Your game will not release itself. Someone on your team has to press the green “Release App” button in Steamworks at the moment you want to go live, and the strongest window to press it is 9-10am Pacific, early enough to catch the full US day and the European evening. Per the Steamworks release documentation: “Approved titles will not release themselves — you need to use these controls yourself at the moment you wish your product to be released.”
This post is the tactical runbook: what must be locked a week out, the launch discount rules, what actually happens to your visibility in the release window, and which numbers to watch on day one. The strategic half — picking the date, sizing the wishlist target, sequencing the beats — lives in our Steam launch strategy guide and in the best launch dates breakdown. If you have not picked a date yet, run it through the launch date planner first; this checklist assumes the date is set.
T-minus 7 days: the checks that cannot wait until launch morning
Everything in this section has a Valve review queue or a hard deadline attached. Launch morning is too late for all of it.
- Build review submitted. Valve reviews both your store page and your release build before you can launch. Store page review takes 3-5 business days per the Steamworks docs, and Valve’s own advice is to submit at least 7 days before you want it live; build review is a separate pass, so get both in this week. A rejection with 2 days left is a delayed launch.
- Coming Soon age check. Your store page must have been public in Coming Soon state for at least 2 weeks before Steam will let you release. If your page went up late, your date moves, not the rule.
- Launch discount configured. Launch discounts “can only be set up prior to product’s release date, not after.” Miss this and you cannot add one later — the 30-day post-release cooldown blocks any replacement discount. Details in the next section.
- Curator Connect copies sent. Copies are playable immediately even pre-release, so send them about a week out to give curators time to play. Limits below.
- Press and creator keys distributed, embargo communicated. Keys should be out 1-2 weeks before launch with a written embargo time. More on timing below.
- Store page final pass. Launch-day traffic is the most traffic your page may ever see. Run it through the Steam Page Analyzer and the store page checklist tool now, not after the wishlist emails have already landed on a weak page.
- Community hub prepared. Moderators assigned, discussion forum rules pinned, a welcome/known-issues thread drafted and ready to post.
Check your release date and time settings in Steamworks now. Whatever time is listed there, the release itself is still a manual button press. If the one person with release permissions is asleep, in transit, or locked out of Steam Guard, your launch is late. Have two people with release access.
Launch discount rules: what Steamworks allows in 2026
I checked the Steamworks discounting documentation on July 2, 2026. The rules that matter on launch day:
| Rule | Current value |
|---|---|
| Launch discount duration | 7-14 days (you pick) |
| Maximum launch discount | 40% |
| Valve’s suggested range | 10-15% |
| Setup deadline | Before release, on the app landing page (not the discount dashboard) |
| Post-release cooldown | No other discount for 30 days after release |
| Seasonal sale interaction | Launch discounts are exempt from the 30-day cooldowns of seasonal events |
| Price increase rule | A price increase blocks discounts (and seasonal sale entry) for 30 days |
The configurable 7-14 day length arrived in a March 2024 Steamworks update; before that, launch discounts were locked to one week. Fourteen days is usually the right pick: it keeps the green discount tag on your capsule through your entire release-window visibility, and that tag pulls extra clicks wherever your capsule shows up.
Should you discount at all? A 10-15% launch discount is the standard move because the discount tag and the wishlist notification amplify each other. Go deeper than 20% at launch and you are training early buyers to expect deep cuts while giving up revenue on your most motivated audience. The full argument, including when a 0% launch discount makes sense, is in our Steam discount rules guide.
The one genuinely irreversible mistake: launching with no discount, then deciding on day 3 that you want one. The 30-day cooldown means your next legal discount window is a month out. Decide before you press the button.
Release window visibility: the launch day strategy is concentration
The moment you release, three things start, and none of them require action from you:
- Wishlist notifications go out. Steam emails and push-notifies everyone with your game wishlisted (who has notifications enabled). These roll out over the first hours, not all at once, which is one reason launch traffic builds through day one rather than spiking at minute one.
- You enter the New Releases surfaces. Your game becomes eligible for the New & Trending shelf on the front page and the new-release rows in your tags and genres. Placement on New & Trending is driven by revenue velocity — Valve has never published the formula, but developer post-mortems consistently point to sales in the first 48-72 hours deciding whether you appear and how long you hold the slot.
- Discovery queue eligibility changes. New releases get sampled into discovery queues, and early click-through and purchase behavior feeds how widely Steam keeps distributing you. Our Steam algorithm explainer covers the mechanics.
This is why the whole checklist exists. The release window is the one time Steam hands you visibility on credit, and it repays concentration: creator videos, wishlist emails, your announcement posts, and the discount tag all hitting the same 48 hours multiply each other. Spread those beats across two weeks and each one lands below the threshold where the algorithm notices. You also leave Popular Upcoming the moment you release, so any pre-launch momentum from that list (see how Popular Upcoming works) needs to hand off cleanly to launch-day sales.
The hour-by-hour runbook
Times assume a 10am Pacific release. Shift everything if your button-press time differs.
| Time (Pacific) | Action |
|---|---|
| 7:00am | Final smoke test of the release build on a clean machine. Verify the depot and default branch in Steamworks are the build you reviewed. |
| 8:00am | Post the pinned community hub thread as a draft: welcome note, known issues, how to report bugs. Confirm moderators are online. |
| 9:00am | Final store page check: correct trailer first, launch discount showing as scheduled, no placeholder text. |
| 9:30am | Confirm creators and press have the embargo time. Queue your own announcement posts (socials, Discord, mailing list) so they are one click from live. |
| 10:00am | Press “Release App.” Verify the store page flips to purchasable and the discount is live. Buy a copy yourself from a second account if you can. |
| 10:05am | Publish the pinned hub thread. Fire the queued announcements. Post the Steam community announcement (this also notifies followers). |
| 10:30am | First creator videos go live if the embargo is set to release hour. Reply to early Discord and hub posts personally. |
| 12:00pm | First metrics check: units sold, wishlist additions, refund reasons, first reviews. Do not panic on tiny samples. |
| 2:00pm | Triage bug reports. If there is a repeatable crash affecting many players, start the hotfix now; a day-one fix protects your review score. |
| 5:00pm | European prime time. Second wave of community replies. Check review score trajectory (the first 10 reviews set your first label). |
| 8:00pm | Metrics snapshot for the day-one record: units, revenue, wishlists, reviews, refund rate, peak CCU. You will want this baseline all week. |
Assign names to rows before launch day. “Community hub” and “metrics” should be different humans than the one holding the release button and the one on hotfix duty. A solo dev can run this list, but pre-writing every post the day before is what makes it survivable.
Curator Connect and the community hub
Curator Connect lets you send free review copies to curators directly through Steamworks: up to 100 curators, 5 copies each, per the official curator documentation. The copies are playable immediately even before release, curators have no obligation to review, and you cannot revoke an accepted copy. Send them about a week before launch so reviews can appear during your release window. Pick curators whose followings match your tags — 40 relevant curators beat 100 random ones — and ignore the email “curators” asking for keys, which are mostly key-resale scams. Our curator guide for developers has a vetting workflow.
The community hub goes live with your page, but launch day is when it starts working for or against you. Three things to have ready:
- A pinned known-issues thread, updated as reports come in. Shoppers read your forum before buying; an acknowledged bug list reads as competence, a silent forum full of crash threads reads as abandonment.
- Moderation coverage for the first 48 hours. Day-one forums attract genuine bug reports, refund threats, and the occasional troll, and the difference between those needs a human.
- Developer replies with names on them. Answering a bug thread within an hour on launch day is worth more goodwill than any marketing beat you have planned.
The community hub guide covers setup in full.
Creator and press embargo timing
The standard convention, and it is convention rather than any Valve rule: review embargoes lift at or slightly before your release hour, so coverage sends traffic to a purchasable page. Coverage that lands two days early sends viewers to a Coming Soon page where the strongest available action is a wishlist; coverage at release hour sends them to a buy button with a discount tag on it.
Practical version:
- Keys out 1-2 weeks early with the embargo date and exact hour (with time zone) in the key email.
- For video creators, “embargo lifts at release hour” is usually better than a day-early lift. Their videos then spend launch day pushing viewers at a live page, and creators like launching into the news cycle of an actual release.
- A small early-lift tier for press outlets that need lead time is fine; written reviews going live a few hours early still funnel into launch.
- Track who received keys. When a video goes live, comment, share it, and put it in your Discord within the hour. Creators notice which devs amplify them.
One honest caveat: for tiny indies, most launch-day creator coverage comes from creators you sent keys to, not organic pickup. Budget your outreach list accordingly, and treat every video that does appear as a channel to feed.
Day-one metrics: what to watch and what counts as normal
The numbers below give you calibration, not judgment. Day-one samples are small and the variance is huge.
Wishlist conversion. The median game converts roughly 12% of its wishlists on day one — this is community-documented from developer-shared data, not a Valve stat. Over the first week, GameDiscoverCo’s October 2025 study of releases from September 2024 to September 2025 found a median week-1 conversion of 0.15x for games launching with 25k+ wishlists, dropping to 0.10x for games priced above $10. Individual results varied by 10x in both directions, so treat these as the middle of a wide band.
So a game launching with 10,000 wishlists should expect on the order of 1,200 day-one sales at the median, and roughly 1,000-1,700 by the end of week one depending on price point — with the honest caveat that “median” hides brutal spread. Our wishlist conversion rates post breaks the bands down by genre and price.
Page traffic quality. Launch day floods your page with colder traffic than your Coming Soon page ever saw, so expect your visit-to-purchase rate to drop even while sales climb. Compare against the store page conversion benchmarks rather than your pre-launch numbers, and check your capsule click-through against the CTR benchmarks once Steam’s traffic reports populate (they lag by about a day).
Reviews. The first gate is 10 reviews, where Steam prints your first score label; at the typical ~30x reviews-to-sales ratio that arrives around 300 sales. The label thresholds that matter are 70% and 80% positive — the full grid is in our review score thresholds table. On day one, read every review and categorize the negatives: fixable bug, content complaint, or wrong-audience purchase. Only the first category is actionable tonight.
Refunds. A few refunds in the first hours are normal. A refund reason cluster (“crashes on launch,” “controller not detected”) is your hotfix queue speaking to you.
When something breaks
Three failure modes cover most launch days:
- Repeatable crash or blocker bug. Hotfix same-day if humanly possible. A pinned “we know, fix incoming” post buys you hours; an actual patch buys back your review score. Post-launch patches can also earn a visibility round later, but day-one fixes are about stopping negative reviews at the source.
- Review score opens below 70%. Do not argue in reviews. Categorize complaints, fix the top one, and announce the fix. The climb-out math is in the review thresholds post; the short version is that future reviews are the only ones you influence.
- Sales far below the wishlist math. First, check the boring causes: is the discount actually live, is the page purchasable in all regions, did the wishlist emails go out (search your own inbox if you wishlisted it). If the plumbing is fine, the problem is usually page conversion, not traffic — which is fixable this week, not just today.
The close-out list for launch night
Before you sleep, do these six things:
- Record the day-one snapshot: units, revenue, wishlists added and converted, review count and percentage, refund rate, peak CCU.
- Reply to every unanswered community hub thread, even with one line.
- Update the known-issues post to match reality.
- Confirm tomorrow’s hotfix scope (or explicitly decide there is none).
- Thank, share, and log every creator video that went live.
- Check that your launch discount end date still matches your plan — 14 days from today is your next decision point.
Then run your live page through the Steam Page Analyzer one more time. Your page just took its heaviest traffic ever, and day two is the cheapest time to fix whatever that traffic exposed. For the wider campaign around this single day — the date choice, the wishlist target, the post-launch beats — start with the launch date planner and the best launch dates data, and go deep with the full Steam launch strategy guide.