The process, permission, and rules questions that come up while a Steam store page is actually being built, each answered on its own. For the design and copy decisions behind the page, see how to optimise your Steam store page.
Do I need every Steam store asset, or are some optional?
Four store capsules and five screenshots are required. Everything else is conditional:
| Asset | Size | Required? |
|---|---|---|
| Header capsule | 920 x 430 | Required |
| Small capsule | 462 x 174 | Required |
| Main capsule | 1232 x 706 | Required |
| Vertical capsule | 748 x 896 | Required |
| Screenshots | 1920 x 1080 minimum, 16:9 | Required, at least 5 |
| Page background | 1438 x 810 | Optional |
| Bundle header | 707 x 232 | Only if you sell a bundle |
Full specs are in Steam capsule sizes.
What happens if I skip one of the capsule sizes?
Your game stops appearing in the surface that size feeds. The small capsule drives search results, top-seller lists, and new-release lists; the main capsule feeds the store homepage carousel; the vertical capsule feeds seasonal sale pages. Steam auto-generates the 120 x 45 and 184 x 69 thumbnails from the small capsule, but it will not invent a missing capsule from another one.
Can I change my Steam capsule art after launch?
You can, but Valve's guidance is that base capsule artwork should not change over time, because the capsule is how returning players recognise your game. Replace it when the old art genuinely misrepresents the game, not as a routine refresh. For time-limited changes, use an Artwork Override instead.
What is an Artwork Override, and when can I use one?
An Artwork Override is a temporary capsule image with an automatic expiry, used for major updates, seasonal events, battle passes, and DLC. Valve limits each override to one month. Overrides are also the only sanctioned place for the promotional text that base capsules ban.
Do I need to localise my store page assets?
If a graphical asset carries text, Valve requires it to be localised into at least the same set of languages your game supports. That applies to override artwork with promotional copy on it. It is a further reason to keep permanent capsules to the title and one key visual: art with no extra text has nothing to translate.
Can I upload localised screenshots?
Yes. Steam supports alternative language versions of a screenshot, uploaded by dragging the localised version onto the existing screenshot thumbnail rather than adding it as a separate slot. Your screenshot count stays the same; each slot gains language variants.
What permissions do I need to edit my Steam store page?
Edit App Metadata plus Publish App Changes. Without the publish permission you can stage changes but not push them live, which is a common cause of edits that look saved in Steamworks and never appear on the store.
Do tags publish separately from the rest of the store page?
Yes. Tags are set in the Steamworks Tag Wizard under Store Presence, Edit Store Page, Basic Info, Tags, and publishing tags is a separate action from publishing the store page. Publishing one does not publish the other.
Can players change my tags?
Tags can be applied by you, by players, and by moderators, and player-applied tags shift tag weights over time. You can revisit the Tag Wizard to reorder your own weights, and remove inaccurate public tags directly from the store page. Treat it as recurring maintenance, not a one-off setup task.
Do I need the library assets before launch?
Yes, and they are a separate set from the store capsules. Valve requires a library capsule (600 x 900), library header (920 x 430), library hero (3840 x 1240, with critical content inside the 860 x 380 safe area), and a library logo as a transparent PNG at 1280 px wide and/or 720 px tall. Players see these after they own the game, so they are easy to forget and still required.
Why should four screenshots be marked suitable for all ages?
Marking at least four unlocks eligibility for Steam homepage placement. Pick shots without gore, graphic violence, or suggestive content for those four; the rest of your screenshots are unaffected.
Can I choose which trailer plays first, and which becomes the microtrailer?
You can reorder trailers, and Steam shows the first two valid ones ahead of your screenshots. The six-second microtrailer is generated automatically from the first visible store-page video, and you cannot customise it, so whichever trailer you place first decides what the microtrailer shows.
Can I use concept art or cinematic stills as screenshots?
No. Valve asks for actual gameplay and specifically rules out concept art, pre-rendered cinematic stills, awards, marketing copy, and written descriptions. Gameplay UI and menu screens are acceptable when they show a distinctive part of the game, such as a skill tree or a strategic map.
What order should I build the store page assets in?
Work in the order players meet them, because the earlier an asset appears the more of the funnel it affects. Capsule art and title come first, then the trailer, tags, short description, and first screenshots, then the About This Game section and community proof. Capsule art is the highest-leverage asset on the page, covered in Steam capsule art, and scoreable 0 to 100 with our free Steam capsule analyser. For a full pre-launch pass, work through the Steam store page checklist, and for definitions of any term above, the Steam store page glossary.
What should be ready before the Coming Soon page goes public?
All four store capsules, five screenshots, a gameplay-first trailer, your 20 tag slots filled, a short description that names the genre and the hook, and a Community Hub with discussions enabled and monitored. Prelaunch questions about release date, features, and system requirements arrive immediately, and unanswered ones cost wishlists.
Sources: Steamworks documentation on store graphical assets, graphical asset rules, library assets, tags and trailers, all verified 5 August 2026. Every dimension, count and limit on this page traces to Valve documentation; no proprietary figures are used.








