TL;DR: Half of key requests from unknown sources are fake. Red flags: Gmail from someone claiming outlet affiliation, brand-new YouTube channels, websites with no real content. Verify legitimacy before sending. Track every key in a spreadsheet or Keymailer. Generate 100-200 keys before launch, with a 20% buffer.
Key Takeaways
- Misallocated keys cost real money: 100 keys at $20/game is $2,000 in potential lost revenue, plus resale on gray market sites
- Red flags: Gmail/Yahoo when claiming outlet affiliation, under 100 subscribers, brand-new websites, vague "I'm a content creator" requests
- Verification: check outlet staff pages, search for bylines, verify email domains, cross-reference social media
- Track everything: name, email, outlet, verified status, key sent, date, coverage published
- Generate keys in batches: 20-50 before demo/Next Fest, 100-200 before launch, 20% buffer for late requests
You send out your first press email. Within 48 hours, you get 30 key requests. Exciting, right? Then you check. Half of them are from email addresses you've never seen. Their "outlet" is a YouTube channel with 12 subscribers and no videos. Or a website that's a WordPress template with three posts, all published yesterday. Or a Gmail address claiming to be from a major outlet but without any verifiable connection to it.
Welcome to the world of key fraud. It's the escort mission of indie game marketing and about as fun as you'd expect. It's one of the less glamorous aspects of getting press coverage for your indie game, but managing it well protects your revenue, your key allocation, and your relationships with legitimate press.
This guide covers how to spot fakes, verify legitimate requests, set up a tracking system, decide how many keys to generate, and follow up on coverage after keys go out.
Why Key Management Matters
Steam keys cost you nothing to generate but represent real revenue. Every key redeemed is a copy of your game that didn't go through a purchase. For a $20 game, 100 misallocated keys is $2,000 in potential lost revenue. Scale that up and the numbers get uncomfortable fast.
Beyond the direct cost, mismanaged keys create secondary problems:
Keys resold on gray market sites. Fraudulent requesters often sell keys on platforms like G2A or Kinguin. This undercuts your pricing and puts money in someone else's pocket. Mike Rose of No More Robots has spoken publicly about finding keys from press batches listed on resale sites within days of distribution.
Tracking becomes impossible. If you can't track which key went to which person, you can't measure your PR effectiveness. You can't tell which outlets covered you versus which ones took a key and vanished.
It poisons the well. Developers who get burned sometimes overcorrect by making their key request process so cumbersome that legitimate journalists give up. The goal is easy for real press, difficult for fakes.
Red Flags for Fake Key Requests
After processing hundreds of key requests across multiple projects (and talking to other developers who've done the same), clear patterns emerge. What developers consistently report is that roughly half of unsolicited key requests from unknown sources are fraudulent—verification isn't paranoia, it's standard practice. Here's what to watch for.

The Email Itself
Gmail/Yahoo/Hotmail from someone claiming outlet affiliation. A journalist at PC Gamer will email you from an @pcgamer.com address, not pcgamerjournalist2024@gmail.com. Freelancers are the exception here (they use personal addresses), but freelancers should be able to point you to published bylines.
Vague or missing information. "Hi, I'm a content creator and would love a key for your game" with no links, no channel name, no specifics. Legitimate press and creators include their outlet, their name, and usually a link to their work.
Copied template language. Some fake requesters use identical language across dozens of requests. If the email reads like a fill-in-the-blank template with your game name slotted in, be skeptical.
Urgency without context. "I need a key ASAP for a video going live tomorrow" from someone you've never heard of is almost always fake. Real creators don't pressure developers on day one.
The Outlet or Channel
Brand-new YouTube channels. Under 100 subscribers, no videos or a handful of low-effort videos posted recently. Some fraudsters create channels specifically to request keys, with plans to resell rather than create content.
Websites with no real content. A WordPress blog with 2-3 generic articles, stock photos, and no social media presence. Takes about 20 minutes to set up and costs nothing. If the "outlet" has no history before this week, it's not an outlet.
Subscriber/follower counts that don't match engagement. A YouTube channel with 50,000 subscribers but 30 views per video likely bought followers. Check the ratio. Legitimate channels with 50,000 subscribers typically get at least a few thousand views per video.
No coverage of similar games. If someone claims to cover indie RPGs but their channel is entirely Fortnite clips and unboxing videos, the request doesn't add up.
The Person
No online presence outside the request. Google their name plus "games" or "reviews." If nothing comes up, that's a warning sign. Active journalists and creators have a discoverable trail of work.
Mismatched identity. The name on the email doesn't match the name on the channel they link. Or the email domain doesn't match the outlet they claim to represent.
Verification Methods That Work
You don't need to be paranoid, but you do need a process. Here's a practical verification workflow.
For Traditional Press
- Check the outlet's staff page. Does this person actually work there? Many outlets list their writers.
- Verify the email domain. An email from @outlet.com is a strong signal. If it's a personal email, proceed to step 3.
- Search for their byline. Google "[name] [outlet]" and look for published articles. Freelancers should have bylines at the outlet they mention or at similar outlets.
- Cross-reference social media. Check if their Twitter/Bluesky profile confirms their role at the outlet.
For Content Creators
- Visit the channel. Check subscriber count, view counts, upload frequency, and content type. Do they actually cover games like yours?
- Check channel age and consistency. A two-year-old channel with regular uploads is more trustworthy than a two-week-old channel with three videos.
- Verify the email matches. The email in the request should match the business email on their YouTube/Twitch about page. If it doesn't, ask why.
- Look at their community tab or social media. Active creators have engaged audiences. Comments on videos, community posts, social media interactions.
For Borderline Cases
Some requests fall in a gray area. The channel has 500 subscribers but uploads consistently and covers your exact genre. The journalist is new to the beat but has a verified outlet email.
My general rule: if someone is genuinely trying to build an audience in your genre, a key is a reasonable investment. In practice, developers who've supported small creators early report that these relationships often become their most valuable coverage sources as those creators grow. A 500-subscriber channel that covers narrative adventure games and puts out quality videos will grow. Supporting them early builds a relationship. The cost is one key. The potential upside is a dedicated advocate for your game who remembers you helped them when they were small.
That said, set a floor. Below 100 subscribers or followers with no meaningful content history, it's reasonable to politely decline or ask them to follow up when they've published more content.
Systems for Tracking Keys
You have two main options: spreadsheets and dedicated platforms.

The Spreadsheet Approach
Google Sheets works fine for games with moderate press interest (under 200 key requests). Structure it like this:
| Column | Purpose |
|---|---|
| Requester Name | Who asked |
| Contact address | |
| Outlet/Channel | Where they publish |
| Type | Press / YouTuber / Streamer |
| Platform | Steam / Switch / PS5 / Xbox |
| Verified | Yes / No / Pending |
| Key Sent | The actual key |
| Date Sent | When you sent it |
| Key Redeemed | Yes / No (check via Steamworks) |
| Coverage Published | Link to article/video if applicable |
| Notes | Any relevant context |
Generate keys in batches through Steamworks (or the equivalent for your platform). Paste them into a separate tab, then assign them one by one as requests come in. Never send untracked keys.
The downside of spreadsheets: they require discipline. If you're sloppy about updating them, you lose the tracking benefit. If multiple team members handle key requests, version conflicts become a headache.
Dedicated Platforms
Keymailer. The most widely used key management platform for games. Journalists and creators sign up, verify their identity, and request keys through the platform. You approve or decline requests with verification data in front of you (subscriber counts, recent content, platform reach). Keymailer handles the distribution and provides analytics on coverage.
Terminals.io. Similar to Keymailer. Includes a built-in creator database and coverage tracking. The interface is clean and it handles multi-platform key distribution.
presskit.gg key request feature. If you're using presskit.gg for your press kit, the built-in key request system lets journalists request keys directly from your press page. This integrates your press kit and key management into one workflow.
For most indie developers, Keymailer or a similar platform makes sense if you expect more than 50-100 key requests. Below that, a spreadsheet is fine. The important thing is having a system, not which system you pick.
How Many Keys to Generate
Steamworks lets you generate keys in batches. Valve's guidelines say they may audit developers who generate excessive numbers of keys relative to sales, particularly before launch when there's no sales history to justify large batches.
Before announcement: Generate 0 keys. You don't need them yet.
Before demo/Next Fest: 20-50 keys. For early press and creator outreach. Some of these will be for platforms like Keymailer where verified users can request access.
Before launch: 100-200 keys for most indie games. This covers your full press list, priority content creators, and a buffer for late requests. If your press list is larger, scale accordingly.
Post-launch: Generate as needed. Once you have sales data, Valve is more comfortable with larger key batches. You'll need ongoing keys for creators, curators, and press covering updates or DLC.
The buffer rule: Generate about 20% more keys than you think you need. Requests come in after your initial outreach, and having keys ready for quick turnaround matters. A journalist writing a roundup this week doesn't want to wait three days while you generate a new batch.
If you're working with a publisher, discuss key allocation early. Some publishers handle all key distribution centrally. Others give developers a pool to manage independently. Confusion about who's managing keys is a common source of duplicate distribution and lost tracking.
Tracking Coverage After Keys Go Out
Sending keys is half the job. The other half is tracking whether those keys turned into coverage.
Set up Google Alerts for your game title, studio name, and any unique terms associated with your game. This catches most published articles automatically.
Monitor YouTube and Twitch. Search your game title on YouTube weekly. Check Twitch for streams of your game (use SullyGnome or TwitchTracker for historical data). Some creators publish content weeks after receiving a key.
Check your Steamworks traffic sources. When an article or video goes live, you'll see a referral spike from that domain in your external traffic breakdown.
Follow up (gently). If someone received a key four weeks ago and hasn't published anything, a brief check-in is fine. "Hey, just checking if you had a chance to try [Game]. No pressure, just wanted to make sure the key worked." A gentle nudge can move yours up the queue.
Track your conversion rate. If you sent 100 keys and got 30 pieces of coverage, that's 30%. Industry norms for indie games range from 15% to 40%. If your rate is below 15%, reassess your targeting.
Update your spreadsheet with links to published coverage. This data becomes invaluable for your next milestone or your next game.
Setting Boundaries Professionally
Sometimes you need to say no. A few scenarios:
The requester asks for multiple keys. "I need five keys for my team/friends/giveaway." Legitimate press needs one key. Maybe two if they genuinely have a co-reviewer situation. Five is a resale operation. Offer one key and suggest they contact you separately about giveaway arrangements if they're interested.
The requester wants money. Some content creators charge for coverage. That's a separate business discussion. Don't send a free key and assume you're getting coverage if they've indicated it's a paid arrangement.
The requester fails verification. "Thanks for your interest, but we're prioritizing outlets with established coverage in [genre]. We'd love to revisit once you've published more content in this space." Polite, honest, leaves the door open.
You're running low on keys. Prioritize based on your tier system. Tier 1 and 2 contacts get keys first. Tier 3 gets keys if supply allows.
Key Management Is PR Infrastructure
This might feel like admin work. It is admin work. But it's the kind of admin work that separates developers who get consistent, trackable press coverage from developers who burn through 500 keys and have no idea where any of them went.
Build the system before you need it. A spreadsheet takes 30 minutes to set up. A Keymailer account takes even less. When the key requests start flowing in, you want to be ready to verify, distribute, and track, not scrambling to figure out who's real and who's not.
Your keys represent copies of your game. Treat them like rare drops, not common loot.
Free Tool: Game Fact Sheet Generator — Create a professional fact sheet for your press kit that journalists can reference when requesting keys. Runs in your browser, no signup required.
Frequently Asked Questions
How do I verify if a journalist is legitimate?
Check the outlet's staff page, verify the email domain matches the outlet, search for their byline at the outlet they claim, and cross-reference their social media. A journalist at PC Gamer will email from @pcgamer.com, not a Gmail address.
Should I send keys to small content creators?
If they genuinely cover your genre and are building an audience, yes. A 500-subscriber channel that posts quality content about your exact genre will grow. Supporting them early builds relationships. Set a floor (under 100 subscribers with no content history is usually a no).
What's my expected coverage conversion rate?
Industry norms range from 15-40%. If you send 100 keys and get 30 pieces of coverage, that's solid. Below 15%, reassess your targeting. Track which outlets actually publish so you know who to prioritize next time.
How do I handle requests for multiple keys?
Legitimate press needs one key, maybe two for a genuine co-reviewer situation. Requests for five keys are resale operations. Offer one key and suggest they contact you separately about giveaway arrangements if interested.
Related Guides
This article is part of our series on press coverage. Start with the complete guide:
Also in this series: