How to Create, Build, and Release a Steam Demo
This article explains how independent game developers (and small indie teams) can create a demo for their game on Steamâcovering the full process from setup through build and release.
For an overview of the complete process of selling a game on Steam, see the article below.
Note: these steps are based on my own registration experience between October and November 2025. Valve may update the process, so treat these as approximate guidance. For reference, here is the game I submitted to Steam:
https://twitter.com/FoxEngineer777/status/1974287906367050068
Background Knowledge Before Creating a Demo
Creating a demo involves four main steps:
- Create the demo app
- Set up the demoâs store page
- Build the demo (demo build)
- Release the demo
Steps 2 and 3 both require review from Steam, just like the full product.
Reviews can sometimes complete within a week, but two weeks is more common. In slow cases, three weeks to a month is possible. If you have a target release date for your demo, aim to have everything ready for review at least one month in advance.
Note that even if your demo isnât fully polished, Steam allows you to submit for review as long as all required features are included. A practical approach is to complete the main events and core features first, submit for review, then add side content and supplementary features afterwardâthe same applies to the full product.
Creating the Demo App
Letâs get started creating the demo app. Demos are handled as a separate app (with their own App ID) from the main productânot as a modification of the existing app.
As mentioned in an earlier article, every new app requires a $100 deposit. However, demos and DLC created as separate apps tied to an existing product are exemptâthey can be created for free.
You might think: âSo I can register a second game as DLC and skip the deposit!â Steamâs terms explicitly prohibit this, so donât try it.
Creating the Demo App
To create a demo app, go to the full gameâs development page and click âView Associated Itemsâ â âAll Associated Packages, DLC, Demos, and Tools.â

On the next screen, click the âAdd Demoâ button.

A checkbox prompt will appear with options for your demo. These can be changed later, so check the boxes and click âCreate Demo.â

A dialog will confirm that a new app has been created.

Returning to the previous page, you can confirm that the demo app has been successfully created. Thatâs all for the app creation step.

Creating the Demo Store Page
Next, open âApps & Packagesâ â âAll Applications.â You should see the demo app listed alongside the full product app.
This is because the demo is registered as its own app, just like the full product. Critically: all steps from this point forward apply to the demo app, not the full product app.
If you accidentally continue working on the full product app, itâs likely that Steamâs review will flag it as a demo submission and reject itâand submitting demo content to a production app is generally a bad idea.
Whenever youâre working on the demo, make sure to select the demo app (the one with âDemoâ at the end of its name) in the app list.

The Demo Requires Its Own Store PageâJust Like the Full Product
Clicking on the demo app in that list brings up an app management screen that looks nearly identical to the full productâsâwith minor differences (e.g., âGame Buildâ becomes âDemo Buildâ). For the most part, treat it as the same.

If you havenât already guessed from this screen: yes. Steam requires you to go through the entire processâstore page, build, and releaseâfor the demo, just as you did for the full product.

Discouraging? Absolutely. Anyone who has already set up a full store page will feel this deeply. That said, Steam does offer some tools to reuse content from the full product, so the demo process is considerably less work than the originalâbut it still takes effort, and the first-time review requirement means it takes time. Plan accordingly.
Setting Up the Demo Store Page (Skipping Overlap with the Full Product)
Letâs build the demo store page. As with the full product, start by clicking âStore Pageâ under âStore Presence.â

A slightly different prompt appears compared to the full product. The âStore Presenceâ section is essentially asking: âWould you like to allow individual reviews on the demo?â This is the same toggle you saw when creating the demo app, and it can be changed here.
Unchecking this reduces the amount of content you need to fill out. However, I chose to keep it checkedâplayers who enjoy the demo should be able to leave a review.
If youâre publishing in English-speaking markets, leaving reviews enabled may be particularly worthwhile: overseas players tend to write reviews actively, and even a handful of positive impressions can help build trust before the full release.
That said, this setting is a double-edged sword.
Many well-known indie titles disable reviews on their demosâlikely to avoid negative impressions before the full game launches. Steam discourages using the demo as a testing ground or treating players as beta testers (player feedback through dedicated testers is a separate matter).
There are legitimate reasons to release an unfinished demoâfor example, to participate in a major event like Steam Next Festâso consider your specific situation, weigh the pros and cons of allowing reviews, and decide accordingly.
For solo developers, recruiting dedicated testers is often impractical, so using demo reviews to gather feedback may simply be unavoidable.

For other store page fields, Iâll skip the parts that overlap with the full product setup. If youâre unsure about any field, refer to the previous store page article (linked below) or open your full productâs store page in another tab as a reference.
What follows are the parts that differ from the full product setup. First, the âDemo Descriptionâ tabâunlike the full product, this requires clearly explaining what players can do in the demo.
The easiest approach is to copy the full productâs description (images will need to be re-uploaded separately) and then add a clear section explaining what content is included in the demo.
The text displayed alongside the header capsule can be the same as the full productâs.

Under âGraphic Assets,â only âStore Assetsâ and âScreenshotsâ apply to the demo. For Store Assets, thereâs an âImport Images from Parent Appâ button that pulls assets from the full product.
Screenshots, oddly, cannot be imported this wayâre-upload the same images you used for the full product.
Note: the import function for Store Assets seems to only bring over English-language versions. To be safe, manually upload the same images used for the full product for each locale.

One important caveat about graphic assets: demo capsule images automatically receive a âDemoâ badge overlay in the top-left corner. If you use the same capsule image as the full product, this badge may cover your gameâs title logo.
Any text or logo that gets obscuredâeven partiallyâwill be flagged during review. After uploading, check carefully that the title logo is fully visible.
I was flagged on this for the small capsule imageâso I moved the logo position to the opposite side compared to the full product version.
https://twitter.com/FoxEngineer777/status/1979448040990871913

The demo also requires a release date, even though itâs not part of the store page itselfâit appears on the right side of the app management page.

For the full product, setting a release date within two weeks of launch is discouraged because it locks the date. Demos appear to be more flexible in this regard, so itâs probably fine to set a date within two weeks.
I set mine about three weeks out just to be safe.

Also remember to configure the localized app name, just as you did for the full product.

Submitting the Demo Store Page for Review
Once all fields are filled in, the âReady for Reviewâ button becomes available. Before submitting, verify the demo looks correct in beta modeâthen click âReady for Review.â

A notes field appears on the review submission screen. A brief explanation of how the demo differs from the full product is enough. Hereâs what I wrote:

After confirming the content, click âOKâ to submit for review.

Review completion notifications typically arrive within a few days. Itâs a good idea to start work on the demo build while waiting. In my case, issues with the content questionnaire extended the process to over two weeks before passing.

Once the store page review is approved, youâll be able to publish itâbut hold off for now. The standard practice for demos is to publish the store page at the same time as the release, after the build review is also approved.

That covers the demo store page. Now letâs move on to the demo build.
Demo Build Process
With the demo store page set up, itâs time to work on the demo build. (You can start this while the store page review is still in progress.)
Open the demo app management page and check the build checklist on the right side of the screen. Weâll work through each item.

Build-related tasks involve specialized terminology that can be hard to grasp from the steps alone. Iâve written a separate article covering the terminology and the overall picture of how Steam builds workârefer to it if anything is unclear as you proceed.
Matching Platform Support
To clear âPlatform Support,â go to the demo app management page and select âTechnical Toolsâ â âEdit Steamworks Settings.â

At the bottom of that page, set the âSupported Operating Systemsâ to match what you entered on the store page. That clears this checklist item.

Uploading a Trailer
For the trailer, use the same one from the full productâs store page. If you havenât uploaded one yet, refer to the store page article for guidance.
https://en.senkohome.com/steam-registration-3/#toc13
Interestingly, a trailer wasnât required when setting up the full productâs store page, but it is required for the demo build checklist. This may be intentionalâlarge game releases often stagger their store page and demo releases, so perhaps the trailer requirement is relaxed on the store page to accommodate that.
App Configuration
Honestly, I couldnât identify exactly what setting this referred to. It was automatically marked as complete after setting up the store page, and I expect the same will be true for others.
If itâs not checked off, investigate the individual settingsâbut itâs unlikely to cause significant issues.
Setting Up at Least One Depot
A depot is the storage location for the actual game files. Go to âTechnical Toolsâ â âEdit Steamworks Settingsâ â âSteamPipeâ â âDepots.â
A depot is created automatically when the app is created. Checking the depot screen for the demo app should show exactly one depot.
If youâve accidentally deleted it, click âCreate New Depotâ to recreate it.

Setting Up at Least One Build
Builds in Steam are Steamâs version management system (see the separate terminology article for details).
Concretely: when a developer uploads their game files to Steam, those files are stored in a âdepot,â and the state of that depot is tracked using a version number called a âBuild ID.â
There are two ways to upload game files to Steam: Web Upload and uploading via the Steamworks SDK.
Web Upload is simplerâyou upload a ZIP file directly from the Steamworks interface. However, it only supports files up to 2 GB. Files larger than 2 GB require the Steamworks SDK method.
Web Upload (Up to 2 GB)
Go to âTechnical Toolsâ â âEdit Steamworks Settingsâ â âSteamPipeâ â âWeb Upload.â

Select your game files packed as a ZIP, leave the dropdown set to âStandard,â and click âUpload.â

After a successful upload, a confirmation dialog appears asking whether to register the upload as an official build. The Notes field is optionalâyou can fill it in later. Leave âSet Build Live on Branchâ set to âNoneâ for now; branch configuration is done separately in the build screen. Click âCommitâ to finalize.

After committing, go to âSteamPipeâ â âBuilds.â The newly uploaded files should appear there with an assigned Build ID.
Currently no branch is assigned to this build, so it wonât be visible to users yetâbranch configuration is covered next.

Steamworks SDK Upload (No File Size Limit)
For files over 2 GB, use the Steamworks SDK method.
The Steamworks SDK is the official developer kit provided by Steam. Itâs used to upload game files to Steam and provides additional features such as API access and cross-platform support.

The actual upload feature within the SDK is called âContentBuilder,â which is command-line onlyânot beginner-friendly. To make uploads accessible, Steam provides SteamPipeGUI, a graphical interface that runs ContentBuilder behind the scenes.
Letâs download the Steamworks SDK. Click the âStep-by-step guideâ link in the demo build checklist, or navigate directly to the official docs.

On the Steamworks documentation page, click the âhereâ link under âDownloading the Steamworks SDKâ to download the latest version.

Youâll download a ZIP file (steamworks_sdk_xxx.zip). Extract it to a location on your PCâpreferably somewhere without Japanese characters in the path (e.g., directly under the D: drive).

Inside the extracted folder, youâll find an sdk folder. Navigate to sdk\tools and extract SteamPipeGUI.zip there as well.
The result should look like this:

Open sdk\tools\SteamPipeGUI and double-click SteamPipeGUI.exe to launch it.

Once SteamPipeGUI is open, enter the following:
- AppID: The App ID shown next to the app name in Steamworks (use the demo appâs ID)
- Build Description: A memoâenter anything you like
- Depot ID: The Depot ID shown in the Steamworks depot screen (use the demo appâs ID)
Note: on first use, click âAdd Depotâ to add the target depot - Build Path: The folder containing your game files (avoid Japanese characters in the path)
Note: with this upload method, you do NOT need to ZIP the files first - Steamworks SDK ContentBuilder: The full path to
sdk\tools\ContentBuilder(required to run ContentBuilder in the background) - Steam Login: Your Steamworks account username
- Steam Password: Your Steamworks account password
Once all fields are filled in, click the âUploadâ button on the right side of the screen.

For reference, hereâs the folder structure I used: the MagicalGirlMina folder contains Mina.exe directly at the root level. With the settings shown in the screenshot above, this structure uploads and runs correctly.

A command prompt window will open during the uploadâthis is normal and can be ignored. On the first upload, you may be prompted to enter a 5-character code sent to your emailâjust check your inbox and respond.
When the upload succeeds, âSuccess!â will appear at the end of the âUpload Log Outputâ area.

After uploading, check the Steamworks build screen. The game files you just uploaded should appear as the newest Build ID at the top of the list. That covers both upload methods.

Setting the Default Branch
Uploading alone doesnât make the build available to users. You also need to set the build as the âdefaultâ branch.
In the Steamworks build screen, find the column labeled âSet Build Live On Branchâ to the right of the build history list. Select âdefaultâ in the row of the Build ID you want to publish, then click âPreview Change.â

A branch change preview screen appears. Confirm that the default branch is being set to the correct Build ID.
The optional comments field at the bottom is useful for notes like âInitial releaseâ or âver1.00ââhelpful for future reference.
Once reviewed, click âSet Build Live Now.â

A confirmation prompt appearsâclick âOK.â

Back in the build screen, verify that the âCurrentâ column for your selected Build ID now shows âdefault.â

Branch configuration is now complete. You canât verify the gameâs launch yet because other settings still need to be configuredâthatâs covered shortly.
Setting Launch Options and Install Directory
Back in the build checklist, the next two items are âDefined Launch Optionsâ and âSet Install Directory.â Both are configured in the same place: âTechnical Toolsâ â âEdit Steamworks Settingsâ â âInstallationâ â âGeneral Installation.â
First, set the âInstall Folderâ field to the folder name that users will see when they download the game. Using the same folder name as your uploaded game files is fine, but avoid Japanese charactersâfolder names with Japanese characters may cause launch issues for non-Japanese players (Steamâs documentation also recommends English).
For the demo, I added _demo as a suffix to avoid potential conflicts if users have both the demo and full product installed in the same location. Using the same folder name might share save data between demo and full productâI havenât investigated this thoroughly.
After entering the folder name, click âUpdate Install Folderâ to save.

Next, configure âLaunch Optionsâ in the middle of the page. For most games, this means specifying the path to the executable that launches the game.
If the .exe file is at the root of your uploaded folder, you only need to specify the filename itself (as shown in my upload folder screenshot). If the exe is in a subfolder, specify the path accordingly (e.g., MinaFile\Mina.exe).
If youâre using a different launch mechanism, make sure to verify it works correctly in the post-build launch test described later.

Important: changes to Launch Options and Install Directory do not take effect until you âPublishâ them. Remember that these settings require a publish step to apply.
Depot Language Configuration
Next in the checklist: âDepot Language Set.â Go to âTechnical Toolsâ â âEdit Steamworks Settingsâ â âSteamPipeâ â âDepots.â

At the bottom of the page, set the âManage Base Languagesâ field to the base language for your game. If your game supports English, set this to English. Japanese-only games can set this to Japanese, but for any internationally-released game, English is the standard choice.

Other Settings
The remaining build checklist items will likely be checked off automatically once youâve completed everything aboveâmine were, without any extra steps. If something remains unchecked, investigate individually, but significant issues are unlikely.

Publishing
With all settings complete, use âPublishâ to apply them. Go to âTechnical Toolsâ â âEdit Steamworks Settingsâ â âPublish.â A confirmation screen appears.
To review what changed, click âShow Diffâ to see a text-based diff of your modifications. âRevert Changesâ lets you roll back to the current published state if needed.
âLight Publishâ seems to offer faster publishing for text-only changes that donât involve game files or imagesâbut you likely wonât need it.

Check the diff if you like, then click âPrepare for Publishing.â Type âSTEAMWORKSâ in the confirmation field, add an internal note, and click âReally Publish.â
Note: if youâre following this guide in order, you havenât submitted the demo build for review yetâso publishing at this stage wonât make anything visible to users.

When publishing completes, a confirmation message appears. If youâve already released the full product, or want to announce updates, posting a Steam news announcement is a good idea. For now, since nothing is visible to users yet, you can skip that.

After the demo is released and live, any subsequent âPublishâ will immediately make changes visible to all users. Always test changes in beta mode before publishing.
One important note: branch changes may take effect immediately without a publish stepâbased on my testing, switching branches appeared to reflect instantly without publishing. Keep this in mind when changing branches after release.
Post-Build Launch Verification
Before submitting for review, verify that the game actually launches correctly.
Go to âStore Presenceâ â âView Store Pageâ â âView in Beta Mode.â

The demo store page will open. Click âInstall Demo.â If the button isnât visible, the default branch may not be set or the publish step may be missingâcheck both.

After successful installation, the demo appears in your Steam library (check the Steam desktop application, not the browser). Click âPlayâ to launch it.
If everything has been set up correctly, the game should launch without issues.

First-time success isnât guaranteedâerrors are common. When they occur, the messages are often vague. Hereâs a useful troubleshooting approach:
Right-click the demo in your Steam library, then go to âManageâ â âBrowse Local Files.â

This shows the folder structure of the installed game. Verify that it matches your expectations.
In my case, the install directory âMagicalGirlMina_demoâ contains Mina.exe directly at the rootâand this structure runs correctly.

For diagnosing errors: try launching the .exe directly from the file system. If it launches that way but not through Steam, the issue is likely in your Install Directory or Launch Options configuration. If the direct launch also fails, the issue is probably in the uploaded files themselves.
Work through errors systematically until the game launches successfully.
Demo Build Review
Once all the above is complete, the game build (demo build) is ready to submit. Confirm that all checklist items are complete.

Click âReady for Reviewâ in the âDemo Buildâ section at the top of the app management page.

A notes confirmation screen appears, similar to the store page review. Briefly describe the demo (e.g., what content is included) and click âOK.â

Hereâs what I wrote in my submission notes. Feel free to adapt it for your own submission (ChatGPT helped me draft most of it):

After submitting, Steam indicates the review will take 3â5 days.

After over a week with no response, I found this message indicating the build review was taking longer than usual. The delay was partly my faultâI submitted during Steam Next Fest. Try to avoid major event periods when submitting, or plan for extended wait times.

After another waitâroughly a week and a half totalâmy build was flagged for a content questionnaire issue related to sexual content.
https://twitter.com/FoxEngineer777/status/1981883698858656234
My game features a protagonist named Mina whose chest bounces during movement, and certain attack animations expose her underwear. Steam flagged this as sexual contentâwhich is a fairly strict standard, but understandable.
After updating the questionnaire and resubmitting, the review passed in about four days.

Demo build complete! Both store page and build reviews each took over two weeks. At this point, just assume Steam reviews take around two weeks and plan accordingly.
Releasing the Demo
Once both the store page and build reviews are approved, releasing the demo is just a button pressâbut hold on before hitting it.

The demo release is one of the best promotion opportunities available to solo and indie developers. When I posted casually about indie game marketing on X, the response was substantial, so Iâll share a few promotional approaches here.
https://twitter.com/FoxEngineer777/status/1977529466583761140
Low-cost promotion options for independent developers:
- Send press releases to media outlets
- Participate in events (Steam Next Fest, etc.)
- Request reviews and coverage (distribute keys to curators, contact streamers)
- Promote on overseas platforms (Reddit, Bilibili)
Of these, sending press releases is free, has no complex requirements, and can have a real impactâworth doing without exception.
Option 2 depends on event timing and isnât always applicable. Option 3 is generally more effective at the full product launch than at the demo stage. Option 4 may be worth trying at the demo stage as wellâI may add notes on this later if I try it.
That said, promotional impact from any of these may be limited for a small solo title.
I plan to write a dedicated article on promotion once Iâve completed the full product release and have more real data on what actually worked.
What Is a Press Release?
A press release is an announcement directed at media outlets. It might sound overly formal, but press releases are entirely normal even for solo indie developers.
That said, posting on your own site or social media isnât enoughâthe goal is to contact media outlets and request coverage, giving them a story they can write about.
If a media outlet picks it up, their distribution power effectively serves as free promotion for your game.
Best of all, reaching out to media is generally free (paid services like PR TIMES offer guaranteed placement, but theyâre optional). The catch is that pickup depends on the gameâs visual appeal and luckâsending to ten or fifteen outlets and having one or two pick it up is a reasonable expectation.
When to Send Press Releases
Common timings for indie developers selling on Steam:
- When the Steam store page goes live
- When the demo releases
- When the full product launches
Established indie studios might also send press releases for title announcements, major updates, or release date announcementsâbut for solo or small teams, these are harder to get coverage for.
Avoid sending press releases too frequentlyâmedia outlets may develop a negative impression. Stick to major milestones.
Detailed instructions on how to send a press release are beyond the scope of this article, but searching âindie game press releaseâ will surface plenty of guides from others who have done it.
The ideal timing for sending is the day of or 1â2 days before the demo goes live (the day-of is easier for media to act on quickly). Sending too late after the release reduces news value significantlyâtry to send the same day if possible.
Donât Forget to Post to the Steam News Hub
While the Steam News Hub may not drive a lot of traffic, itâs worth using if you have the time.
Solo developers often skip this entirely, so itâs an optional stepâbut itâs good practice.
To access it, go to the full product appâs âApp Adminâ page, scroll to the bottom, and click âCommunity Hub Admin.â

In the Community Hub Admin screen, click âPost/Edit Event or Announcementâ under âAnnouncements, Updates, and Events.â

A category selection prompt appears. For a demo release, âGame Release!â seems like the most appropriate choiceâthough some developers use âFree Trialâ for demos. Either should be fine.

After selecting a category, a detail entry screen appears. A full walkthrough of this is outside the scope of this articleâusing the same content as your press release (or a lightly modified version) is sufficient.
For multi-language games, youâll need to write separate versions in each language.

The Steam news post supports scheduled publishingâset a specific date and time under the âPublish Settingsâ tab.

I published mine manually at the time of the demo release by clicking the âPublishâ button in the âPublishâ tab.

Once published, the post status changes to âPublicâ and becomes visible to other users.

You can verify the news post is live by checking the Steam News Hub for your game.

For context: my news post got roughly the following impressions (number of times the post was displayed) and views (number of times it was actually read) in its first 24 hours. The promotional impact was minimalâbut itâs still worth doing as a signal that development is active.

Finally: Releasing the Demo
After preparing the press release and Steam news announcement, all thatâs left is the release itself.
Go to the demo app management page and click âRelease Demoâ under âReleaseâ at the top of the page. Then click âRelease Nowâ in the prompt that appears.

Note that Steam doesnât support scheduled releases at a specific time. You must click the release button manually (the same applies to full product releases). If youâve announced a specific launch time publicly, make sure youâre available to click the button at that time.
A second confirmation screen appearsâenter the required text and click âRelease Nowâ again.

Once released, the following screen appears. There may be a few minutes of lag before changes fully propagate, but the âInstall Demoâ button should appear on the demoâs store page shortly.
However, the full productâs store page may not show an âInstall Demoâ button right away. Looking at the demo appâs screen, thereâs a note suggesting something needs to be done on the parent app (full product) side.

Go to the full productâs âEdit Store Pageâ â âSpecial Settings.â A new âAssociated Demoâ section will appear.
Inside, thereâs a checkbox labeled âDisplay the demo download button prominently above the purchase options.â Check it and save.

Saving alone doesnât update the store pageâgo to the âPublishâ tab, check the diff, and click âPublish to All.â

After publishing, the âInstall Demoâ button will appear on the full productâs store page as well.
In hindsight, the wording of that checkbox was completely unintuitiveâbut thatâs Steam.

After everything is done and you refresh the demo appâs Steamworks page, you may see a prompt asking whether to send an email to wishlisters.
Steam allows one wishlist email notification per app. My wishlist count was around 100 at the time, so I decided the impact would be minimal and skipped it. (It appears you get one per demo and one per full productâtwo total.)
In general, sending a wishlist notification at demo launch is recommended. One caveat: after sending, the feature is locked for two weeks. If you plan to release the full product within two weeks of the demo, you may want to save the notification for the full release instead.

Summary
This article covered everything involved in registering a demo on Steam. Honestly, I didnât expect this to turn into a 20,000-word articleâor around 25,000 words when combined with the terminology article.
In hindsight, the press release and news hub sections probably didnât need to be in this article, but they didnât fit neatly elsewhere either.
For the build process, the most essential things to master are the upload method and branch switchingâthe rest of the details are supplementary. Donât feel like you need to understand every part of this article; just take whatâs useful.
If thereâs one thing that causes the most confusion when working with Steam, itâs the unexpected âfirst-time trapsââlike the Install Demo button situation at the end. Steam has far too many of these, and theyâre often the things that trip people up the most.
Either way, everything described in this article will need to be done again for the full product. Thatâs a daunting thoughtâbut the path forward is clear.
Thatâs all for this article. For other Steam-related articles, see the main overview article linked below.
đ Series: How to Sell Your Game on Steam (4/7)
