Entry № 109Press Kit

Indie Game Press Kits: What Journalists Actually Open

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.

11 min readBy Steam Page Analyzer Team

A working indie game press kit in 2026 is one public web page with a fact sheet, a trailer that can be downloaded directly, 8-15 screenshots, a few GIFs, key art, a logo pack, and a one-click “download everything” zip. In the 2024 Big Games Machine journalist survey of 150+ working games journalists, 72% ranked access to a relevant trailer, media kit, and game assets as the most important factor in a pitch — ahead of the writing itself.

The rest of this guide covers what goes in the kit, where the presskit() standard stands in 2026 (short version: alive, still labeled beta, and you probably want a static or hosted alternative), and the mistakes that get your email deleted in four seconds. It ends with an honest answer to whether press outreach is still worth your time compared to streamers.

What goes in an indie game press kit

The format has been stable for over a decade because the job has not changed: a journalist or creator with 15 minutes and a deadline needs to write about your game without emailing you follow-up questions. Every item below exists to remove one follow-up question.

ItemWhat it containsWhy it matters
Fact sheetDeveloper, location, release date, platforms, price, Steam linkThe five facts every article opens with
DescriptionOne paragraph plus a short history of the projectGets paraphrased directly into coverage
Features list4-6 bullets, concrete, no adjectivesFills the middle of a preview article
TrailerEmbedded AND direct-download (MP4)Video producers need the source file
Screenshots8-15, full resolution, no watermarks“Nothing gets published without them”
GIFs3-6 short gameplay loopsSocial posts and article headers
Key art and logo packKey art, logo on transparent background, iconThumbnails, headers, event listings
Contact + key requestA real email and a path to a review keyThe whole point of the exercise
Download-all zipEverything above in one archiveJournalists on deadline grab this first

Two of those rows do most of the work. Survey respondents were blunt about images: “Always include images. Nothing gets published without them.” And the direct-download trailer matters because a YouTube embed is useless to someone cutting a preview video — they need the file.

Your fact sheet numbers should match your store page exactly. If the press kit says $14.99 and the Steam page says $12.99, the article will be wrong and it will be your fault. Same rule as your store page asset requirements: one source of truth, kept current.

The presskit() standard for games in 2026

In 2012 Rami Ismail of Vlambeer built presskit(), a free tool that generates a standardized press page from XML files. It worked, everyone adopted the layout, and the structure above is essentially the presskit() template. When a journalist lands on your press page, they expect this shape because thousands of developers have used it for over a decade.

The hosting situation is where it shows its age. I checked dopresskit.com and the GitHub repo in July 2026, and the state of things is:

  • The official presskit() is a PHP application (the repo is almost entirely PHP) that you install by uploading files over FTP to your own PHP-capable web host. That was normal in 2012. In 2026 it means paying for and maintaining a PHP server for a page you update four times a year.
  • The site still carries its original beta disclaimer: “all functionality is in there, but not everything has been tested” and “it might suddenly stop working.” That text has been there for years. Development is not active.
  • The community answer is static reimplementations. presskit.html by Pixelnest rebuilds presskit() as a static site generator, so the output is plain HTML you can host anywhere free — GitHub Pages, Netlify, your existing site. There is also dopresskit-static, a drag-and-drop static variant.
  • The hosted answer is Press Kitty on impress.games, a free press kit builder from IMPRESS (built by developer Ashley Gwinnell) that hosts the kit for you at a unique URL. I verified in July 2026 that it operates and hosts live kits for current games.
Note

The presskit() format is the standard and worth copying exactly. The presskit() software is legacy. Nobody covering your game cares which generator built the page.

Where to host it: four options compared

OptionCostEffortTrade-off
/press page on your own siteFree (site exists)LowFull control; you build the layout once
presskit() original (PHP)~$5-10/mo hostingMediumStandard layout; aging software, PHP server to maintain
presskit.html / staticFree (GitHub Pages, Netlify)MediumStandard layout, no server; requires a terminal
Press Kitty (impress.games)FreeLowestHosted for you; kit lives on a third-party domain

My recommendation for most solo devs: Press Kitty if you want it done in an hour, a /press page on your own domain if you want the inbound links and control. The PHP original only makes sense if you already run a PHP host for other reasons.

Whatever you pick, the URL goes in your email signature, your Steam page’s website field, your itch page, and your event submissions. A press kit nobody can find from your store page is a filing cabinet in a locked basement.

What journalists say they open

The Big Games Machine survey is the best public data on the receiving end of your pitch. The top-ranked factors:

What journalists rank as most important in a pitch
Access to trailer, media kit, and assets72%
Concise email that gets to the point68%
Clear embargo and release dates49%
Source: Big Games Machine 2024 Game Journalist Survey, 150+ games journalists

Read that chart against the volume they deal with: 62% of respondents receive 11-50 pitches per day, 12% receive over 50, and one respondent reported more than 250 daily. At 50 pitches a day, that is roughly 18,250 a year. Your email is not competing for attention against silence. It is competing against forty other emails that arrived the same morning.

The practical conversions from that data:

  • Put the press kit link and a direct Steam link in the first three lines of the email. The 72% who want asset access should not have to scroll.
  • Include the review key in the first email. The survey report’s own recommendation is to just put the key in the initial pitch — a “reply if you want a key” step is a day of latency and a chance to be forgotten.
  • Lead time is longer than most devs think: 67% of journalists want review copies three or more weeks before release, and 25% want four or more. If your launch is in two weeks and you have not pitched, you are pitching for post-launch coverage now.
  • State the embargo and release date plainly, even if the answer is “no embargo, cover whenever.”

The assets that actually get used

GIFs earn their place in the kit because they travel. An editor deciding between two indie previews will pick the one with a gameplay loop they can drop into the article header and the social post. Keep them under 15MB, 5-10 seconds, and make the first frame readable.

Screenshots should be the same caliber you hold your store page to — our screenshot guide applies verbatim, and you can run them through the free screenshot checker before they go in the kit. Full native resolution, no UI cropping surprises, no build watermarks. Watermarked assets are a common reason coverage quietly dies: the outlet cannot use the image, and nobody emails you to ask for a clean one.

Key art deserves separate files at multiple crops. Outlets, festivals, and award submissions will variously ask for 16:9 hero art, square icons, and vertical formats. This is the same discipline as your Steam capsule sizes: if you only have one crop, someone else will crop it badly for you.

For the trailer, host the MP4 for direct download alongside the YouTube embed. The trailer best practices that make shoppers click also make editors clip: gameplay in the first five seconds, no logo intro.

Distribution: a press kit nobody sees is decoration

The kit is infrastructure. Coverage comes from putting it in front of the right people, and “right” is narrower than most first-time devs assume.

Build a list of 20-40 journalists and creators who covered a game like yours in the last six months. Search your closest comparable games on Google News and YouTube, note the bylines and channels, find their contact preferences. A targeted list of 30 beats a scraped list of 500, because the scraped list is mostly people whose audience does not play your genre.

For creators, the same press kit does double duty, and the expectations are documented. When GameDiscoverCo asked YouTuber Blitz (4M subscribers) how devs should reach out, his list was: images, trailer link, and Steam page in the email; the key actually attached if you say it is; status and embargo dates stated; at least a week of lead time; email only, never social media DMs; and at most one follow-up. His framing of the job is worth keeping in mind: “it’s our job to first entertain our viewers, second to pay our bills, and third to promote your game.” Our guide to getting streamers to play your game covers the outreach mechanics in full.

Key distribution platforms (Keymailer, Lurkit, Woovit) sit alongside direct email: creators request keys through them and the platforms verify channel ownership, which kills the fake-curator key scam. They supplement a targeted email list; they do not replace it.

Time your pushes to news moments — announcement, demo launch, Next Fest, release date reveal, launch. “My game exists” is not a story. “My game’s demo hit the top of Next Fest” is.

Common press kit mistakes

Every one of these appears constantly in real pitches, and every one is fixable in an afternoon:

MistakeWhy it kills coverage
Press release as .docx attachmentUnopenable on phones, flagged by filters, screams 2009
40MB of screenshots attached to the emailBounces, clogs inboxes, gets you blocked
Assets in a Google Drive requiring accessNobody requests access; they cover the next game
Trailer on YouTube onlyVideo producers need the MP4 file
No price or release date anywhereThe two facts every article needs
Watermarked or debug-build screenshotsLegally and aesthetically unusable
Key promised but not includedAdds a day of latency per Blitz’s list above
Press kit as zip-only, no web pageNobody downloads a zip to decide if they care
Kit not linked from your Steam page or siteJournalists who find you organically cannot find it

The pattern behind all nine: friction. The survey’s 68% who want concise emails and the 72% who want immediate asset access are describing the same person — someone triaging 30 pitches before lunch. Any step that requires them to reply, request, unzip, or convert is a step where your game loses to one that did not.

Does press outreach still matter versus creators?

Honest answer: it matters less than it did in 2015, it is not dead, and the press kit is worth building either way because creators use it too.

The case against overinvesting is well documented. Chris Zukowski’s 10-step marketing plan ranks press fifth among visibility activities — behind online festivals with Steam featuring, TikTok, streamers and YouTubers, and Reddit. His broader argument, repeated across years of How To Market A Game posts, is that big outlets stopped covering small indies because that coverage stopped driving traffic to their sites, and that a mid-size YouTuber in your genre reliably moves more wishlists than a written preview. GameDiscoverCo’s postmortems tell the same story from sales data; devs regularly report seeing no measurable sales bump from written coverage.

What press still does, and creators mostly do not:

  • Review scores. Written reviews feed Metacritic and OpenCritic, which publishers, platform holders, and console storefront curation still look at. If you plan to pitch publishers or want a console port, scored reviews are an asset.
  • Credibility quotes. “Overwhelming ambition, executed” with an outlet logo on your Steam page and trailer does conversion work years after the article is forgotten.
  • Search results. Articles rank. When someone Googles your game before buying, a page of coverage beats a page of nothing.
  • Awards and festival juries read press, and festival selections feed Steam featuring, which sits at the top of Zukowski’s list.

So the working rule I would give a solo dev: spend roughly 80% of your outreach hours on creators and festivals, 20% on a curated press list of genre-appropriate outlets and freelancers — and let one press kit serve all of it. Where the hours fit in the larger plan is covered in our guide to marketing an indie game on Steam.

Press kit checklist

Run this before you send a single pitch:

  • [ ] One public URL, linked from your Steam page’s website field and your site
  • [ ] Fact sheet: developer, location, release date, platforms, price, Steam link
  • [ ] Prices and dates match the Steam page exactly
  • [ ] Trailer embedded and downloadable as MP4
  • [ ] 8-15 clean, full-resolution screenshots, zero watermarks
  • [ ] 3-6 GIFs under 15MB each
  • [ ] Key art in 16:9, square, and vertical crops, plus logo on transparent background
  • [ ] Download-all zip that actually contains everything
  • [ ] Real contact email and a stated path to review keys
  • [ ] Pitch list of 20-40 names who covered comparable games in the last 6 months
  • [ ] Review keys ready 3-4 weeks before launch

The press kit is the cheap part of your launch: a day of work, free hosting, and it serves journalists, creators, festivals, and award submissions for the life of the game. Before you point anyone at it, make sure the Steam page it links to holds up — run it through the free Steam Page Analyzer and the store page checklist, because every pitch that works ends with a stranger staring at your store page deciding whether you were worth writing about.

End of entry № 109

Field work

Put this entry into practice.

Run a free analysis on your Steam page and get specific, actionable fixes for your capsule, description, screenshots, and tags.

Continue reading

The Journal, weekly

Enjoyed this entry?

Get one actionable Steam page optimization tip in your inbox each week.