Your FPS is tested and beta feedback is in. The next step is game publishing and platform integration: getting your build onto storefronts (Steam, Epic, itch.io, or others) and wiring in platform features like achievements, cloud saves, and store SDKs. This lesson walks you through preparing for release, setting up store pages, integrating platform SDKs where needed, and submitting your first build.
By the end you will have a clear publishing checklist, a store page draft, and a path to your first platform submission.
Why platform integration matters
Storefronts are how most players discover and buy your game. Each platform has its own:
- Store page (capsules, description, trailer, system requirements)
- Build format and submission process (Steamworks, Epic Developer Portal, etc.)
- Optional features (achievements, cloud saves, overlay, friends)
Integrating early (even with placeholder store text) lets you run beta builds through the same pipeline you will use for launch and updates.
Pro tip: Start with one primary platform (e.g. Steam). Add Epic, GOG, or others after your first release so you do not spread yourself thin.
Step 1: Choose your primary platform(s)
Decide where you will ship first.
-
Steam
- Largest PC storefront; Steamworks for builds, keys, achievements, and store page.
- One-time fee per game; revenue share.
- Good for: PC-first FPS, wishlists, and visibility.
-
Epic Games Store
- Epic’s store; separate developer portal and build process.
- Often favorable revenue terms; different audience than Steam.
- Good for: reaching Epic users and optional exclusivity deals.
-
itch.io
- Indie-friendly; simple upload, optional pay-what-you-want.
- Good for: jams, demos, and low-friction first release.
-
Others
- GOG, Humble, or direct download each have their own pipelines. Add them once your primary store is live if it fits your strategy.
For this lesson we focus on Steam as the main example; the same ideas apply to other stores.
Step 2: Store page and assets
Your store page sells the game before anyone downloads it.
-
Capsule images
- Header (e.g. 460x215), small capsule (231x87), and main capsule per platform.
- Use clear art and your game’s title; avoid tiny text.
-
Trailer and screenshots
- Short trailer (1–2 minutes) showing gameplay, feel, and hook.
- Screenshots: in-game action, UI, variety. Add short captions if the platform allows.
-
Description and short description
- Short blurb for listings; longer description for the store page with features, controls, and system requirements.
- Include: genre (FPS), single/multiplayer, and a clear hook.
-
System requirements
- Min and recommended (OS, CPU, RAM, GPU, storage).
- Base these on your target spec from Lesson 12: Performance Optimization and beta feedback.
-
Legal and metadata
- Age rating, privacy policy, and any required legal text.
- Tags and categories so the store can surface your game.
Pro tip: Draft the store page during beta so testers can review it. Use their feedback to clarify confusing copy or missing info.
Step 3: Platform SDK and features (Steam example)
If you ship on Steam, Steamworks adds features and build delivery.
-
Steamworks SDK
- Download and integrate the Steamworks SDK (or use a plugin that wraps it).
- Initialize Steam at startup; shut down on exit.
- Build and test with Steam running so the overlay and APIs work.
-
Achievements
- Define achievements in the Steamworks partner site; trigger them in-game via the API when the player meets the condition.
- Keep the list small at first (e.g. complete level, first kill, collectibles).
-
Cloud saves (optional)
- Use Steam Cloud to sync save files across machines.
- Implement early if you want it at launch; otherwise add in a post-release patch.
-
Rich Presence (optional)
- Show “In menu,” “Level 3,” or “In multiplayer” in friends list.
- Improves visibility and helps friends join.
-
Build upload
- Use Steamworks to create depots and upload builds (or use the Steam Pipe / pipeline tools).
- Set default branch (e.g. default or beta); configure branches for betas and release.
Common mistake: Testing the build only locally without Steam. Always run a build with Steam client running and signed in to verify overlay, achievements, and cloud.
Step 4: Build configuration for release
Your release build should be optimized and signed.
-
Packaging
- Use Packaging in Unreal (or your platform’s packaging flow) for the target platform (Windows, etc.).
- Choose Shipping or equivalent for minimal size and no dev tools.
- Test the packaged build on a clean machine (or VM) to catch missing dependencies.
-
Version and build number
- Set a consistent version (e.g. 1.0.0) and increment for patches.
- Store in project settings or a config so the store and crash reports show the right version.
-
Platform-specific
- Steam: ensure Steamworks is initialized and the build runs under Steam.
- Epic: follow Epic’s packaging and submission docs.
- itch.io: zip or installer and upload; optional butler for updates.
Step 5: Submission and review
Each store has a submission flow.
-
Steam
- Complete store page, upload build to default branch, set release date, and submit for review.
- Steam may take a few days to approve. Fix any rejection feedback and resubmit.
-
Epic
- Use Epic Developer Portal to create the product, upload builds, and submit.
- Follow their checklist (content, metadata, build).
-
itch.io
- Create project, upload build, set price (or free), and publish.
- No formal review; you can update anytime.
Pro tip: Submit a few days before your desired launch date to allow for review and last-minute fixes. Have a small day-one patch plan if you find a critical bug right after submission.
Troubleshooting
Steam overlay not showing
- Ensure Steam client is running and the app is launched through Steam (or with the correct App ID in development). Check that overlay is not disabled for the title.
Achievements not unlocking
- Verify achievement names match the Steamworks dashboard. Trigger the achievement after Steam has fully initialized. Check Steam client and partner docs for rate limits or rules.
Build fails on other PCs
- Package with all required runtimes (e.g. Visual C++ Redist). Test on a clean Windows install or use the platform’s “test on clean machine” guidance.
Store page rejected
- Read the rejection reason; common issues are misleading screenshots, missing required fields, or policy violations. Update and resubmit.
Mini challenge – Publish prep
- [ ] Pick your primary platform (e.g. Steam) and create or claim your app/game entry.
- [ ] Draft store page text (short + long description) and list capsule and screenshot requirements.
- [ ] Create one achievement in the platform’s dashboard and implement one in-game trigger.
- [ ] Produce a packaged Shipping build and run it with the platform client (e.g. Steam) to confirm overlay and API.
Recap and next steps
You chose a primary platform, outlined the store page and assets, integrated platform SDK features (e.g. Steam achievements and overlay), and configured a release build and submission flow. Publishing is iterative: ship the first version, then add more platforms or features (e.g. cloud saves, more achievements) in updates. The final lesson covers launch management and post-launch support so you can maintain and grow your game after release.
For store optimization, see How to Get Your Game Featured on Steam. For Steamworks details, check Steamworks Documentation.
Frequently asked questions
Do I need a company to publish on Steam?
You can publish as an individual or a business. Steam’s partner site explains tax and payment identity requirements per region.
Can I release on Steam and Epic at the same time?
Yes. Many indies ship on both; manage two store pages and two build/submission processes unless you use a shared build with different configs.
When should I make my store page visible?
Making the page public (even “Coming Soon”) builds wishlists. Launch when you have at least capsules, description, and a target date; you can add trailer and screenshots later.
What if my build is too large?
Optimize content (Lesson 12), use compression, and strip unused assets. Each platform has size or patch guidelines; check their docs.
Found this useful? Bookmark it and complete your store page and first submission before moving to launch and post-launch.