How to Build a Steam Store Page: A Step-by-Step Guide
If you haven't registered as a Steamworks partner or created your app yet, start with Getting Started on Steam: Your First Steps in Steamworks — that has to happen before anything else. Once your app ID is live, you can start filling in your Steam store page, but the sheer number of fields can make it hard to know where to begin. It's common for developers to finish the game and only then realize how much page work is left, scrambling to pull everything together right before launch. This guide walks through everything a Steam store page needs, the order that works best, and the parts people tend to forget.
Everything You Need
| Item | Details |
|---|---|
| Capsule images | Header, main capsule, small capsule, and other placement-specific graphics (required) |
| Trailer | The video that autoplays near the top of the page — should include actual gameplay |
| Screenshots | Multiple captures of real gameplay |
| Short description | A one- or two-sentence summary shown in search results and wishlist lists |
| About the Game | The main page copy — feature lists and screenshots can be mixed in |
| Tags | Keywords that directly affect search and recommendation placement |
| System requirements | Minimum and recommended specs — OS, CPU, GPU, RAM, storage |
| Pricing | Base price plus regional pricing adjustments |
| Release date / coming soon page | Settings that control your pre-launch page visibility |
A Reasonable Order to Work In
Trying to fill every field at once tends to stall progress. This order tends to move faster:
Step 1 — Capsules first. Steam often won't let a page go up for review without them, so lock these down before anything else. Steam Store Graphic Sizes: The Complete 2026 Guide covers every required size, including the header, main, and small capsules.
Step 2 — Short description and tags. These are the second-most-visible pieces of your listing. The short description is the line that decides whether someone clicks through from search, so pack it with genre and core appeal. Tags decide which lists your game shows up in, so pick them deliberately.
Step 3 — Screenshots and trailer. Once the text is locked, move on to visuals. Trailers take longer to produce than anything else on the page, so it's worth starting the concept early — well before the rest of the page is finished.
Step 4 — About the Game. Lay out your features, story, and standout points, weaving in screenshots as you go.
Step 5 — System requirements and release info. Fill these in once development has settled down, based on specs you've actually tested rather than early estimates.
What Gets Forgotten Most Often
Vertical and library capsules are the most commonly missed items. The main store page only needs the header, main, and small capsules to display — but wishlist lists and the post-purchase library screen use different sizes entirely. Skip those, and your game shows up with a blank slot or a default image in exactly the places players see after they've already decided to buy.
It's also common to launch a coming-soon page and then leave the short description and capsules untouched while chasing wishlists. Treat the coming-soon phase and the full launch as two separate content passes, and schedule time before launch to refresh capsules and the trailer against your latest build.
System requirements are another thing that quietly go stale — teams list specs from early development and never touch them again. If graphics options or optimization work changes later in development, the minimum and recommended specs need to catch up, or they'll no longer reflect what buyers are actually running.
Account for How Long This Actually Takes
Opening a design tool every time you need a new capsule size, resizing the canvas, and repositioning text gets old fast — especially if you're doing it twice, once for the coming-soon page and again before launch. StoreShot's PC/Steam category lets you drop in your key art and copy once and export every required Steam size in one pass, which cuts down on that repeated work considerably.
Takeaway
A Steam store page needs several very different kinds of material at once — capsules, copy, screenshots, trailer, and system requirements. Locking down the capsules and core text first, then moving on to visuals, is the fastest way to avoid a last-minute scramble that skips over details like vertical capsules or outdated system requirements.