The pre-launch timeline I would actually follow if I were launching on Steam today
There's a lot of advice about when to announce your game, when to launch your Steam page, and when to start marketing. Most of it is too vague to be useful. Here is the specific framework I think makes the most sense based on how the platform works.
The core insight:
Steam rewards wishlist momentum, not just wishlist totals. A game with 2,000 wishlists accumulated over 3 months of consistent activity will often outperform a game with 3,000 wishlists accumulated in one week, because the former shows Steam that the audience is genuinely interested.
The timeline I would use:
6 months before launch: Open the Steam page in Coming Soon state. Do not announce it widely yet. Run paid ads to a very small audience ($5 to $10 per day) to seed initial wishlists and let Steam index the page. This matters because Steam uses early engagement data to calibrate what the algorithm shows you.
5 months before launch: Start your community presence. Reddit posts sharing development content. Short-form clips on TikTok and Reels showing development progress or interesting mechanics. The goal here is not viral reach. It is consistent presence so you have an engaged audience when you actually need them.
3 months before launch: Full marketing push begins. Prioritize Steam Next Fest if your timing aligns. Having a playable demo on Steam Next Fest can generate more wishlists in one week than 3 months of regular marketing.
6 weeks before launch: Contact streamers. Not huge streamers. Streamers with 500 to 10,000 followers in your specific genre. Smaller streamers have audiences that actually watch and actually buy. Reach out 6 weeks out because streamers plan their content in advance.
2 weeks before launch: Your trailer goes everywhere. This is not the time to introduce your game to new audiences. This is the time to remind the audience you have already built that the launch is coming.
Launch day: Do not leave the computer. Respond to every comment, review, and question within hours. The first 72 hours of reviews and wishlist conversions determine Steam's early algorithmic treatment of your game. This window matters more than any single marketing activity.
1 week after launch: Most developers go quiet here. This is a mistake. Post a "one week update" everywhere. Share the numbers if they are positive. Share what you learned if they are not. This keeps the momentum going and generates additional coverage.
That's pretty much it. What would you add or change to this timeline based on your experiences?