Game Launch Email Templates

A game launch email template is a ready-to-edit email for one launch moment. Copy the 14 templates below, replace every bracket and keep one call to action each.

Published

3 min read

Robbie Ferguson

By Robbie Ferguson

Co-Founder & President at Immutable

Which template to send when

A game launch sequence is the part of email marketing for games that matches each email to the player's stage, from signup to after release.

Launch email sequence in four stages: signup, wishlist, launch and after launch
#TemplateSend whenOne action
1Welcome emailA player has just joined your list.Wishlist on Steam
2Steam page is live (wishlist ask)Your Steam page goes live, or you have subscribers who have not reached it yet.Wishlist on Steam
3Demo releaseYour public demo goes live.Play the demo
4Playtest inviteYou are recruiting for a closed or limited playtest.Join the playtest
5Steam Next Fest announcementYour game is taking part in Steam Next Fest.Play the demo
6Launch date revealYour release date becomes public.Wishlist on Steam
7One month to launchAbout 30 days before release.View on Steam
8One week to launchSeven days before release.Wishlist on Steam
9Launch dayThe game releases.Buy on Steam
10Launch discount endingA real launch discount is about to end.View on Steam
11Review requestPlayers have had time to form an opinion.Leave a Steam review
12Major updateA significant post-launch update goes live.See the update
13DLC releaseYour DLC is available.View the DLC
14Win-backA player or subscriber has stopped engaging.See what's changed

Your own launch email matters because Steam sends wishlisters one automatic notification at release, and you control neither its wording nor who receives it.

Before launch: templates 1 to 5

Pre-launch emails turn a signup into a Steam wishlist, a demo play or a playtest seat, one ask per email.

1. Welcome email

Send when
A player has just joined your list.
Audience
New subscribers.
Goal
Confirm the signup and move them to one next action.

Subject: You're in: welcome to [Game name]

Preview text: Here's what we'll send you, plus one thing you can do now.

Thanks for following [Game name].

We'll only email you when it matters: demos, playtests, big development milestones and launch news.

If you haven't already, you can wishlist the game on Steam here:

[Button: Wishlist on Steam]

We'll send the next update when there's something worth showing you.

[Your name], [Studio name]

2. Steam page is live (wishlist ask)

Send when
Your Steam page goes live, or you have subscribers who have not reached it yet.
Audience
Subscribers who have not wishlisted.
Goal
Turn owned interest into a wishlist.

Subject: [Game name] is now on Steam

Preview text: Want to know when it launches? Wishlist it here.

[Game name] now has a live Steam page.

If it looks like your kind of game, a wishlist is the most useful thing you can do right now. Steam will tell you when it releases.

[Button: Wishlist on Steam]

Want another look first? Here's the latest [trailer / gameplay clip]: [Link]

3. Demo release

Send when
Your public demo goes live.
Audience
Warm list, prioritising players who have not played yet.
Goal
Drive demo plays.

Subject: The [Game name] demo is live

Preview text: You can play it now on Steam.

The [Game name] demo is live.

It covers [what the demo contains], including the part we've worked hardest on: [core mechanic].

Inside the demo:

  • [Feature 1]
  • [Feature 2]
  • [Feature 3]

If you play it, we'd love your feedback on [one specific question].

[Button: Play the demo]

4. Playtest invite

Send when
You are recruiting for a closed or limited playtest.
Audience
Engaged subscribers and community members.
Goal
Get the right players into the test.

Subject: Want to play [Game name] before launch?

Preview text: We're opening a new playtest on [Date].

We're opening a [closed / limited] playtest for [Game name] on [Date].

This test focuses on [system or content], and we're looking for players who will tell us what works and what doesn't.

  • When: [Date, time, timezone]
  • Length: [Duration]
  • What we're testing: [One sentence]
  • What we need from you: [Feedback ask]

[Button: Join the playtest]

Note: Say spaces are limited only if they are.

5. Steam Next Fest announcement

Send when
Your game is taking part in Steam Next Fest.
Audience
Full warm list.
Goal
Concentrate demo plays and wishlists into the event week.

Subject: [Game name] is in Steam Next Fest

Preview text: Play the demo and tell us what you think.

[Game name] is in Steam Next Fest.

The demo is live for the event, and it's the best build we've put in players' hands so far.

Haven't played yet? Start here:

[Button: Play the demo]

Already played? Three things help us most:

  • Wishlist the game to follow it to launch
  • Send feedback on [Discord / form link]
  • Share the demo with a friend who likes [genre]

Launch window: templates 6 to 10

Launch-window emails give the date, the price and the link, then get out of the way.

6. Launch date reveal

Send when
Your release date becomes public.
Audience
Full list.
Goal
Set a concrete milestone and drive wishlists.

Subject: [Game name] launches [Release date]

Preview text: The date is official.

It's official: [Game name] launches on [Release date].

[One sentence on what the player will be doing in the game.]

Between now and launch we'll show you [two or three things coming].

Want Steam to remind you on launch day? Wishlist it here:

[Button: Wishlist on Steam]

Thanks for following the project this far.

7. One month to launch

Send when
About 30 days before release.
Audience
Warm list, recent engagers first.
Goal
Bring the game back to mind and show what changed.

Subject: 30 days until [Game name]

Preview text: Here's what's changed since you last saw it.

We're one month from launching [Game name].

Since [the demo / announcement / last update], we've changed:

  • [Change 1]: [why it matters]
  • [Change 2]: [why it matters]
  • [Change 3]: [why it matters]

If you played an earlier build, this is the biggest reason to look again: [specific improvement].

[Button: View on Steam]

Launch: [Release date].

8. One week to launch

Send when
Seven days before release.
Audience
High-intent segments first, then the wider list.
Goal
Prepare players to act on launch day.

Subject: [Game name] launches next week

Preview text: Release time, price and everything you need to know.

[Game name] launches in one week.

  • Date: [Release date]
  • Time: [Time and timezone]
  • Price: [Price]
  • Launch discount: [Discount, only if real]
  • Platforms: [Platforms]

Planning to play at launch? Wishlist it now so Steam tells you when it goes live.

[Button: Wishlist on Steam]

We'll send one more email when the game is out.

9. Launch day

Send when
The game releases.
Audience
Everyone on your launch list.
Goal
Purchase or play.

Subject: [Game name] is out now

Preview text: You can play it today on [Platform].

[Game name] is out now.

[One sentence reminding the player of the core hook.]

Whether you followed development, played the demo or waited on your wishlist, this is the full game.

[Button: Buy on Steam]

  • Price: [Price]
  • Launch discount: [Discount, if any]
  • [One platform or support detail]
  • [One launch feature worth knowing]

Thanks for being here before launch.

10. Launch discount ending

Send when
A real launch discount is about to end.
Audience
Interested players who haven't bought.
Goal
Convert price-sensitive players.

Subject: [Game name]'s launch discount ends [Day]

Preview text: [Discount]% off until [Time and date].

A quick reminder: the [Discount]% launch discount on [Game name] ends [Time and date].

Since launch we've also [shipped a patch / added a feature], if you were waiting for that.

[Button: View on Steam]

After [Date], the game goes back to [Full price].

Note: Send this only when the discount and its end date are real.

After launch: templates 11 to 14

Post-launch emails ask for reviews and bring players back with a real reason: an update, a DLC or a fix.

11. Review request

Send when
Players have had time to form an opinion.
Audience
Players you can reasonably infer have played.
Goal
Honest Steam reviews.

Subject: Played [Game name]? We'd like your review

Preview text: A Steam review helps other players decide if it's for them.

If you've spent time with [Game name], we'd appreciate an honest Steam review.

Reviews help other players see what the game does well, and they tell us what to fix next.

[Button: Leave a Steam review]

Positive or negative, write what you actually think.

Hit a bug or need help? Use [support link] and we'll help you directly.

Note: Never offer anything in exchange for a review. Send it to everyone who played, whatever you expect them to say.

12. Major update

Send when
A significant post-launch update goes live.
Audience
Owners, lapsed players and interested non-buyers.
Goal
Bring players back.

Subject: [Headline feature] just arrived in [Game name]

Preview text: [One sentence on the update.]

A major [Game name] update is live today.

The headline change: [Headline feature].

We've also added:

  • [Change 1]
  • [Change 2]
  • [Change 3]

If you haven't played in a while, the biggest difference you'll notice is [specific improvement].

[Button: See the update]

13. DLC release

Send when
Your DLC is available.
Audience
Owners and highly engaged players.
Goal
DLC purchase or a return to the game.

Subject: [DLC name] is out now

Preview text: New [content type] for [Game name].

[DLC name] is now available for [Game name].

It adds [the core promise in one line].

Inside:

  • [Content 1]
  • [Content 2]
  • [Content 3]

If you've already finished [base-game milestone], this is built for you.

[Button: View the DLC]

14. Win-back

Send when
A player or subscriber has stopped engaging.
Audience
Lapsed subscribers or players.
Goal
Give them a real reason to return.

Subject: What's changed in [Game name]

Preview text: Here's what's new.

It's been a while, so here's the short version of what changed in [Game name]:

  • [Major change 1]
  • [Major change 2]
  • [Major change 3]

If [the thing players asked for] was why you stopped, start there.

[Button: See what's changed]

If the game isn't for you any more, unsubscribe below and we'll stop sending updates.

Subject line rules for game emails

A good game email subject line names the event and the reason to open now. Use these five rules:

  1. Name the event. "The demo is live" tells the player exactly what happened.
  2. Use urgency only when the deadline is real. Launch dates, playtest windows and discount end dates are real deadlines.
  3. Avoid clickbait. Google's sender guidelines say the subject and headers "should accurately represent the sender identity and message content."
  4. Judge a subject by what happens next. A subject that earns more opens but fewer demo plays or purchases is a worse subject.
  5. Localise the big sends. Translate the meaning, game terms and store details, not only the words.

We have no sourced open or click benchmark for these subject lines yet, so test them on your own list.

Before you send: checklist

A pre-send check catches the mistakes players notice before the email reaches them. Run it on every send:

  • Every date, time, timezone and price is correct.
  • The Steam link works and carries your tracking parameters (UTMs, the tags that show which email sent the click).
  • The email goes to the right segment.
  • Consent and suppression lists are applied.
  • The email reads well on a phone.
  • There is one primary call to action.
  • Translations keep your game's own terms intact.
  • Your sending domain has SPF and DKIM set up (the DNS records that prove you're allowed to send as your domain).
  • Unsubscribing takes one click.
  • You'll measure clicks and Steam actions, not only opens.

Studios on our sales calls describe emails landing "straight into spam or the void where players never see them." Authentication is the first fix.

Google's guidelines require SPF or DKIM from every sender. Senders of more than 5,000 messages a day to Gmail also need SPF, DKIM, DMARC and one-click unsubscribe.

That is our summary of Google's guidance, not legal advice.

Where Engage fits

Engage is Immutable's email product for game launches: it sends lifecycle emails automatically instead of by hand.

Its default campaigns cover welcome on signup, a weekly digest, milestone triggers, win-back after inactivity and a launch countdown. Each email is personalised per player.

For Ubisoft's Might and Magic: Fates, a free-to-play card game, Ubisoft paired its own publishing with an Immutable capture page plus email, Telegram and Discord.

That programme reached 6.64% Day 1 player conversion vs 2.37% for the standard storefront flow (2.8x). By Day 14 it was 10.22% vs 3.43% (3.0x).

See how Engage works.

Frequently asked questions

The growth engine games use to launch with momentum, grow wishlists effectively, see which channels work, turn wishlists into buyers, stop guessing what works, and sell their next game.

Trusted by 700+ games

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