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Itch / Steam / Stores

Publishing a game is its own project: store assets, ratings, accounts, payment, support, marketing, community. The technical work is 60% of the launch; the rest is paperwork, screenshots, and the half-dozen reviewer requests that always show up.

Per-store checklist for shipping a game

EXAMPLE
# ===== Cross-store concerns =====
# Decide before submission:
# - Pricing tier + per-region adjustments
# - Ratings: ESRB, PEGI, USK, ACB, IARC
# - Privacy policy URL + terms of service URL
# - Refund / support email + response SLA
# - Localisation: at least EN + 2 target markets

# ===== Steam =====
# Pre-launch checklist:
# - Steamworks account + $100 per app fee
# - Trailer + screenshots (1920x1080)
# - Library capsule images (specific dimensions in Steamworks docs)
# - Store page short + long description
# - Branch builds: 'default' (live) + 'beta-internal' (testing)
# - Achievements + leaderboards if used
# - Steam Cloud paths
# - Controller support declared
# - Deck Compatibility tested + reported (Verified / Playable / Unsupported)
# - Workshop config if mods supported
# Review process: takes ~5 business days for first time. Plan for 1-2 cycles.

# ===== App Store (iOS / macOS) =====
# - Apple Developer membership ($99/year)
# - App ID + bundle identifier
# - Provisioning profiles + signing
# - Required Info.plist usage descriptions for every native capability
# - Privacy nutrition label
# - Age rating questionnaire
# - Screenshots: 6.5" iPhone + iPad if applicable
# - App Review Information: contact + demo account
# - In-app purchases declared + tested with sandbox accounts
# - Restore Purchases button required for any non-consumable IAP
# Common rejections:
# - 'No demo account' for gated content
# - Missing privacy policy URL
# - Crash on launch on review device — TEST on a clean device
# - Using private APIs

# ===== Google Play =====
# - Play Console account ($25 one-time)
# - Signing keys via Google Play App Signing
# - Data Safety form
# - Target API level current floor (Play enforces yearly)
# - Phone + tablet screenshots
# - Feature graphic 1024x500
# - Internal -> Closed -> Production track promotion
# - 64-bit native code if you use NDK
# Pre-launch report (free) runs your APK on Firebase Test Lab devices and
# flags crashes / accessibility issues BEFORE you submit.

# ===== Itch.io =====
# - Drag-and-drop a ZIP
# - Set price (free / pay-what-you-want / minimum)
# - Tags, screenshots, devlog
# - HTML5 games supported natively
# - Itch keeps 10% by default (devs can configure)
# Great for: prototypes, jam games, demos, demos with paid full version on Steam.

# ===== Epic Games Store =====
# - Apply via Epic Developer Portal (selective)
# - Smaller revenue share (12%) but lower visibility
# - Verify cert exists, signing, Easy Anti-Cheat where applicable

# ===== GOG =====
# - DRM-free distribution
# - Curated; submission via 'Get Started' form
# - Slow review process (weeks)

# ===== Distribution post-launch =====
# - Auto-updates handled by the store on Steam / Play / App Store
# - Itch + GOG: ship a launcher OR manual updates
# - Crash + analytics: Crashlytics, Sentry, GameAnalytics
# - Customer support: HelpScout, Intercom, or a dedicated Discord
# - Patches: small + often beats big + rare

# ===== Marketing checklist =====
# - Store page live at LEAST 8 weeks before launch (Steam wishlists)
# - Launch trailer (60 seconds, hook in 5)
# - Press kit (logo, screenshots, trailer, fact sheet) on press-kit.com or similar
# - Streamer / YouTuber outreach (small to large; personal pitches)
# - Reddit /r/gamedev devlog posts during development
# - Discord server for community
# - Newsletter for launch + sale notifications

# ===== Post-launch =====
# - Watch reviews; reply politely and learn
# - Patch known issues within the first week
# - Plan a first big sale 1-2 months after launch
# - Roadmap the first content update
# - Localise if metrics show demand

# ===== Pitfalls =====
# - Submitting at the last minute -> rejections eat your launch date
# - Skipping the demo account on the App Store -> 100% rejection
# - Native module mismatch -> Play Store rejects 64-bit absence
# - Forgetting privacy policy URL -> blocks every store
# - Pricing in USD only -> 30% of buyers see weird local prices

# ===== Timeline (small indie game) =====
# T-12 weeks:    pick stores, register accounts, set bundle ids
# T-8 weeks:     Steam page up, wishlisting begins
# T-6 weeks:     trailer + screenshots + press kit
# T-4 weeks:     internal Play / TestFlight, fix crashes
# T-2 weeks:     submit to all stores; review buffer
# T-3 days:      retail-ready build locked
# Launch day:    watch reviews + crashes; reply
# T+7 days:      first patch live; thank streamers; sale announcement

Why it matters

Submit to every store at least two weeks before your planned launch date and budget for two review cycles. The certifications, ratings, and reviewer questions always take longer than estimated; missing the launch date because of a fixable submission problem is the most preventable disappointment in indie games.

Tip: Tweak the snippet with Try it Yourself », then sit the quiz at the bottom of the page.

Example

Example
// Itch.io      — frictionless distribution, generous revenue share.
// Steam        — biggest reach; Steamworks SDK; needs a $100 app fee per game.
// App stores   — Apple + Google; review processes vary.
Try it Yourself »

Test yourself

Q1. For frictionless distribution of indie games, devs often use…
Q2. Distributing on Steam involves…
Q3. Apple distribution requires…

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