You cannot write the hook
A Steam page needs a one-line hook, a full long description, and a title that survives search. Developer-written copy usually reads like a spec sheet — and a spec sheet converts almost nobody into a wishlist.
Over 10,000 indie games ship on Steam every year, and more than 95% never earn back their development cost — not because they are bad, but because nobody taught the developer how to market them. This toolkit does that half for you.
No sign-up to try. No card required, ever, on the free tier.
A Steam page needs a one-line hook, a full long description, and a title that survives search. Developer-written copy usually reads like a spec sheet — and a spec sheet converts almost nobody into a wishlist.
Streamers and journalists expect a press kit: high-res screenshots, logo, fact sheet, contact. Most solo developers have never built one, so the pitch email goes unanswered.
Posting once to your own followers is not a launch. With no presence where players actually browse, release day turns out to be the quietest day of the project.
Paste your Steam link. You get a completeness score, what is blocking release, and what to fix first — with every rule labelled either as a Valve requirement, linked to the documentation it comes from, or as our own judgement, said plainly. For released games it also shows how much of the verdict on your game was formed inside the two-hour refund window.
Describe your game in a few sentences. Get a tagline, a Steam-ready long description, and SEO title suggestions — in whatever tone fits, from deadpan-funny to hardcore to cozy.
Upload screenshots, a logo and a blurb. Get a clean hosted page you can send straight to a streamer or a journalist — high-res assets, no watermark, one link.
Give it your release date and it works backwards. It knows the deadlines Valve actually enforces — the store page has to be live 14 days out, which means submitting it 21 days out — and it will tell you plainly when a date is no longer reachable.
Submit your game to a curated wall that real players browse and comment on. Standouts get promoted on our own social channels, at no cost to you.
Steam sells games to players. We get developers ready to be sold. Nothing here downloads, hosts or distributes a game — every exit points back to your own store page, just with better copy and more wishlists behind it.
| Dimension | Steam | This toolkit |
|---|---|---|
| Who it serves | Players | Developers |
| What it does | Distribution and sales | Positioning and assets |
| Where traffic goes | Player → purchase | Developer → toolkit → Steam |