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2026 年没有发行商,如何在 Steam 上做游戏营销

2026年1月08日3 min readpavel-beresnev

了解 2026 年在没有发行商的情况下如何在 Steam 上做游戏营销。一份面向独立开发者的实用指南,聚焦曝光、愿望单与 Steam 算法信号。

If you do not have a publisher, Steam does not make exceptions for you. No boost. No safety net. No extra visibility.

In 2026 most indie developers fail not because their game is bad, but because they treat video games marketing like a side task. On Steam, marketing is part of the product. Ignore it and the algorithm ignores you back.

This article breaks down how to market video games on Steam without a publisher, using systems that actually work for indie teams.

PROBLEM 1: YOU THINK STEAM WILL REPLACE A PUBLISHER

Many devs quietly hope Steam will fill the publisher gap.

It will not.

Steam reacts to demand. It does not create it for unknown games.

THE FIX: ACCEPT THAT YOU ARE THE DISTRIBUTION ENGINE

Without a publisher, you are responsible for:

  • Traffic generation
  • Page conversion
  • Momentum over time

Once you accept this, your decisions become clearer and more focused.

PROBLEM 2: YOUR MARKETING STARTS TOO LATE

Starting marketing three months before release is already late.

Steam uses historical data. Not promises.

THE FIX: BUILD A PRELAUNCH TIMELINE

Minimum structure:

  • Steam page live early
  • First traffic within weeks
  • Regular wishlist growth months before launch

Marketing video games on Steam is about preparation, not panic.

PROBLEM 3: YOU TRY TO COPY AAA MARKETING

Trailers, cinematic teasers, vague hype posts.

This does not work for indie games without brand recognition.

THE FIX: MARKET CLARITY, NOT HYPE

Indie wins by:

  • Clear genre communication
  • Honest gameplay representation
  • Direct player targeting

Confusion kills conversion faster than low production value.

PROBLEM 4: YOU RELY ON ONE PLATFORM FOR PROMOTION

One social platform is not a marketing strategy.

Algorithms change. Reach disappears.

THE FIX: DIVERSIFY TRAFFIC SOURCES

Strong indie setups include:

  • Creator driven traffic
  • Community based exposure
  • Repeatable owned channels

Steam trusts games that do not depend on a single spike.

PROBLEM 5: YOU DO NOT CONNECT MARKETING WITH STEAM SIGNALS

Posting content without understanding how it affects Steam is wasted effort.

Steam looks at:

  • Wishlist velocity
  • Engagement consistency
  • Traffic quality

THE FIX: MARKET WITH SIGNALS IN MIND

Every action should answer:

  • Will this bring the right players
  • Will they wishlist
  • Will this happen again next week

If not, rethink the action.

PROBLEM 6: YOU TREAT YOUR STEAM PAGE AS STATIC

A static page sends a bad signal.

Players change. Expectations change. Your page should too.

THE FIX: ITERATE THE PAGE LIKE A PRODUCT

Update:

  • Capsules
  • Screenshots
  • Descriptions
  • Trailer order

Each update is a new chance to convert traffic better.

PROBLEM 7: YOU EXPECT FAST RESULTS

Publisher backed campaigns compress time. Indie marketing does not.

Steam rewards endurance.

THE FIX: BUILD FOR LONG TERM MOMENTUM

Think in:

  • Months of steady wishlist growth
  • Gradual visibility increases
  • Compounding signals

This is how indie games win without publishers.

FINAL THOUGHTS

How to market video games on Steam in 2026 is not a mystery. It is work.

Without a publisher, nothing is automated. But nothing is blocked either.

Steam does not care who you are. It cares what players do.

And that means you always have leverage if you use it correctly.

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