Lesson 18: Publishing & Platform Integration

With marketing and community in place, the final step before launch is getting your battle royale onto storefronts correctly. This lesson covers Steam and Epic Games Store: store pages, platform requirements, build submission, and what to do so your game goes live without last-minute surprises.

By the end you will know how to set up Steam and Epic store presence, meet platform rules, and submit builds for release.

Fish - Dribbble

Image: Fish by Dribbble Artist

What You'll Learn

By the end of this lesson, you will be able to:

  • Set up Steam – Partner account, app configuration, store page, and build upload
  • Set up Epic Games Store – Developer account, product setup, and store listing
  • Meet platform requirements – Age ratings, legal text, and technical guidelines
  • Submit and manage builds – Depots, branches, and going live
  • Handle launch day – Visibility, keys, and post-release checks

Why This Matters

Publishing is more than uploading a build. Each platform has its own rules, forms, and review steps. Missing a requirement can delay launch or block your game. Doing the setup early lets you fix issues before launch week and keeps focus on marketing and community.

Prerequisites

Before starting this lesson, make sure you have:

  • Completed Lessons 1–17 in this course
  • A release-ready (or near-release) build of your battle royale
  • Business/legal entity and tax/banking details for store payouts
  • Marketing and store assets from Lesson 17 (trailer, screenshots, copy)

Step 1: Steam – Partner Account and App Setup

Create or use a Steamworks partner account

  1. Go to partner.steamgames.com and sign in with your Steam account.
  2. Pay the Steamworks fee (one-time per developer/studio) to get partner access.
  3. Complete identity and tax verification so Valve can pay you.

Create your app

  1. In Steamworks, go to Apps & Packages and choose Add New App.
  2. Enter the app name and select Game (or Game + DLC if you plan DLC).
  3. You receive an AppID. Use it everywhere: builds, store page, and support.

Pro Tip: Use a single AppID for your main game. Add depots for different platforms (Windows, etc.) or betas (e.g. public test branch) under that app.

Step 2: Steam Store Page

Your store page drives wishlists and sales. Fill it out completely before launch.

Required and recommended fields

  • Game name – Matches your branding and positioning.
  • Short description – One or two lines; often used in search and discovery.
  • About the game (long description) – Clear pitch, features, and what makes your battle royale different. Use bullets and short paragraphs. Include your positioning sentence from Lesson 17.
  • Screenshots – At least 5; show gameplay, UI, and variety. Add short captions.
  • Trailer – Your main trailer (e.g. 1–2 minutes). Steam supports video on the store page.
  • Logo and capsule art – Required sizes: logo, header, small/large capsules. Follow Steam’s artwork guidelines.
  • Category and tags – Choose categories (e.g. Action, Multiplayer) and tags (e.g. Battle Royale, PvP) so players can find your game.

Age rating and legal

  • Complete the questionnaire in Steamworks so Steam can show the right age rating (e.g. ESRB, PEGI).
  • Add privacy policy and legal links if required in your region.

Common mistake: Leaving the long description generic or last-minute. Treat it like your main sales copy and align it with your positioning and trailer.

Step 3: Steam Builds – Depots and Upload

Depots hold the files players download. You typically have one depot per platform (e.g. Windows).

  1. In your app, go to Steamworks Settings and Depots.
  2. Create a depot (e.g. “Windows”) and note the DepotID.
  3. In Unreal (or your build pipeline), configure the Steamworks SDK and set the correct AppID and DepotID so your build is uploaded to the right depot.

Uploading a build

  1. Build your game (e.g. packaged Unreal project) with the Steamworks integration enabled.
  2. Use Steam Pipe (steamcmd or the Steamworks upload tools) to upload the build to the depot.
  3. In Steamworks, create a build that references the depot and assign it to a branch (e.g. “default” for live, “beta” or “staging” for testing).

Pro Tip: Test the “default” branch with a small group (e.g. internal or closed beta) before making it public. That catches install and launch issues before launch day.

Step 4: Epic Games Store – Developer Account and Product

Create an Epic Games developer account

  1. Go to dev.epicgames.com and sign up or sign in.
  2. Accept the developer agreement and complete account and tax setup.
  3. Create an organization if you’re publishing as a studio.

Create your product

  1. In the Epic Developer Portal, create a new product for your battle royale.
  2. Fill in product name, slug (URL), and description.
  3. Add artwork (icon, cover, screenshots) to Epic’s required specs.

Epic’s process can include concept approval and store listing review. Start early so you’re not blocked close to launch.

Step 5: Epic Store Listing and Builds

Store listing

  • Provide short and long descriptions, features, and media (screenshots, trailer).
  • Set pricing (if paid) and regions.
  • Complete age rating and legal requirements as specified by Epic.

Build submission

  • Epic provides build upload and version management in the portal.
  • Package your Unreal game for the target platform(s) and upload according to Epic’s packaging and submission docs.
  • Use staging or pre-release channels if available so you can test before going live.

Pro Tip: Even if your game is Unreal-based, read Epic’s current store requirements and technical checklist. They change over time and vary by product type.

Step 6: Platform Requirements Checklist

Before submitting for release, confirm:

Area Steam Epic
Age rating Questionnaire done, correct rating shown Completed per Epic’s process
Legal / privacy Policy links where required As required by Epic
Build Runs on default branch; no crash on start Meets Epic’s run and stability bar
Store assets All required images and text in place All required fields and media in place
Pricing / regions Set if selling Set if selling

Common mistake: Assuming “it runs on my machine” is enough. Test a fresh install from the depot/branch you’ll ship (e.g. on a clean machine or new account) to catch missing DLLs, wrong paths, or launcher issues.

Step 7: Launch Day – Visibility and Keys

Steam

  • Set release date and ensure the build on “default” is the one you want live.
  • Use Steam keys for press, creators, and partners; generate them in Steamworks and track who gets them.
  • Monitor store page, community hub, and support for reports and questions.

Epic

  • Confirm your product is released and visible as intended.
  • If you use keys or partner distribution, follow Epic’s process so keys are valid and tracked.

Pro Tip: Have one person own “store and build” and one “community and support” so launch day is coordinated. Use your launch checklist from Lesson 17 and add store-specific steps (e.g. “confirm default branch live,” “generate press keys”).

Summary

  • Steam – Partner account, AppID, store page (copy, media, age, legal), depots, build upload, and branch (default = live).
  • Epic – Developer account, product, store listing, build upload, and release.
  • Requirements – Age ratings, legal/privacy, stable build, and complete store assets on both.
  • Launch – Correct build live, keys for press/creators, and monitoring of store and community.

In the next lesson you will focus on Launch Management & Live Operations: going live, monitoring servers and metrics, and running the first days and weeks after release.

Bookmark this lesson and refer back when you add DLC, new platforms, or seasonal updates. For more on store pages and marketing, see our guides and help sections.

Frequently Asked Questions

How long does Steam or Epic review take?
Steam’s initial setup and first build can be quick; store page and visibility are in your control. Epic may have concept and build review; check their current SLA and start the process early.

Can we release on Steam and Epic on the same day?
Yes. Coordinate builds and store pages so both are ready; then release on the same date if that fits your strategy.

Do we need different builds for Steam vs Epic?
Often one Windows build can be used for both, but each platform may have SDK or overlay requirements. Follow each store’s documentation and test both.

What if our build is rejected?
Platforms usually give a reason (e.g. crash, missing requirement). Fix the issue, resubmit, and use staging/beta branches to verify before trying again.

When should we generate Steam keys for press?
After your store page is public and your build is on a branch you’re happy with. Generate keys in batches, assign to press/creators, and track them so you can revoke if needed.