Say the genre in the first six words
A reader who cannot place the game in a category by word six will not reach the second sentence. "A slow single-player game about keeping a lighthouse lit" does it in eleven; that is about the ceiling.
Pro edition
The demo is a landing page that does its job. This is the material behind it: the assets a storefront actually asks for, what the first two lines have to accomplish, the eight seconds of trailer that decide everything, and the arithmetic that turns wishlists into a launch-day number.
| Asset | Size | Its job | The test |
|---|---|---|---|
| Small capsule | 462 × 174 | Search results and lists. Seen at about a third of that width. | Shrink it to 150 px wide. If the title is unreadable, the title is too small — not the image. |
| Header capsule | 920 × 430 | The top of your own page and most curation. The one people mean by "the key art". | Cover the logo. Can somebody tell what kind of game it is in one second? |
| Main capsule | 1232 × 706 | Front-page features and sales. Vertical-ish, so the composition is not the header cropped. | Do not reuse the header. A wide image cropped tall loses whatever made it work. |
| Library capsule | 600 × 900 | The buyer's own library, forever. Seen more than every other asset combined, by the people who already paid. | Readable at 120 px tall, in a grid of forty others. |
| Screenshots | 1920 × 1080 | Five to eight. The first three are the only ones most people see. | Every one shows a decision or a place. None of them shows a menu. |
A reader who cannot place the game in a category by word six will not reach the second sentence. "A slow single-player game about keeping a lighthouse lit" does it in eleven; that is about the ceiling.
Not the best thing — the unusual one. "The tide table is the clock" is worth more than "beautiful hand-painted art", which every page says.
Immersive, atmospheric, stunning, unique. Delete all four and see whether the sentence still says anything. Usually it says more.
It reads as confidence rather than as a caveat, and the people it puts off were going to refund.
| Step | Range | Note |
|---|---|---|
| Page visits, launch month | 10,000 | From everything: festivals, streamers, socials, store traffic. The top of the funnel and the only number most developers track. |
| Wishlist conversion | 5 – 12% | Of visitors. A clear first paragraph and a "skip it if" section both move this, and the second one moves it more than people expect. |
| Wishlists at launch | 500 – 1,200 | The number that decides whether the store shows the game to anyone at all. |
| Launch-week conversion | 10 – 20% | Of wishlists, in the first week. Higher for a game people have been waiting for; lower for one wishlisted in a festival eighteen months ago. |
| Launch-week units | 50 – 240 | The honest range for a first commercial indie release with no publisher. Every plan should survive the bottom of it. |
These are bands because the real numbers vary by an order of magnitude between genres, and anybody quoting a single conversion figure is selling a course. The useful discipline is to build the budget against the bottom of each band and treat the top as luck.
Capsule dimensions follow current Steam guidance and change; check the partner documentation before exporting. Conversion bands are for premium single-player PC releases without a publisher and do not transfer to free-to-play or mobile.