Publishing a game is everything that happens between "the build works" and "strangers are paying to play it" — picking a storefront, setting a price and revenue model, building a store page that converts browsers into wishlists, running a marketing campaign that starts long before launch, clearing whatever certification the platform demands, and then keeping players around afterward. It matters because most games fail commercially not from bad code but from nobody hearing about them: in 2024 alone, 18,234 games launched on Steam and only about 2.4% reached 1,000 reviews, the rough threshold where a platform's own algorithm starts working in a developer's favor. The counterintuitive part is timing — marketing and development run in parallel from the start, not "when it's done," because wishlists collected 18 months before launch convert at roughly the same rate as ones collected the week before; the studios that break through are the ones that treated publishing as a discipline with its own multi-month timeline, not an afterthought bolted onto the end of a dev cycle.
What This Cheat Sheet Covers
This topic spans 13 focused tables and 99 indexed concepts. Below is a complete table-by-table outline of this topic, spanning foundational concepts through advanced details.
A jump-to index of every table row in this cheat sheet.
An interactive map of every table and concept in this topic.
Table 1: Choosing a Distribution Platform
Where a game is sold shapes almost every other decision downstream — revenue split, discoverability mechanics, certification burden, and audience. Most successful indie launches use one primary platform first and expand to others only after that launch proves the game out.
| Platform | Example | Description |
|---|---|---|
$100 Steam Direct fee, recouped after $1,000 in Adjusted Gross Revenue | • Largest PC gaming audience and most mature discovery tools (wishlists, tags, Discovery Queue) • Default choice for most premium PC indie titles. | |
Default revenue split is developer-configurable, e.g. 90% dev / 10% itch.io | Pay-what-you-want, zero-cost, no approval gate; strongest for game jams, experimental releases, and Early Access-style testing before a bigger launch. | |
iOS + Android soft launch in a small test market before global release | Largest total install base of any platform category; monetization mechanics (IAP, ads, gacha) are covered in depth in a dedicated mobile-monetization reference — this sheet treats mobile only as a distribution channel. | |
0% revenue share on the first $1M in net revenue per app per year, then 88%/12% split | PC storefront with a developer-favorable cut above the free tier; smaller install base than Steam but occasionally offers exclusivity deals with upfront funding. |