What to put on a coming-soon page before you have a demo

Before a demo exists, lean on art, tone, and premise, not mechanics. Pair a hero visual strong enough to earn a wishlist alone with a link straight through to that wishlist, plus a lightweight email or Discord capture running alongside it.

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3 min read

Grow wishlists

What's different at this stage vs. having a demo

A coming-soon page is a store or landing page built before a game is playable by anyone outside the studio. Without a demo, the page has no gameplay evidence to point to, which changes what it can honestly promise and what a visitor can honestly judge it on.

With a demo, a page can make a claim and immediately let the visitor verify it themselves ("fast-paced combat", followed by a download link). Pre-demo, every claim about gameplay is a promise the visitor has to take on faith, which is a much weaker position, so the page has to lean on what it can actually show: art, tone, and premise, not mechanics.

This is also the stage where a studio has the least existing audience to draw on. A visitor who lands on a pre-demo page rarely arrives already convinced; the page itself is doing the entire job of turning curiosity into a wishlist.

The pre-demo page's workflow

Lead with the strongest visual asset that exists, even if it's concept art rather than gameplay. Key art, a mood-driven teaser, or a short cinematic clip can earn a wishlist on tone and premise alone; a page that opens with a paragraph of feature bullets, with nothing to look at, does not.

State the premise in one sentence, not a feature list. A visitor deciding whether to wishlist a game with no demo is judging the idea, not the mechanics: what kind of game is this, and does the premise sound like something they want. "A found-footage horror game where you can never turn around" tells a visitor more, at this stage, than a bulleted list of planned systems.

Make the wishlist click the only call to action. A pre-demo page with no demo to download and no gameplay to try has one thing to ask for. Adding a second competing ask (a survey, a full newsletter signup with several fields) splits attention the page can't afford to split when it only has a premise, not proof, to work with.

Add a lightweight email or Discord capture alongside the wishlist, not instead of it. This is the stage where a studio has the fewest existing contacts, and the visitors arriving now are the ones who found the game earliest, before a demo, a Next Fest slot, or any press coverage existed. A single-field email capture, deep-linked straight through to the wishlist afterward, keeps those early visitors reachable once there is a demo to invite them to.

Thresholds for moving past this stage

Move past the pre-demo page's format once a demo exists to link to, not before. At that point the page's job changes from "sell the premise" to "prove the premise," and the content should change with it: a demo download or Steam Next Fest link becomes the primary call to action, and specific mechanics can replace the single-sentence premise statement, because the visitor can now verify any claim directly.

A studio that keeps the pre-demo page's premise-only framing after a demo ships is leaving proof on the table; a studio that tries to describe specific mechanics before a demo exists is making a promise nobody can check yet. The page's content should track what a visitor can actually verify at each stage, not the calendar date.

Engage sends automated, AI-personalized emails across five lifecycle stages, from onboarding an early wishlister through pre-launch hype and on to converting them into a Day 1 buyer. That means the contact captured on a pre-demo page is still being activated by the time a demo or launch actually arrives, not left dormant in a list; Immutable's published Ubisoft work found that sequence converts 6.64% of an audience on Day 1, against 2.37% for Steam's own notification alone. See Engage. For the broader case that this early capture page is worth building before there's anything else to show, see owning your game audience.

Sources: Steamworks wishlist and Next Fest documentation (partner.steamgames.com); Immutable product mechanics for pre-launch capture and lifecycle activation.

Related questions

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DRAGO Entertainment
Ubisoft
1047 Games
OutPlay
Spunge Games
Empulse
Lawn Mowing Simulator 2
Meta Toy DragonZ Saga
Might & Magic Fates
DRAGO Entertainment