Steam Page Optimization: The Complete Guide for Indie Devs [2026]
Your Steam page is where people decide to buy your game. Not your Twitter. Not your Discord. Not your beautifully animated trailer on YouTube. The store page. That's where the money changes hands, and most indie devs treat it like an afterthought.
TL;DR: Your Steam page is your pitch. Capsule art must be readable at 120x45 pixels. Lead your trailer with gameplay in the first 5 seconds. Name your genre in the first 10 words of your short description. Use all 20 tag slots with specific sub-genres, not generic labels.
Key Takeaways
- Most wishlists happen without anyone playing a demo. Your store page does the selling.
- Tags determine algorithm placement. Specific tags ("Precision Platformer") matter more than generic ones ("Action").
- Screenshots should lead with core gameplay, not title screens or concept art.
- Put up your Coming Soon page early. There's no penalty for long pre-launch periods.
- Over 60% of Steam users run the platform in a language other than English. Localize your store page.
Chris Zukowski's data from howtomarketagame.com shows that the majority of wishlists happen without anyone ever playing a demo. People land on your store page, look at your capsule art, skim your screenshots, maybe read three lines of your description, and click "Add to Wishlist" or bounce forever. Your store page IS your pitch. Developers who track their funnel closely consistently report that store page conversion rate is the single biggest lever they can pull—small improvements compound across all their marketing efforts.
In 2024, 18,234 games launched on Steam. Only 445 (about 2.4%) reached 1,000 reviews, the rough benchmark where Valve's algorithm starts doing serious work for you. The other 97.6% had to fight for every scrap of attention. Your store page is the single biggest lever you have in that fight.
This guide covers every element of the Steam store page, with exact pixel dimensions, real examples, and specific advice. No vague "make it pop" nonsense. Insert coin to continue.
Table of Contents
- Capsule Art That Stops the Scroll
- Screenshots That Sell Your Game in Silence
- The Short Description: 300 Characters That Do All the Work
- The Long Description: Your Silent Sales Pitch
- Tags: Telling the Algorithm Who You Are
- Trailers on the Store Page
- The Coming Soon Page Strategy
- Early Access Page Differences
- Reviews and How They Snowball
- The "More Like This" Algorithm
- System Requirements and Language Support
- Seasonal Sales and Visibility Events
- The Store Page Checklist
Capsule Art That Stops the Scroll
Capsule art is the single most important visual asset you'll create for your game. It appears everywhere on Steam: search results, the Discovery Queue, recommendation carousels, the front page, wishlists, friends' activity feeds. Every single surface where someone might encounter your game shows a capsule.

If your capsule doesn't communicate what your game is, who it's for, and why it's interesting, all at a glance, you've lost the click.
Every Capsule Size and Where It Appears
Steam requires four store capsule images. Here are the current dimensions (updated after Valve's August 2024 changes):
Header Capsule: 920px x 430px Appears at the top of your store page, in "Recommended For You" sections, in Big Picture browse views, and for Daily Deals. This is the big one. It needs your logo clearly legible against your key art. No review quotes. No award logos. Just art and your game's name.
Small Capsule: 462px x 174px Used in search results, top sellers lists, new releases lists, and dozens of other lists throughout Steam. Valve auto-generates even smaller versions (120x45 and 184x69) from this file. At 120x45 pixels, your logo needs to be readable. That's roughly the size of a postage stamp on screen. If you can't read your game's title at that size, redesign the capsule.
Main Capsule: 1232px x 706px This appears in the main carousel on the Steam store homepage. Most indie games won't land here on day one, but if your game gains traction, Steam's algorithm can place it there. The carousel is personalized per user, based on their play history and preferences.
Vertical Capsule: 748px x 896px Used during seasonal sales and on newer sale pages. This format gives you more room for art. Think movie poster, not banner ad.
You also need Library Assets once your game ships:
- Library Capsule: 600px x 900px (the vertical tile in players' libraries)
- Library Hero: 3840px x 1240px (the big banner at the top of your game's library page, artwork only, no text)
- Library Logo: 1280px wide and/or 720px tall on a transparent background (layered on top of the hero)
What Makes Capsule Art Work
Valve's graphical asset rules are strict since September 2022: capsules can only contain game artwork and your game's name. No review scores. No award logos. No "On Sale Now" text. No miscellaneous marketing copy. Break these rules and your game becomes ineligible for featuring in official Steam sales and events. That's a death sentence for visibility.
Within those constraints, here's what separates good capsule art from forgettable:
Readable logo at every size. Pull up your Small Capsule at 120x45 pixels. Can you read the title? If not, simplify. Balatro's capsule works because it's a playing card and bold text on a dark field. Instantly readable at any size. Contrast this with games that use elaborate fantasy scripts over busy background art. They become illegible smudges in search results.
Genre-readable at a glance. A player scrolling through Discovery Queue gives your capsule maybe one second. The art needs to telegraph what kind of game this is. Stardew Valley's capsule shows a farmer in a cheerful pixel-art landscape. Hades shows a fierce warrior in mythological flames. You know what you're getting before reading a word.
High contrast between logo and background. Put your title in the brightest or darkest area of the image. Use a subtle drop shadow or dark overlay behind text. Don't place white text over light clouds and hope for the best.
Simple composition. One character, one scene, one mood. Capsules that try to cram in five characters, a vehicle, a building, and a logo end up looking like a collage. Dead Cells nails this: a single character silhouette against a dramatic colored background with bold, clean typography.
Artwork Overrides for events. If you want to add temporary text about a major update or seasonal event, use Valve's Artwork Override system. These expire automatically after a set period (max one month) and must be localized into every language your game supports.
Free Tool: Steam Image Resizer — Resize your capsule art to all required Steam sizes instantly. Runs in your browser, no signup required.
Your Capsule Art and Your Press Kit
The same key art that powers your capsules should appear in your press kit. If you're using presskit.gg to build your press kit, upload the highest resolution version of your key art there. Journalists pulling assets from your press kit will use it in articles, which means your game's visual branding stays consistent across Steam, press coverage, and social media. Consistent branding compounds recognition.
Screenshots That Sell Your Game in Silence
Screenshots are the second thing most people look at on your store page, right after the capsule art and trailer thumbnail. On Steam, you must upload at least five. You should upload eight to twelve.

The First Screenshot Is Everything
Your first screenshot appears in search results, the Discovery Queue, and recommendation widgets. When someone hovers over your capsule in a list, Steam shows your screenshots (or trailer) in a little preview. The first screenshot is your opening argument.
Show the core gameplay loop. Not your title screen. Not a logo card. Not a landscape with no player character visible. Show a player doing the thing that makes your game fun. If you're making a deckbuilder, show cards being played. If it's a city builder, show a thriving city with visible UI elements.
Slay the Spire's screenshots show cards, enemies, a map screen, and different character builds. Within five screenshots you understand the entire game. That's the goal.
Technical Requirements
- Minimum: 1920x1080 pixels
- Aspect ratio: 16:9 (Steam is optimized for widescreen)
- Format: JPEG or PNG
- Age ratings: Mark at least four screenshots as "suitable for all ages" (no gore, violence, or suggestive themes). If you don't, your game may not appear in hover previews on the front page.
Composition Advice That Actually Matters
Mix screenshot types. Include: core gameplay, a different environment or biome, a combat or action moment, UI-heavy screens showing progression/menus, and at least one "wow" moment (the most visually impressive thing in your game).
Show the UI. Steamworks documentation explicitly says "Showing the in-game UI can be helpful for players to understand how they will be interacting with your game." Players want to know what they'll be staring at for 40 hours. A clean UI screenshot tells them you care about usability.
But also prepare UI-free versions. Press outlets and content creators often want clean screenshots without HUD elements. Include UI-free versions in your press kit, even if you don't put them all on Steam.
No concept art, no pre-rendered stills, no marketing copy. Valve is explicit: screenshots must show actual gameplay. No award badges, no "BEST INDIE GAME 2025" stamps, no written descriptions. Steam already has dedicated spaces for accolades. Use them.
GIFs in descriptions (not in screenshots). You can't upload GIFs as Steam screenshots, but you can embed them in your long description. More on that below.
The Short Description
The short description appears in Steam search results, on category and tag pages, and anywhere your game shows up in a condensed list format. You get roughly 300 characters. Every word counts.
The Formula
Hook plus genre plus unique mechanic. That's it.
Balatro: "The poker roguelike. Balatro is a hypnotically satisfying deckbuilder where you play illegal poker hands, discover game-changing jokers, and trigger satisfying combos."
Notice: it opens with a three-word hook ("The poker roguelike"), names the genre (deckbuilder), and describes the unique twist (illegal poker hands, jokers, combos). Anyone reading this knows exactly what they're getting.
Common Mistakes
Vague adjectives. "An exciting adventure in a mysterious world" tells no one anything. What genre? What do I do? What's the hook?
Backstory dumps. "In the year 2047, after the Great Collapse, humanity..." Nobody reads this in a search result. They're scanning. Hook them first.
Burying the genre. If you're making a roguelike deckbuilder, say "roguelike deckbuilder" in the first line. People filter by genre. If they can't find yours in half a second, they skip to the next result.
Wasting characters on your studio name. The studio name already appears on the page. Use your 300 characters to sell the game.
The Long Description
The "About This Game" section is your sales page. It sits below the fold on the store page, so only people who scrolled past the capsule, trailer, and screenshots will read it. These are warm leads. They're already interested. Your job is to close them.
Structure That Converts
Lead with a GIF. Seriously. An embedded GIF showing 3-5 seconds of your best gameplay, right at the top of the description, grabs attention before anyone reads a word. Steam supports animated GIFs and WebMs in descriptions using the visual editor.
Follow with a one-paragraph pitch. Two to three sentences. Genre, hook, what makes this different. Think of it as your short description with room to breathe.
Feature list with headers. Use Steam's formatting tools to create bold section headers and bullet points. Players scan. They don't read paragraphs. Break your features into scannable chunks:
- Core mechanics (what do you DO in this game?)
- World and setting (where and when?)
- Progression systems (what keeps me coming back?)
- Multiplayer/co-op (if applicable)
More GIFs between sections. Three to four GIFs total in a long description is the sweet spot. Each one should show a different aspect of gameplay. Look at how Hollow Knight's store page uses animated clips between text blocks. It breaks up the reading and keeps demonstrating the game.
The August 2024 Description Crackdown
In August 2024, Valve rolled out significant changes to what's allowed in Steam store page descriptions:
- No links to external websites. No "Join our Discord" banners, no social media links in the description. Steam provides dedicated fields for social links elsewhere on the page.
- No embedded imagery mimicking Steam UI. Those animated GIFs showing someone clicking the "Add to Wishlist" button? Banned.
- No images, links, or widgets pointing to other games. You can't embed iFrame widgets linking to your other titles or a partner's games. This was a big hit for publishers who used cross-promotion between their catalog.
This matters because it cleaned up the description space. Your "About This Game" section should now be 100% about your game. Use franchise pages, bundles, and developer homepages for cross-promotion instead.
Tags: Telling the Algorithm Who You Are
Tags are how Steam's algorithm categorizes your game, determines who to show it to, and decides which other games yours is "like." Get tags wrong and Steam literally shows your game to the wrong people. Or worse, doesn't show it at all.

How Tags Drive Everything
Steam uses your top 20 tags to:
- Place your game on genre and category browse pages
- Power the Discovery Queue recommendations
- Determine your "More Like This" section (and which games' "More Like This" you appear in)
- Filter search results when users narrow by tag
- Drive tag-based recommendations throughout the store
The Tag Wizard in Steamworks walks you through applying tags across genres, visual properties, themes, moods, and features. Valve requires at least five tags before launch. Apply all 20. Every empty slot is wasted visibility.
Tag Ordering Matters
Your top five tags carry the most weight. They also display publicly on your store page. These should paint a clear, specific picture of your game.
The Tag Wizard has a "Suggest Prioritization" feature that pushes high-information, specific tags to the top and generic ones (like "Indie" or "Singleplayer") to the bottom. It's a decent starting point. In practice, developers who spend an hour researching competitor tags and manually prioritizing their own see measurably better Discovery Queue placement than those who accept the defaults.
Valve's documentation says it plainly: rare, specific tags matter more for recommendations than common ones. "Action" is applied to thousands of games, so it's nearly useless for matching. "Party-Based RPG" or "Precision Platformer" or "Open World Survival Craft" carry much more recommendation weight because fewer games share them.
The Tag Research Process
- Find 5-10 successful games in your genre. Games with 500+ reviews that feel like genuine peers to yours.
- Check their tags. Note which tags appear consistently across all of them.
- Use those as your baseline. If every successful roguelike deckbuilder has "Roguelike," "Deckbuilder," "Card Battler," "Strategy," and "Turn-Based" in their top tags, yours should too.
- Add your specifics. What's unique about your game? If it's set in space, add "Space." If it has pixel art, add "Pixel Graphics." These specifics help the algorithm find your niche audience.
- Revisit after launch. Players apply tags too. If the community consistently tags your game with something you missed, check whether it's accurate and adjust.
Common Tag Mistakes
Being too broad. If your top five tags are "Action, Adventure, Indie, Singleplayer, 2D," you've told the algorithm nothing useful. Thousands of games match that description. Be specific: "Metroidvania, 2D Platformer, Pixel Graphics, Souls-like, Action-Adventure."
Missing your sub-genre. Steam has extremely specific sub-genre tags. "Precision Platformer" is different from "2D Platformer" is different from "3D Platformer." Use the most specific one that fits.
Ignoring visual and mood tags. Tags like "Atmospheric," "Relaxing," "Cute," "Dark," "Funny" help Steam match your game to players' taste preferences. A cozy farming sim tagged "Relaxing" and "Cute" will be recommended alongside other cozy games. Skip those tags and you might end up recommended next to stressful survival games that share your "Farming" tag.
Trailers on the Store Page
Your trailer auto-plays (muted) when someone visits your store page. On hover in lists and queues, a six-second "microtrailer" plays, auto-generated by Steam from your first trailer. Those first seconds matter enormously.
Gameplay First
Steamworks documentation is direct: "We highly recommend that the first trailer you list on your store page is primarily gameplay." Not a cinematic. Not a logo reveal. Not a dramatic narrator over concept art. Gameplay.
Players browsing the Discovery Queue often have the sound off. Your trailer needs to work silently. If your first five seconds are a black screen with music building, you've wasted them. Show your most visually striking gameplay moment immediately.
Trailer Order and Microtrailers
You can upload multiple trailers and reorder them. The first two trailers appear before your screenshots in the store page media carousel. Any additional trailers appear after screenshots.
Steam automatically generates a microtrailer from your first listed video: six one-second clips stitched from various points in the trailer. If your first trailer has long static shots, talking heads, or text cards, the microtrailer will be boring. Front-load action and visual variety.
Technical Specs
- Resolution: Up to 1920x1080
- Frame rate: 30/29.97 or 60/59.94 fps
- Bit rate: 5,000+ Kbps recommended
- Format: .mov, .wmv, or .mp4 (H.264 video, AAC audio preferred)
- Aspect ratio: 16:9 preferred, 4:3 accepted
- Length: 60-90 seconds is the sweet spot for a gameplay trailer. Under 60 for a teaser.
Categorize Your Trailers
Steam lets you label trailers as Gameplay, General/Cinematic, Teaser, or Interview/Dev Diary. Use these labels. Players specifically seek out gameplay trailers, and the labels help them find what they want.
The Coming Soon Page Strategy
Put up your Coming Soon page as soon as you're ready to talk about your game publicly. That's Valve's own recommendation, and their data backs it up: "There doesn't appear to be a strong downside to having a store page up for a long time ahead of release."

Chris Zukowski's analysis of Song of Iron proves this further. That game collected 89,000 wishlists over 18 months, and the conversion rate of early wishlisters (March 2020) was statistically identical to late wishlisters (Summer 2021). Wishlists don't "get old." The data is flat. There's no penalty for going early.
Requirements for Going Live
- Complete the store presence sections in Steamworks (description, capsule art, at least five screenshots)
- Submit for Valve review (allow at least 7 business days)
- Your Coming Soon page must be live for a minimum of two weeks before release
What You Don't Get
There's no algorithmic boost when your Coming Soon page goes live. No "New Coming Soon Pages" section on Steam. The visibility you get at announcement comes from your own marketing: your trailer, your press outreach, your Reddit posts, content creators covering you. Steam itself doesn't promote Coming Soon pages the way it promotes released games.
But that's fine. The point of the Coming Soon page is to start collecting wishlists. Every person who wishlists your game gets an email notification on launch day. That's free, targeted marketing from Valve's servers to someone who already expressed interest. Over 18 months, those wishlists compound.
Early Access Page Differences
If you're launching into Early Access, your store page needs extra work. Steam requires you to answer a questionnaire that appears prominently on your page:
- Why Early Access?
- How long will it be in Early Access?
- How will the full version differ?
- What's the current state?
- Will pricing change?
Be honest and specific. "We plan to be in Early Access for approximately 12 months" is better than "until the game is ready." Players are wary of Early Access after years of abandoned projects. Your answers either build trust or erode it.
When you transition out of Early Access to full release, Steam treats it like a brand new launch. You get the full New Releases queue visibility, wishlist notification emails go out, and reviews from the Early Access period get marked with an "Early Access" flag. You essentially get two launch windows.
This is powerful. Games like Baldur's Gate 3, Hades, and Vampire Survivors all used Early Access to build an audience, refine based on feedback, then rode a second wave of visibility at 1.0 launch.
Reviews and How They Snowball
Reviews affect your store page in two direct ways: they display a review score ("Overwhelmingly Positive," "Mostly Positive," etc.) and they give prospective buyers social proof. Indirect effects matter too: games that dip below 40% positive (Mostly Negative) get reduced algorithmic visibility.
The 1,000 Review Benchmark
Chris Zukowski's annual Steam analysis tracks games that reach 1,000 reviews as a proxy for meaningful commercial success. In 2024, only 2.4% of released games hit that number. Games in that tier tend to receive Daily Deal offers, prominent "More Like This" placement, and sustained algorithmic support.
You can't buy your way there. There's no magic threshold in the algorithm at exactly 1,000. It's a correlation: games that sell well enough to accumulate 1,000 organic reviews have demonstrated enough player interest that Steam keeps promoting them.
What You Can Do
Don't solicit reviews inside your game. Valve's rules explicitly prohibit asking players to review your game from within the application. Steam itself prompts players to leave a review after a period of playtime.
Respond to negative reviews carefully. Steam gives you a "Write Official Developer Response" tool. Use it sparingly. A developer response draws more attention to the review, which can amplify a small complaint into a community discussion. Address genuine bugs or misunderstandings. Ignore trolls.
Ship a good game. This sounds obvious, but review scores are downstream of game quality. No amount of store page optimization fixes a game that players don't enjoy. A polished store page gets people to click "Buy." Reviews reflect whether they're glad they did.
The "More Like This" Algorithm
The "More Like This" section at the bottom of every Steam store page shows similar games. Appearing in the "More Like This" of a popular game is free, high-quality traffic from an audience that's already proven they like your genre.
Steam determines "More Like This" primarily through tag overlap. Your top 20 tags are compared to every other game's top 20 tags. The more tags that overlap, the stronger the similarity signal. Tag order matters less here than sheer overlap.
This is why specific, accurate tagging is critical. If your cozy farming sim shares 15 tags with Stardew Valley, you'll appear in Stardew Valley's "More Like This." That's potentially millions of eyeballs from one of the biggest indie games ever made.
But it works both ways. If your tags are sloppy and you share 15 tags with a janky asset flip that has 12 reviews, you'll appear there too. Choose tag-peers deliberately.
System Requirements and Language Support
Two factors that indie devs underestimate.
Language Support Drives Visibility
Steamworks documentation states: "Steam will be more likely to show your game to players that speak a language supported by your game." If your game only supports English, you're invisible to the algorithm for non-English-speaking users.
You don't have to translate the entire game to benefit. Translating just your store page (description, screenshots with text, short description) into Simplified Chinese, Russian, German, Japanese, and Spanish covers the largest non-English Steam audiences. Store page localization is cheaper and faster than full game localization, and it directly increases the number of players Steam will show your game to.
System Requirements Signal Quality
Filling out accurate system requirements isn't just a formality. Players filter by system specs, and incomplete requirements look amateurish. List realistic minimum and recommended specs. Test on lower-end hardware if you can.
Seasonal Sales and Visibility Events
Steam runs major seasonal sales (Summer, Autumn, Winter, Spring) plus themed events throughout the year. During these sales, your Vertical Capsule (748x896px) gets prominent placement if your game is discounted.
Key Rules
- A discount of 20% or greater triggers a wishlist notification email to everyone who wishlisted your game. Below 20%, no email. This is huge. Plan your first meaningful discount around this threshold.
- There's a cooldown period between discounts. You can't run a sale every week.
- To be eligible for official Steam sale featuring, your capsule art must comply with all graphical asset rules. Any violations and you're excluded.
Update Visibility Rounds
After your initial launch visibility window ends, Steam gives you a limited number of Update Visibility Rounds. These place your game in a "Recently Updated" section on the front page for users who own your game or have it wishlisted.
Use these for genuine major updates: new content, significant features, DLC launches. Don't burn them on patch notes. You get a limited supply. Each one is a mini re-launch opportunity.
The Store Page Checklist
Before you hit "Post as Coming Soon" or "Release," walk through every item:

Capsule Art
- Header Capsule: 920x430px, logo readable, no banned text
- Small Capsule: 462x174px, logo fills the frame, readable at 120x45
- Main Capsule: 1232x706px
- Vertical Capsule: 748x896px
- All capsules follow graphical asset rules (artwork and game name only)
Library Assets (for release)
- Library Capsule: 600x900px
- Library Hero: 3840x1240px (artwork only, no text)
- Library Logo: 1280px wide and/or 720px tall, transparent background
Screenshots
- Minimum 5, ideally 8-12
- 1920x1080 or larger, 16:9 ratio
- First screenshot shows core gameplay
- At least 4 marked "suitable for all ages"
- No concept art, marketing copy, or award badges
- Higher-res versions in your press kit for journalist use
Trailer
- Gameplay trailer listed first
- Opens with gameplay, not logos or black screens
- 60-90 seconds for gameplay trailer
- 1920x1080, 30 or 60fps, 5000+ Kbps
- Works with sound off
Short Description
- Under 300 characters
- Opens with genre/hook
- Names the unique mechanic or twist
- No backstory, no studio name, no vague adjectives
Long Description
- Leads with a GIF or compelling imagery
- One-paragraph pitch near the top
- Feature lists with bold headers
- 3-4 embedded GIFs showing different aspects
- No external links, no fake UI elements, no cross-promotion widgets
- Localized into your top target languages
Tags
- 20 tags applied
- Top 5 are specific sub-genres and key descriptors
- Matches tags of successful comparable games
- Includes visual style, mood, and feature tags
- Generic tags ("Indie," "Singleplayer") pushed to lower priority
Other
- System requirements filled out accurately
- Release date display set appropriately
- Social media links in the dedicated fields (not in description)
- Early Access questionnaire completed honestly (if applicable)
- Accolades section used for any press quotes or awards
The Uncomfortable Truth
You can optimize every pixel of your Steam page and still fail if the game doesn't connect with an audience. Store page optimization is a multiplier, not a miracle. A great page for a game nobody wants is still a page nobody visits.
But here's what the data actually shows. The genres at the top of Chris Zukowski's 2024 success charts (Horror, Simulation, Open World Survival Craft, Roguelikes) aren't there because those developers are better at marketing. They're there because those genres have hungry audiences on PC, and the developers who make games in those spaces AND optimize their store pages are the ones who break through.
Open World Survival Craft had a 24.5% success rate among games reaching 1,000 reviews in 2024. Farming games hit 20.8%. 2D Platformers? 0.25%. The store page matters. But so does building something people are looking for.
Do both. Build a game that fits a real audience. Then make your store page the best possible version of what that game is. Use your press kit to share those same assets with journalists and content creators. Keep your capsule art tight, your tags specific, your description scannable, and your screenshots honest. What consistently works is treating your store page as a living document—developers who iterate based on data and feedback see steady improvement in their conversion rates over time.
The algorithm isn't magic. It's a matching system. Think of it less as an oracle and more as a very diligent librarian who happens to process a few million queries per day. Your job is to give it the clearest possible signal of what your game is and who it's for. Do that, and Steam will do the rest.
Frequently Asked Questions
How early should I put up my Coming Soon page?
As soon as you're ready to talk about your game publicly with at least a trailer and 5-6 screenshots. Valve's data shows no downside to having a page up for a long time. Wishlists don't "expire" or convert worse over time.
What's the minimum number of screenshots I should have?
Steam requires at least 5. You should have 8-12 showing variety: core gameplay, different environments, UI in context, and at least one "wow" moment.
Do generic tags like "Indie" help my visibility?
No. "Indie" is applied to nearly everything and tells the algorithm nothing useful. Specific sub-genre tags like "Metroidvania" or "Open World Survival Craft" carry far more recommendation weight.
Should I use the same key art on Steam and in my press kit?
Yes. Your press kit key art should be the same high-resolution source artwork you use for Steam capsules. Journalists using your press kit should recognize the same visual identity they see on Steam.
Related Guides
Dive deeper into each aspect of steam page optimization: