Jabali Logo
How To Guide

How to Publish Your First Game (2026 Guide)

How to publish your first game in 2026: itch.io in an afternoon, Steam with a wishlist runway, mobile stores, and instant publishing — costs, cuts, checklists.

Jabali Team

Aug 7, 2026

7 min read

How to Publish Your First Game (Steam, itch.io, Mobile, Jabali.ai) — 2026

Quick answer: Publishing paths by effort: Jabali.ai — publish directly from Studio, instantly; itch.io — free, no approval, live in an afternoon (10% default cut you can set lower); Steam — $100 per game, ~1–2 weeks of setup/review, biggest PC audience (30% cut); Google Play/App Store — $25 one-time / $99 per year, stricter review, 30%/15% cuts. The winning sequence for a first game: instant + itch.io first to learn, then Steam with a wishlist runway for the commercial push.

Step 1: Choose your first platform (the decision table)

PlatformCost to publishStore cutReviewAudience realityBest first move for
Jabali.aiFree (from Studio)—InstantGrowing creator communityInstant playtesting with real players
itch.ioFree10% default (0–100%, your choice)None1M+ products; jam/indie crowdFirst releases, jams, PWYW
Steam$100/game30% (25%/20% above $10M/$50M)~1 week build + page review~147M MAU; the PC main stageCommercial launch with wishlists
Google Play$25 one-time30% (15% under $1M tier)Hours–daysEnormous, discoverability-poorMobile after retention is proven
App Store$99/year30% (15% Small Business Program)1–3 daysSame, with stricter reviewMobile second wave
Epic Games StoreFree (approval)12%; 0% on first $1M/title/yearManual review~78M MAUFollow-up to a Steam success

First-game wisdom: don't launch everywhere at once. One platform, done well, teaches you everything the second launch needs.

Step 2: Prepare the store assets (the part everyone underestimates)

Budget a full day — this is marketing, not admin:

  • Capsule art / icon: the single highest-leverage image of your project. Readable at thumbnail size, high contrast, no tiny text.
  • Screenshots (5+): show gameplay, in the first three. Players decide in seconds.
  • Short description (first 200 characters): your hook, front-loaded — "A mail fox who can't stop running, racing a storm across a canyon" beats "An exciting adventure platformer game."
  • Tags/genre: accurate, not aspirational — mis-tagged games get shown to the wrong players and die by bad-fit reviews.
  • Trailer (30–60s, optional but strong): gameplay in the first 2 seconds. No logo intro.
  • AI disclosure (Steam): if your game contains AI-generated content, Steam asks you to declare it on the store page. One field, not a judgment.

Step 3: The itch.io afternoon (do this first)

  1. Create an account, click Upload new project.
  2. Upload your build (or embed the web version — Jabali projects publish to web naturally).
  3. Add the store assets from Step 2.
  4. Set pricing: free or pay-what-you-want for game #1 — you're buying players and feedback, not revenue yet.
  5. Publish, then post it where players actually are: relevant subreddits, itch.io's new-releases, game dev Discords, your socials.

What you get for the afternoon: real players, real comments, and your first taste of the only metric that matters — did anyone play past two minutes?

Step 4: The Steam runway (for your commercial push)

Steam rewards preparation. The sequence that works:

  1. Week 0: Pay the $100 Steam Direct fee, open the Coming Soon page with your best capsule and screenshots. Wishlist collection starts now.
  2. Weeks 1–8: Post a free demo (Steam Next Fest participation if timing aligns — demos are the highest-converting wishlist engine). Every content update and festival entry compounds visibility.
  3. Launch week: Price $4.99–$14.99 (resist going cheap — see monetization), launch discount 10–20%, email/notify every wishlister.
  4. After: First-week reviews shape your store fate — respond, patch fast, keep the page fresh.

Rule of thumb from indie marketing case studies: ~7,000+ wishlists at launch tends to trigger meaningful algorithmic featuring. Below that, Steam still works — just slower.

Step 5: Mobile, when ready

Follow the mobile publishing guide path: Google Play first (faster review, easier testing tracks), iOS second, and only after your game proves its retention somewhere. Store review checklists (privacy labels, content ratings, screenshots per device class) are a half-day each — annoying, not hard.

Design insight — shipping is a design skill: Finishing and publishing teaches things no amount of building can: how real players misunderstand your tutorial, how your difficulty curve survives contact with strangers, how a store page frames the game before anyone touches it. This is why veterans insist "your first game should be tiny" — you want the full build→ship→learn cycle completed early and cheaply, because every cycle after the first is where the money and mastery live. A published small game is worth ten almost-finished epics.

The first-game launch checklist

  • Game is finishable by a stranger without you explaining anything
  • Onboarding teaches in the first 60 seconds without text walls
  • Capsule/icon readable at thumbnail size
  • 5+ gameplay screenshots; hook in first 200 characters of description
  • AI-content disclosure filled in (Steam) if applicable
  • Pricing decided (free/PWYW for #1; $4.99+ with wishlists for commercial)
  • Launch post ready for 2–3 communities you actually participate in
  • A plan for week 2 (patch, content drop, or next platform) — launches decay fast

Frequently Asked Questions

Q: How much does it cost to publish a game? A: From $0 (itch.io, Jabali.ai) to $100 (Steam, per game) to $25 (Google Play, one-time) / $99/year (App Store). Stores then take a revenue share: Steam 30%, Epic 12% (0% under $1M/title/year), itch.io 10% default configurable, mobile 30%/15%.

Q: How long does Steam take to approve a game? A: Budget about a week for the store-page review plus a few days for build review — Valve officially recommends allowing ~30 days for the full process including the waiting period before release. Plan your launch date after approval, not before.

Q: Should my first game go on Steam or itch.io? A: itch.io first for nearly everyone: free, instant, forgiving. Learn what players do with your game, then bring the improved version (and its trailer, screenshots, and confidence) to Steam with a wishlist runway.

Q: Can I publish an AI-made game on Steam? A: Yes. Steam allows AI-generated content with a disclosure on the store page. What matters: you own the content (Jabali projects include full source code and asset rights) and it doesn't imitate existing IP.

Q: Do I need a company or business account to publish? A: No for itch.io or Jabali.ai — individuals publish freely. Steam and app stores require tax/identity info and pay out to individuals or companies; forming a company is a revenue-time decision, not a launch-time one.

Q: What's the biggest first-launch mistake? A: Launching silently. The second biggest: a store page that undersells the game (weak capsule, screenshots of menus). The game earns reviews, but the page earns the click — treat both as products.

Q: How important are capsule art and screenshots? A: Decisive. Your capsule and first three screenshots do more for clicks than any feature list — players decide in seconds at thumbnail size. Treat store art as a product: high contrast, readable small, gameplay first. Weak store presentation is the second-biggest launch killer after silence.

Q: Should I release on consoles (Switch, PlayStation, Xbox)? A: Not for a first launch. Console ports add certification, devkit, and ratings costs plus real QA overhead. Prove the game on PC/web first, then port — publishers often fund ports for proven indie titles (PlayStack handled Balatro's console release).

Sources

  • Valve: Steam Direct fee ($100), revenue share tiers, AI-content disclosure policy, review process guidance; ~147M MAU (Valve, GDC 2026).
  • itch.io: configurable revenue share (0–100%, 10% default); 1M+ product catalog.
  • Epic Games Store: 88/12 split; 0% on first $1M per title per year (June 2025); ~78M MAU.
  • Google Play / Apple App Store public developer terms: fees, review, small-business tiers.
  • Jabali.ai product documentation: instant publishing to Jabali.ai, export and ownership.

Internal Links (publish checklist)