Guide · Steam facts checked on Steamworks Oct 23, 2026
How to turn your game jam entry into a Steam page
You made a game in a 48 to 72 hour jam, and people in the comments said "put this on Steam". This is what comes next, in order, with every Steam rule linked to Valve's own documentation.
The short version
- Decide if it's worth expanding: real signals, not just kind comments.
- Keep vs. rebuild: keep the core, replace jam-speed code and placeholder assets.
- Check the jam's rules and your licenses: before you sell anything.
- Know the Steam basics: $100 fee, 3-5 day review, two-week Coming Soon rule.
- Put up the Coming Soon page early: wishlists start when it's public.
- Make the store assets: capsules, screenshots, trailer at Steam's sizes.
- Turn jam feedback into your description: use the players' own words.
1. Decide if it's worth expanding
Kind comments are easy to get in a jam. Look for signals that people actually want more:
- Your rank in the jam's ratings, especially for fun or gameplay rather than art alone.
- Comments that ask for more (more levels, more mechanics, "I'd pay for this") rather than "nice art".
- Whether people played past the first minute, and whether they came back.
Then ask yourself honestly whether the core loop is still fun after 30 minutes. A jam game proves an idea, not a full game.
2. Keep vs. rebuild
- Keep: the core mechanic, the art direction, and the name if it tested well.
- Rebuild: jam-speed code you'll fight for months, placeholder audio, and any asset you can't legally sell.
3. Check the jam's rules and every asset license first
Before you sell anything, re-read your jam's rules and the license of every asset you used (music, fonts, sprites, sound effects). Many popular jams ban AI-made code, art or music, and some require an AI disclosure on the game page, so if you used AI tools, check the jam's rules first. Replace anything you aren't sure you can sell.
4. The Steam basics
- Steam Direct fee: $100 USD per app, not refundable, but recouped once the game has made $1,000 in Adjusted Gross Revenue. (Steamworks: app fee)
- Store page review: typically 3 to 5 business days. Submit at least 7 business days before you want the page live. (Steamworks: review process)
- Coming Soon rule: new products must have a Coming Soon page up for at least two weeks before release. (Steamworks: Coming Soon)
- AI disclosure: Steam's content survey asks you to describe AI use, including pre-generated content made with AI tools that ships with the game. (Steamworks: content survey)
5. Put up the Coming Soon page early
Wishlists only start once your store page is public, and Valve recommends publishing the Coming Soon page as soon as you're ready to talk about the game. You don't need the finished game for it: a short gameplay trailer and a handful of good screenshots from the jam build (polished up) are enough to start collecting wishlists while you expand it.
6. Make the store assets at Steam's sizes
- Store capsules: header 920×430, small 462×174, main 1232×706, vertical 748×896. (Steamworks: store graphical assets)
- Screenshots: at least 5, 1920×1080 minimum, 16:9.
- Library: capsule 600×900, header 920×430, hero 3840×1240. (Steamworks: library assets)
- Trailer: use a common resolution such as 1920×1080 or 1280×720, at 30 or 60 fps; H.264 video with AAC audio is preferred. Open with gameplay. (Steamworks: trailers)
7. Turn jam feedback into your store description
- Reuse the words players used in your jam comments to describe the fun ("one more run", "the dash feels great").
- Lead your short description with the genre and the player fantasy in the first sentence.
- Mention it started as a jam game only if that helps; the store page should sell the game you're making now.
Checklist
- ☐ Real demand signals, and the loop is still fun after 30 minutes
- ☐ Jam rules re-read; every asset license checked or replaced
- ☐ Steam Direct fee paid ($100)
- ☐ Store page submitted at least 7 business days before you want it live
- ☐ Coming Soon page public at least two weeks before release (ideally much earlier)
- ☐ Capsules, 5+ screenshots and a gameplay-first trailer at Steam's sizes
- ☐ AI use described honestly in Steam's content survey
- ☐ Short description written from the players' own words
FAQ
How much does it cost to put a game on Steam?
The Steam Direct fee is $100 USD per app. It isn't refundable, but Valve pays it back once the game has made at least $1,000 in Adjusted Gross Revenue.
How long does Steam take to review a store page?
Valve says its store page review typically takes 3 to 5 business days, and recommends submitting at least 7 business days before you want the page live.
How early do I need a Coming Soon page?
New products must have a Coming Soon page up for at least two weeks before release. Valve recommends publishing it as soon as you're ready to talk about the game publicly, because wishlists only start once the page is public.
Can I sell a game I made in a jam?
Usually yes, but check two things first: your jam's own rules (some restrict AI-made content or have other conditions) and the license of every asset you used. Replace anything you can't legally sell.
Do I have to disclose AI use on Steam?
Steam's content survey asks you to describe AI use, including pre-generated content made with AI tools during development that ships with the game. Answer it honestly when you fill it in.
Free resources: Valve's Steamworks store presence docs and their linked asset templates.
Sister projects: for your next jam, AgentCartridge's free game-jam rules; to cut a vertical clip from your jam build, ClipLint's game trailer clips guide.
From WishlistForge: check your short description with the free Steam short description scorer, or see the trailer to vertical clips guide.