Indie Game Listing (itch.io · Steam · Web portals)¶
List a small indie game in the right places (itch.io, Steam, web game portals like CrazyGames and Poki, Game Jolt, Newgrounds, mobile stores, game jams) in three levels (1 get it playable, 2 get wishlists and players, 3 grow), with fees, revenue shares, review steps and page essentials. Use when releasing a web, PC or mobile indie game, choosing where to publish a small game, or when someone asks "where should I publish my indie game", "itch.io or Steam", "how to get my HTML5 game on CrazyGames or Poki", or "Steam page checklist".
Match the game to the platform, get it playable where players are, then build wishlists and players before and after release.
Goal¶
Put a small game where its players already are, with a page that makes them click Play, Download or Wishlist.
When to use¶
- A web (HTML5/WebGL), PC or mobile game is playable.
- You're choosing between itch.io, Steam and web portals.
- Not for: mobile store field-by-field details → listing-app-store, listing-google-play.
Inputs¶
- A playable build (HTML5/WebGL, PC or mobile), a cover image, 3–5 screenshots and a 30-second gameplay clip.
- Your goal: players, revenue or a portfolio piece. It changes which platforms are worth it.
Where to list¶
| Platform | Best for | Cost / share | Link |
|---|---|---|---|
| itch.io | Any small game, jams, prototypes, pay-what-you-want | Free. You pick the revenue share (default 10%, 0–100%) | itch.io |
| Steam | PC games with a real audience plan | US$100 per game (recouped after US$1,000 adjusted gross revenue), then the standard revenue share | Steam Direct |
| CrazyGames | HTML5 / Unity WebGL games | Free upload. QA in about 1–2 days. Basic Launch → Full Launch with the SDK and revenue share | docs.crazygames.com |
| Poki | Polished web games | Apply with a form. Curated, and terms are negotiated per game (the default web deal includes exclusivity) | developers.poki.com |
| Game Jolt, Newgrounds | Community-driven discovery, web and download games | Free | gamejolt.com · newgrounds.com |
| Mobile stores | Touch-first casual games | Store fees | → Listing skills |
| Game jams (itch.io jams) | Visibility and feedback for new devs | Free | itch.io/jams |
Steps¶
Level 1: Get it playable¶
- Pick 1–2 platforms (10 min): web game → itch.io + CrazyGames. PC game → itch.io now, Steam when the page can gather wishlists. Mobile → the stores.
- Page essentials (1 h): a cover/capsule image that reads at small size, a GIF or trailer in the first 10 seconds of gameplay (not a logo intro), 3–5 screenshots, a 1–2 sentence hook (genre + twist), controls, and platforms.
- itch.io: create the project, upload the build (HTML5 builds play in the browser), set a price or pay-what-you-want, and tag the genre accurately.
- CrazyGames: upload through the developer portal, pass QA, start with Basic Launch, and integrate the SDK when invited to Full Launch.
Level 2: Get wishlists and players¶
- Steam: pay the Direct fee, then build the store page early. It must show as Coming Soon for a period before release (check the current Steamworks rule). Collect wishlists for months, not days.
- Take part in events: itch.io jams and Steam Next Fest (with a demo) are the biggest free visibility boosts for small games.
- Devlogs: post short progress GIFs on itch.io devlogs and relevant subreddits and communities (follow each one's rules).
- Web portals: if a CrazyGames Basic Launch performs well, consider Poki's application for a polished version.
Level 3: Grow¶
- Update and re-announce: each update is a new chance to appear in "recently updated" feeds and devlogs.
- Bundles and sales: itch.io bundles and Steam seasonal sales.
- Press kit + creators: a one-page press kit and keys for small streamers → launch-quick-download-wins #14.
- Port where it works: a web hit → mobile. A PC game with wishlists → consoles later.
Prompt (copy-paste)¶
Replace everything in {{ }}.
You are an indie game publishing advisor. Help me list my game.
Game: {{genre, core twist, session length}} Engine + builds: {{Unity WebGL / Godot HTML5 / PC / mobile}}
Stage: {{prototype / demo / finished}} Price model: {{free / paid / ads / IAP}} Goal: {{players / revenue / portfolio}}
1. Recommend 1-3 platforms from: itch.io, Steam, CrazyGames, Poki, Game Jolt, Newgrounds, App Store / Google Play,
and explain each choice (fees, revenue share, audience fit). Mention Steam's per-game fee and Poki's curated terms.
2. Write the page: a hook (≤ 2 sentences), a description (≤ 150 words), 5 tags, a shot list for 5 screenshots and
a 30-second trailer (gameplay in the first 10 seconds).
3. A launch plan: jams/events to join (e.g. Steam Next Fest if on Steam), devlog cadence, communities to post in.
Mark anything you're unsure about as TODO.
Example output¶
Illustrative example. Fictional game, shown for format.
Dino Dash (Godot HTML5 endless runner, 2-minute sessions, free with ads) → itch.io + CrazyGames now, mobile later. Hook: "An endless runner where the dino shrinks every time you jump." Plan: a Basic Launch on CrazyGames, an itch.io page with a devlog, and an entry in a 48-hour jam in week 2 to get feedback.
Common mistakes¶
- A trailer that starts with logos. Show gameplay in the first seconds.
- Paying the Steam fee without a wishlist plan. Many small games never earn back the fee.
- A web game with no mobile or touch support on portals where much of the audience is on phones.
- Wrong tags, which put your game in front of the wrong players.
Related skills¶
- listing-free-directories: itch.io and other free places in context.
- case-study-success-story-analysis: learn from similar small games.
- launch-post-writing: devlog and launch posts.
Credits¶
Written by @nvminhtu. Sources: Steam Direct fee, itch.io open revenue sharing, CrazyGames docs, Working with Poki. Terms change, so check them before committing.