# 11 — Launch Checklist



> **Your game is done (or close enough). Now what?**
> This is the full launch checklist — from first store page to post-launch survival. Written for game developers shipping on Steam, with notes for itch.io and other platforms.

> **Key insight:** Marketing isn't a phase — it runs parallel to development. The earlier you start, the better your launch goes. Most successful launches are built on 6+ months of wishlist accumulation.

---

## Table of Contents

1. [Pre-Launch (3–6 Months Before)](#1--pre-launch-36-months-before)
2. [Trailer Production](#2--trailer-production)
3. [Press Kit](#3--press-kit)
4. [Marketing & Wishlists](#4--marketing--wishlists)
5. [Store Page Optimization](#5--store-page-optimization)
6. [Pre-Launch Week](#6--pre-launch-week)
7. [Launch Day](#7--launch-day)
8. [Post-Launch Week 1](#8--post-launch-week-1)
9. [Post-Launch Month 1](#9--post-launch-month-1)
10. [Platform-Specific Checklists](#10--platform-specific-checklists)
11. [Legal & Business](#11--legal--business)
12. [Quick Reference: Asset Sizes](#quick-reference-asset-sizes)

---

## 1 — Pre-Launch (3–6 Months Before)

The store page is your most important marketing tool. Get it live as early as possible — every day it exists is a day someone can wishlist your game.

### Steam Developer Account

- [ ] Create a Steamworks account at [partner.steamworks.com](https://partner.steamworks.com)
- [ ] Pay the $100 app credit fee (per game — refunded after $1,000 in revenue)
- [ ] Complete identity verification (can take a few days)
- [ ] Create your app and note the **App ID**
- [ ] Set your developer and publisher name (this is public — choose carefully)

### Store Page — Copy

- [ ] Write your **short description** (max 300 characters — this shows in search results)
- [ ] Write your **About This Game** section (detailed, formatted with headers and images)
- [ ] Write a compelling **tagline** (one sentence that sells the fantasy)
- [ ] List **key features** as bullet points (5–7 punchy items)
- [ ] Proofread everything — typos on your store page look amateur
- [ ] Get a friend to read it cold and tell you what they think the game is

### Store Page — Visual Assets

Steam requires specific image sizes. Get these exactly right — wrong dimensions = rejection.

- [ ] **Header Capsule** — 460 × 215 px (shows in search, library, and wishlist)
- [ ] **Small Capsule** — 231 × 87 px (shows in top sellers, specials)
- [ ] **Main Capsule** — 616 × 353 px (shows on the front page)
- [ ] **Hero Graphic** — 3840 × 1810 px (top of store page, no logo/text — just art)
- [ ] **Logo** — 1280 × 720 px (PNG, overlaid on the hero graphic by Steam)
- [ ] **Library Capsule** — 600 × 900 px (vertical, shows in the player's library)
- [ ] **Library Hero** — 3840 × 1240 px (background when game is selected in library)
- [ ] **Library Logo** — 1280 × 720 px (PNG with transparency)
- [ ] **Community Icon** — 32 × 32 px (tiny icon for community hub)

> **Tip:** Your capsule art is your game's face. If you can only afford one piece of commissioned art, make it the capsule. A good capsule image can double your click-through rate.

### Screenshots

- [ ] Prepare at least **5 screenshots** (Steam minimum), aim for 8–10
- [ ] Resolution: **1920 × 1080** (16:9 aspect ratio)
- [ ] Show actual gameplay — not menus, not title screens
- [ ] First screenshot is the most important (it's the thumbnail)
- [ ] Include variety: combat, exploration, dialogue, bosses, environments
- [ ] Consider adding subtle UI overlays or captions to explain what's happening
- [ ] No misleading shots — don't show features that aren't in the game

### Pricing & Release Date

- [ ] Research comparable games' pricing (use SteamDB for historical data)
- [ ] Set a price point (common indie range: $4.99–$19.99)
- [ ] Choose a **release date** or set to "Coming Soon"
- [ ] Avoid launching during major Steam sales or AAA release windows
- [ ] **Tuesday, Wednesday, or Thursday** launches perform best
- [ ] Avoid Mondays (people are busy) and Fridays (weekend = less press coverage)

### Tags & Categories

- [ ] Choose up to **20 tags** (the first 5 matter most for discoverability)
- [ ] Look at tags on similar successful games
- [ ] Include genre tags (e.g., "Platformer," "Roguelike," "Metroidvania")
- [ ] Include feature tags (e.g., "Pixel Graphics," "Local Co-op," "Controller Support")
- [ ] Include theme tags (e.g., "Dark Fantasy," "Sci-Fi," "Cute")
- [ ] Set the correct **category** (Single-player, Multi-player, etc.)
- [ ] Mark **controller support** level (Full, Partial, or None)

### Publish the Store Page

- [ ] Submit store page for **Steam review** (takes 2–5 business days)
- [ ] Address any feedback from Valve's review team
- [ ] **Go live as "Coming Soon"** — the wishlist clock starts now
- [ ] Share the store link everywhere you can

---

## 2 — Trailer Production

Your trailer is the second most important marketing asset after your capsule art. Most people decide whether to wishlist within the first 5 seconds.

### Planning

- [ ] Define your trailer's goal: **get wishlists** (not explain the game)
- [ ] Script or storyboard the structure:
  - **0–3 seconds:** Hook — the most visually impressive moment
  - **3–15 seconds:** Core gameplay loop — what does the player *do*?
  - **15–30 seconds:** Variety — different environments, abilities, enemies
  - **30–45 seconds:** Emotional peak — boss fight, story beat, or "wow" moment
  - **45–60 seconds:** Title card, logo, platforms, release date/wishlist CTA
- [ ] Keep it **30–60 seconds** for the main trailer (90 seconds absolute max)
- [ ] No long logo intros, no slow fades, no "In a world where…"

### Capture

- [ ] Record gameplay with **OBS Studio** (free, cross-platform)
- [ ] Capture at **1920 × 1080** minimum (4K if your game supports it)
- [ ] Record at **60 FPS** (even if the game runs at lower — smoother footage)
- [ ] Capture way more footage than you need (3–5x the final length)
- [ ] Get footage of the best moments: tight combat, beautiful vistas, funny interactions
- [ ] Record clean footage — disable debug overlays, FPS counters, etc.

### Editing

- [ ] Edit with **DaVinci Resolve** (free, professional-grade) or **iMovie** (macOS)
- [ ] Cut to the beat of your music
- [ ] Use jump cuts — never let a shot linger more than 3–4 seconds
- [ ] Add **text overlays** sparingly (feature callouts, quotes, title)
- [ ] Include a **title card** with your game's logo at the end
- [ ] Add a **call to action**: "Wishlist Now on Steam" with the Steam logo
- [ ] Export at **1080p, 60fps, high bitrate** (at least 10 Mbps)

### Music & Audio

- [ ] Select music that matches your game's energy and tone
- [ ] Sources for royalty-free music:
  - Your game's own soundtrack (ideal)
  - [Epidemic Sound](https://www.epidemicsound.com) (subscription)
  - [Incompetech](https://incompetech.com) (free with attribution)
  - [Artlist](https://artlist.io) (subscription)
- [ ] Include **game sound effects** under the music — it makes the game feel real
- [ ] Mix music lower during gameplay sections so SFX come through

### Publishing

- [ ] Upload to **YouTube as Unlisted** first — test with friends
- [ ] Get feedback, iterate, re-upload if needed
- [ ] When ready, set to **Public**
- [ ] Upload directly to **Steam** via Steamworks (separate from YouTube)
- [ ] Set the trailer as the **first thing** on your store page (above screenshots)

> **Tip:** Watch your trailer with the sound off. Does it still sell the game? Many people browse Steam muted.

---

## 3 — Press Kit

A press kit makes it effortless for journalists and content creators to cover your game. If they have to hunt for assets, they'll cover someone else's game instead.

### Press Kit Contents

- [ ] **Game description** — three versions:
  - **One-liner** (under 140 characters — for tweets and headlines)
  - **Short paragraph** (3–4 sentences — for article intros)
  - **Full description** (2–3 paragraphs — for deep-dive coverage)
- [ ] **Fact sheet** — quick-reference block:
  - Title, developer, publisher (if any)
  - Platforms, release date, price
  - Genre, player count
  - Engine used, development time
  - Website URL, social links
- [ ] **Screenshots** — high-res (1920 × 1080 or higher)
  - At least 8–10 varied shots
  - Include versions without HUD/UI for editorial use
  - Name files descriptively (e.g., `boss_fight_volcano.png`, not `screenshot_04.png`)
- [ ] **Logo files**
  - PNG with transparent background
  - Include light and dark background versions
  - Vector (SVG) if available
- [ ] **GIFs** — 3–5 short gameplay loops (great for social media embeds)
- [ ] **Trailer link** — YouTube URL (public)
- [ ] **Key art** — high-res version of your capsule/promotional art
- [ ] **Developer bio** — 2–3 sentences about you/your team
- [ ] **Contact email** — a dedicated press email (e.g., `press@yourgame.com`)

### Hosting Your Press Kit

- [ ] **Option A:** Use [presskit()](https://dopresskit.com/) — generates a professional press page
- [ ] **Option B:** Manual folder — host a ZIP on your website or Google Drive
  - Organize into folders: `/screenshots`, `/logos`, `/gifs`, `/key-art`
  - Include a `README.txt` or `fact_sheet.txt` with the text descriptions
- [ ] Make sure the press kit URL is easy to find on your website
- [ ] Link to it from your Steam store page's developer website field

---

## 4 — Marketing & Wishlists

> **The magic number:** Most successful indie launches see at least **100 wishlists per day** in the weeks leading up to launch. If you're below that, you need more visibility. A game with 10,000+ wishlists at launch has a much stronger Day 1.

### Social Media — Set Up

- [ ] **Twitter/X** — still the primary game dev social platform
  - Post gameplay GIFs, devlog updates, behind-the-scenes content
  - Use relevant hashtags: `#indiedev`, `#gamedev`, `#indiegame`, `#screenshotsaturday`
  - Engage with other devs — the community is supportive
- [ ] **Reddit** — high-risk, high-reward
  - Post to: r/indiegaming, r/IndieGaming, r/playmygame, genre-specific subs
  - Reddit hates self-promotion — lead with value, not sales pitches
  - Respond to every comment on your posts
- [ ] **TikTok** — massive discovery potential
  - Short gameplay clips (15–30 seconds)
  - Development process videos do well
  - Vertical video (9:16) — capture or crop accordingly
- [ ] **Discord server** — your core community hub
  - Set up channels: #announcements, #general, #feedback, #bug-reports
  - Keep it active — dead Discord servers hurt more than they help
  - Don't make one until you have a reason (store page live, demo available)

### Content Strategy

- [ ] Post **Screenshot Saturday** every week (Twitter, Reddit)
- [ ] Write devlog posts on Steam (shows up in followers' feeds)
- [ ] Share development milestones: "Just hit 1,000 wishlists!" (people love rooting for you)
- [ ] Post before/after comparisons, time-lapses, interesting bugs
- [ ] Engage authentically — respond to comments, join conversations
- [ ] Cross-post content (but tailor format to each platform)

### Timing Your Announcement

- [ ] **First public reveal:** When you have at least a trailer and 5 screenshots
- [ ] **Store page live:** Ideally 3–6 months before launch
- [ ] **Demo release:** During a Steam Next Fest if possible (apply early)
- [ ] **Launch date announcement:** 2–4 weeks before release

### Press & Media Outreach

- [ ] Build a **press list** (50–100 outlets/writers who cover your genre)
  - Find journalists: search "[your genre] game review" and note who wrote them
  - Check Twitter bios for contact preferences
  - Include smaller YouTubers and bloggers — they're more likely to cover you
- [ ] Send press emails **2–3 weeks before launch**
- [ ] Email template:

```
Subject: [Game Name] — [Genre] launching [Date] on Steam

Hi [Name],

I'm [Your Name], game developer of [Game Name] — a [short genre description].
[One compelling sentence about what makes it unique.]

Launch date: [Date]
Steam page: [URL]
Press kit: [URL]
Trailer: [YouTube URL]

I have Steam keys available if you'd like to check it out.

Thanks for your time,
[Your Name]
[Email / Twitter / Website]
```

- [ ] Follow up once (3–5 days later) if no response — then move on
- [ ] **Never mass-BCC** — personalize each email

### Streamer & YouTuber Outreach

- [ ] Target creators with **1K–50K subscribers** (more likely to respond than big channels)
- [ ] Watch their content first — make sure your game fits their audience
- [ ] Offer **Steam keys** (generate via Steamworks)
- [ ] Provide a **one-sheet**: game name, hook, key included, embargo date (if any)
- [ ] Use services like [Keymailer](https://www.keymailer.co/) or [Woovit](https://woovit.com/) for bulk key distribution
- [ ] Don't expect responses — a 5–10% response rate is normal

---

## 5 — Store Page Optimization

Your store page converts browsers into wishlists and wishlists into buyers. Every element matters.

### Tags Strategy

- [ ] Check the **top 5 tags** on your 10 closest competitors
- [ ] Make sure your most important tags appear in your first 5
- [ ] Include both broad tags ("Action," "2D") and specific ones ("Bullet Hell," "Souls-like")
- [ ] After launch, monitor what tags the community applies and adjust
- [ ] Avoid misleading tags — they bring the wrong audience, who then leave negative reviews

### Description Formatting

- [ ] Use **Steam's BBCode formatting** — not markdown
  - `[h2]` for headers
  - `[list]` and `[*]` for bullet points
  - `[b]` for bold
  - `[img]` to embed images/GIFs inline
- [ ] Break up text with **embedded GIFs** showing features
- [ ] Lead with the hook — what makes your game interesting?
- [ ] Include a **feature list** with clear, punchy items
- [ ] End with info: platforms, language support, planned updates
- [ ] Keep paragraphs short (2–3 sentences max)

### System Requirements

- [ ] List **minimum** and **recommended** specs
- [ ] Test on the lowest-spec machine you can find
- [ ] For 2D games, typical minimum specs:
  - OS: Windows 7/10, macOS 10.13+, Ubuntu 18.04+
  - Processor: Dual-core 2.0 GHz
  - Memory: 2–4 GB RAM
  - Graphics: OpenGL 3.0 / DirectX 11 compatible
  - Storage: [actual build size + 20% buffer]
- [ ] See [../../monogame-arch/guides/G32_deployment_platform_builds.md](../../monogame-arch/guides/G32_deployment_platform_builds.md) for platform-specific build details

### Demo Strategy

- [ ] **Strongly consider releasing a demo** — demos drive wishlists
- [ ] Apply for **Steam Next Fest** (3 per year — Feb, June, Oct)
  - Must have a playable demo
  - Massive visibility — can generate thousands of wishlists
  - Apply at least 1 month before the fest
- [ ] Demo scope: 15–30 minutes of polished content
- [ ] Include the "full game coming soon" messaging with wishlist prompt
- [ ] Consider keeping the demo up after fest (controversial — test and decide)

### Early Access Considerations

- [ ] Only use Early Access if you genuinely plan to develop with community input
- [ ] Clearly communicate: what's in now, what's coming, approximate timeline
- [ ] Early Access games need **more** polish than people think — first impressions stick
- [ ] Plan your 1.0 exit strategy from day one

---

## 6 — Pre-Launch Week

The final countdown. Everything should be ready before this week — this is about verification and coordination, not creation.

### Build Preparation

- [ ] **Feature freeze** — no new features, only bug fixes
- [ ] Full playthrough on every target platform
- [ ] Test the **installer/launch flow** (first-time experience matters most)
- [ ] Verify save/load works correctly
- [ ] Check all text for typos, placeholder content, debug strings
- [ ] Test with a fresh user account (no dev shortcuts)
- [ ] Verify controller support if advertised
- [ ] Run through the **first 15 minutes** — this is where reviews are made

### Steam Upload

- [ ] Upload the **release build** via SteamPipe (Steamworks build tool)
- [ ] Set the build live on a **private testing branch** first
- [ ] Test the Steam build separately from your dev build
- [ ] Configure **launch options** (executable path, arguments)
- [ ] Set up **depots** for each platform (Windows, macOS, Linux)
- [ ] Verify the **install size** matches expectations
- [ ] Test the **Steam overlay** in-game

### Achievements & Integration

- [ ] If using achievements, verify they all trigger correctly
  - See [../../monogame-arch/guides/G47_achievements.md](../../monogame-arch/guides/G47_achievements.md) for implementation details
- [ ] Test **Steam Cloud saves** if enabled
- [ ] Verify **Rich Presence** if configured
- [ ] Test **Steam Trading Cards** if set up (usually post-launch)

### Communications

- [ ] Prepare **Day 1 patch notes** (even if it's just "Launch version 1.0!")
- [ ] Draft **launch announcement** posts for all platforms
- [ ] Schedule social media posts (or set calendar reminders):
  - 3 days before: "Launching in 3 days!"
  - 1 day before: "Tomorrow!"
  - Launch day: "It's live!"
  - Day after: "Thank you" post with early review quotes
- [ ] Send **final emails** to press and streamers with:
  - Confirmed launch date/time
  - Steam keys (if not already sent)
  - Any embargo lift time
- [ ] Post a Steam **community announcement** for wishlisters
- [ ] Update your Discord with launch date and hype channels

### Personal Prep

- [ ] Clear your schedule for launch day and the day after
- [ ] Get sleep the night before — you'll need it
- [ ] Have snacks and drinks ready (seriously)
- [ ] Set up monitoring on a second screen (see Launch Day below)
- [ ] Tell friends/family you'll be unavailable

---

## 7 — Launch Day

**This is it.** Take a breath. You've done the work. Now execute.

### The Launch

- [ ] **Press the release button** in Steamworks
- [ ] Verify the store page is live and the buy button works
- [ ] **Buy your own game** (or have a friend do it) — test the full purchase flow
- [ ] Download and launch via Steam as a customer would
- [ ] Verify the launch-day build is the correct one

### Monitoring

- [ ] Watch for **crash reports** immediately
  - See [../../monogame-arch/guides/G51_crash_reporting.md](../../monogame-arch/guides/G51_crash_reporting.md) for crash handling setup
- [ ] Monitor **Steam Community discussions** for issues
- [ ] Watch your **Discord** for bug reports
- [ ] Check **Steam reviews** as they come in (look for patterns, not individual opinions)
- [ ] Keep an eye on **refund rate** in Steamworks (normal is 5–15%)

### Community Management

- [ ] Respond to Steam forum posts within hours (especially bug reports)
- [ ] Be present in your Discord — this is the most engaged your community will ever be
- [ ] **Thank people** who post positive reviews
- [ ] Acknowledge bugs publicly: "We're aware of X and working on a fix"
- [ ] Don't argue with negative reviews — address the underlying issue instead

### Social Media

- [ ] Post "The game is live!" with your trailer and store link
- [ ] Retweet/share anyone who posts about your game
- [ ] Share the first positive review screenshot
- [ ] Post behind-the-scenes "launch day" content (people love seeing the human side)
- [ ] Thank your community, collaborators, playtesters

### Hotfix Readiness

- [ ] Have your development environment **ready to build** at all times
- [ ] Keep a running list of reported issues, ranked by severity
- [ ] **Critical bug criteria** (ship a hotfix same-day):
  - Crashes on launch for a significant number of players
  - Save corruption or data loss
  - Progression-blocking bugs
  - Major performance issues on common hardware
- [ ] For non-critical bugs: collect reports, batch into a patch within 2–3 days
- [ ] Test hotfixes before pushing — a bad patch is worse than the original bug

---

## 8 — Post-Launch Week 1

The honeymoon period. Your game has maximum visibility right now — make the most of it.

### Reviews & Feedback

- [ ] Monitor reviews daily — look for **recurring themes**, not individual complaints
- [ ] Respond to negative reviews constructively (address the issue, don't argue)
- [ ] Track your **review ratio** — "Mostly Positive" (70%+) is the minimum viable rating
- [ ] If below 70%: identify the top complaints and prioritize fixes
- [ ] Collect the best review quotes for marketing materials

### Bug Fixes & Patches

- [ ] Push a **Week 1 patch** addressing the most common issues
- [ ] Post detailed patch notes on Steam (community announcement)
- [ ] Thank the players who reported bugs
- [ ] If a bug is complex: communicate that you're working on it with a timeline

### Marketing Push

- [ ] Share **launch week metrics** if they're good ("1,000 copies sold in 24 hours!")
- [ ] Post review quote graphics on social media
- [ ] Update your store page's **About section** with review quotes
- [ ] Reach out to any press/streamers who didn't respond pre-launch ("Now live with [X] reviews!")
- [ ] Write a **launch postmortem devlog** on Steam (these perform very well)

### Community

- [ ] Thank your community publicly (Steam post, Discord, Twitter)
- [ ] Highlight fan content (screenshots, fan art, speedruns)
- [ ] Start collecting feature requests and feedback for future updates
- [ ] Set expectations: "Here's what's coming next"

---

## 9 — Post-Launch Month 1

The dust is settling. Time to analyze, plan, and build momentum for the long tail.

### Sales Analysis

- [ ] Review **Steamworks sales data** — daily units, revenue, refund rate
- [ ] Check **traffic sources** — where are buyers coming from?
- [ ] Compare actual sales to your pre-launch wishlist count
  - Rule of thumb: expect ~10–20% wishlist conversion in the first month
- [ ] Analyze **geographic breakdown** — any surprising markets?
- [ ] Check **median playtime** — are people playing your full game?
- [ ] If sales are below expectations: diagnose (capsule art? tags? price? reviews?)

### Review Patterns

- [ ] Categorize all reviews by topic (gameplay, difficulty, bugs, length, art, music)
- [ ] Identify the **top 3 complaints** and plan fixes
- [ ] Identify the **top 3 praises** and lean into them in marketing
- [ ] Watch for the "Mostly Positive" → "Very Positive" threshold (80% positive)

### Content Update Planning

- [ ] Based on feedback, draft a **roadmap** for the next 3–6 months
- [ ] Decide: free updates, paid DLC, or "done and moving on"?
- [ ] Plan your **first content update** (even a small one — it shows the game is alive)
- [ ] Announce the roadmap via Steam post and social media
- [ ] If considering DLC: plan it as a complement, not cut content

### Community Feedback Synthesis

- [ ] Compile feedback from Steam reviews, Discord, Reddit, emails
- [ ] Create a prioritized list: bug fixes > QoL improvements > new content
- [ ] Share your priorities with the community — transparency builds trust
- [ ] Set up a feedback collection system (Discord channel, Google Form, etc.)

### Long-Term

- [ ] Plan for **Steam Sales** — your first big sale will be the next seasonal event
  - You can't discount within 28 days of launch or changing price
  - 10–20% off for first sale is standard
- [ ] Consider entering **Steam Events** (themed sales, festivals)
- [ ] Continue posting devlogs — the algorithm rewards active store pages
- [ ] Think about **localization** if you see demand from non-English markets

---

## 10 — Platform-Specific Checklists

### Steam (Primary)

- [ ] Steamworks account set up and verified
- [ ] App ID created, store page submitted and approved
- [ ] All capsule art uploaded at correct dimensions
- [ ] At least 5 screenshots uploaded
- [ ] Trailer uploaded to Steam (not just YouTube)
- [ ] Tags configured (up to 20)
- [ ] System requirements filled in
- [ ] Content survey completed (maturity rating)
- [ ] Build uploaded via SteamPipe
- [ ] Launch configuration set (depots, executable paths)
- [ ] Achievements configured (see [../../monogame-arch/guides/G47_achievements.md](../../monogame-arch/guides/G47_achievements.md))
- [ ] Steam Cloud saves enabled (if applicable)
- [ ] Controller support configured
- [ ] Steam Input API integrated (if applicable)
- [ ] Community hub enabled
- [ ] Trading Cards — apply after ~1,000 sales (Valve requirement)
- [ ] Release date set (or "Coming Soon")
- [ ] Pricing configured for all regions

### itch.io (Secondary)

- [ ] Create game page at [itch.io/game/new](https://itch.io/game/new)
- [ ] Upload cover image (630 × 500 px)
- [ ] Write a compelling page description
- [ ] Upload screenshots and GIFs (embed GIFs inline — they autoplay)
- [ ] Set pricing model:
  - **Paid** — fixed price, itch takes 0–10% (you choose)
  - **PWYW** — pay what you want with optional minimum
  - **Free** — with optional donations
- [ ] Upload builds for each platform (Windows, macOS, Linux)
- [ ] Tag builds with platform labels so the right download shows
- [ ] Set up a **devlog** — itch devlogs email followers directly
- [ ] Add tags (itch has its own tag system)
- [ ] Configure the **page theme** (colors, fonts, layout)
- [ ] Enable **community** tab (comments or dedicated board)
- [ ] Add links to Steam page, Discord, social media

### Mobile (Optional)

- [ ] See [../../monogame-arch/guides/G32_deployment_platform_builds.md](../../monogame-arch/guides/G32_deployment_platform_builds.md) for platform build details
- [ ] **Google Play:**
  - [ ] Developer account ($25 one-time)
  - [ ] Prepare store listing (title, description, screenshots)
  - [ ] Feature graphic: 1024 × 500 px
  - [ ] Icon: 512 × 512 px
  - [ ] Screenshots for phone and tablet
  - [ ] Content rating questionnaire
  - [ ] Data safety form
  - [ ] Set pricing / in-app purchase config
- [ ] **Apple App Store:**
  - [ ] Developer account ($99/year)
  - [ ] App Store Connect listing
  - [ ] Screenshots for each device size (iPhone 6.7", 6.5", 5.5"; iPad)
  - [ ] App icon: 1024 × 1024 px (no transparency, no rounded corners)
  - [ ] Age rating questionnaire
  - [ ] App Review guidelines compliance
  - [ ] Privacy nutrition labels

### Console (If Applicable)

- [ ] Console dev programs require application (Nintendo, PlayStation, Xbox)
- [ ] Approval can take weeks to months
- [ ] Each platform has its own certification process and requirements
- [ ] Consider working with a **porting partner** (e.g., Ratalaika, Sometimes You)
- [ ] Budget for dev kits and certification fees

---

## 11 — Legal & Business

Not the fun part, but ignoring it creates problems later. Handle this early.

### Business Entity

- [ ] **Sole proprietor** — simplest, but no liability protection
- [ ] **LLC** — recommended for most game devs (liability protection, tax flexibility)
- [ ] Consult a tax professional in your jurisdiction
- [ ] Open a **separate bank account** for game revenue
- [ ] Track all expenses from day one (software, assets, hardware, marketing)

### Tax Requirements

- [ ] **Steam Tax Interview** — complete in Steamworks before you can receive payments
  - US developers: W-9 form
  - Non-US developers: W-8BEN or W-8BEN-E
  - Valve requires this before your first payment
- [ ] Understand **sales tax / VAT** — Steam handles this for you in most regions
- [ ] Track revenue for **income tax** purposes
- [ ] Keep receipts for deductible expenses (software licenses, asset packs, hardware)
- [ ] Consider quarterly estimated tax payments if revenue is significant

### Ratings

- [ ] **IARC rating** — free, handled via Steam's content survey
  - Steam uses IARC to generate ratings for most regions automatically
  - Complete the content survey honestly
- [ ] **ESRB** (North America) — not required for digital-only PC releases
  - Required for console releases and some retail distribution
  - Cost: free for digital via IARC, $3,000+ for full rating
- [ ] **PEGI** (Europe) — handled automatically through IARC on Steam
- [ ] **USK** (Germany), **GRAC** (South Korea) — also via IARC

### Privacy & Legal

- [ ] **Privacy Policy** — required if you collect ANY user data
  - Analytics, crash reports, leaderboards, accounts = you need one
  - See [../../monogame-arch/guides/G51_crash_reporting.md](../../monogame-arch/guides/G51_crash_reporting.md) for crash data considerations
  - Free generators exist, but a lawyer review is worth it for peace of mind
- [ ] **EULA** — Steam has a default subscriber agreement; custom EULA is optional
- [ ] **GDPR compliance** (if accessible in EU) — right to deletion, data access requests
- [ ] **COPPA compliance** (if your game targets children under 13)
- [ ] **Open-source license compliance** — verify all middleware licenses allow commercial use
- [ ] Keep records of **all asset licenses** (music, art, fonts, SFX)
  - Verify commercial use is permitted
  - Note attribution requirements

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## Quick Reference: Asset Sizes

| Asset | Dimensions | Format | Notes |
|---|---|---|---|
| **Steam Header Capsule** | 460 × 215 | JPG/PNG | Search results, library |
| **Steam Small Capsule** | 231 × 87 | JPG/PNG | Top sellers, specials |
| **Steam Main Capsule** | 616 × 353 | JPG/PNG | Front page features |
| **Steam Hero** | 3840 × 1810 | JPG/PNG | Top of store page, no text |
| **Steam Logo** | 1280 × 720 | PNG | Transparent background |
| **Steam Library Capsule** | 600 × 900 | JPG/PNG | Vertical, player library |
| **Steam Library Hero** | 3840 × 1240 | JPG/PNG | Library background |
| **Steam Community Icon** | 32 × 32 | JPG/PNG | Community hub icon |
| **Screenshots** | 1920 × 1080 | JPG/PNG | 16:9, min 5, aim for 10 |
| **itch.io Cover** | 630 × 500 | JPG/PNG/GIF | Can be animated |
| **Google Play Feature** | 1024 × 500 | JPG/PNG | Store listing |
| **Google Play Icon** | 512 × 512 | PNG | 32-bit with alpha |
| **App Store Icon** | 1024 × 1024 | PNG | No transparency |
| **Trailer** | 1920 × 1080 | MP4 | 60fps, 10+ Mbps |

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## Recommended Reading

- [Chris Zukowski's "How to Market a Game"](https://howtomarketagame.com/) — the single best resource for game project marketing
- [Steam's own documentation](https://partner.steamworks.com/doc/home) — the official source
- [GDC talks on launching game projects](https://www.youtube.com/results?search_query=gdc+indie+game+launch) — learn from others' experiences

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*Part of the [Universal 2D Engine Toolkit — Playbook](./00_index.md). Written for game developers shipping their game. You've got this.* 🚀
