. When EA makes sense, pricing approaches, review management, and the 1.0 launch bump.
The February 2026 Next Fest median was 806 wishlists on a developer survey, and nearer 200 across all 3,500+ demos. How to grade your own fest result.
Exact pixel dimensions for every Steam store page asset, from the 462x174 small capsule to the 3840x1240 library hero, checked against Steamworks.
Steam Playtest and Demo compared for indie developers: setup, wishlist impact, Next Fest eligibility, conversion data, and which to use when.
Yes, Steam has regional pricing: Valve suggests a price in 37 currencies and 4 region groups. Defaults can cut a $14.99 game’s revenue to $10-12 a sale.
Steam revenue by genre: the gap between the top and bottom genres runs 25x to 40x. Median and top-10% earnings for roguelikes, survival, RPGs, and more.
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 on a game’s first $10M, 25% up to $50M, 20% above. After regional pricing and refunds, about 48% of list reaches you, before VAT.
Steam runs four seasonal sales a year. Next: Winter Sale December 17 to January 4, then Next Fest February 22 to March 1, 2027, and Spring Sale March 18 to 25.
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.
The Steam Summer Sale 2026 developer guide: discount tiers from 20% to 65% by sale count, the 30-day post-launch cooldown, and store page prep steps.
Steam gives each product five Update Visibility Rounds. Each runs up to 30 days or 1M homepage impressions, whichever comes first. How to spend them.
Honest comparison of Steam and Epic Games Store for indie developers. Revenue share, audience size, discoverability, tools, and which platform deserves your focus.
Steam takes 30%, GOG starts at 70/30 and sets rates case by case, itch.io takes what you set. See what reaches you on a $20 sale, plus Epic, Humble and Microsoft.
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.
Valve recommends up to 20 tags and 78.4% of 764 live pages already sit at that cap. What the measured top tags are, and how to order your first five.
The median paid Steam game earns about $1,100 to $3,500 lifetime and about 4% pass $1M. Percentiles from named datasets, revenue by genre, and the method.
How to set up a Steam Coming Soon page for maximum wishlists: the 6-12 month sweet spot, required assets, description strategy, and 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.
How to price an indie game on Steam: why $9.99 is the most common indie price point, regional pricing, launch discounts, and pricing psychology.
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.
What percentage of Steam wishlists convert to sales? The week-one median is 10.5%, per GameDiscoverCo’s study of about 420 games; the 25th percentile is 4.8%.
Players decide in about half a second. Five capsule rules that survive thumbnail scale, with seven examples and what our 373-page audit found.
Steam’s short description caps at 300 plain-text characters and the median page spends 232. Formulas, templates and formatting rules for both fields.
Steam Next Fest 2026 checklist by week: what to do 4 weeks before, during the fest, and after it to turn demo players into wishlists.
Valve says purchases, playtime, tags and languages drive visibility, and that traffic, conversion and wishlists do not. What it states vs what devs infer.
Steam page optimization ranked by what 405 analyzed store pages actually get flagged for, Feb to Jul 2026, plus the free tool that checks each fix.
How to manage Steam reviews: the 70%, 80% and 95% label thresholds that move buyers, responding to negative reviews, and recovering from a Mixed rating.
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