Roblox to Steam is the single highest-leverage move a Roblox dev can make. It is also the move with the worst documentation. Here is the checklist I wish existed when I started.
Pre-launch (4 months out)
- Pick the Steam page URL — once set, it never changes
- Write the store-page description — 250 words, keyword-dense, no marketing fluff
- Record 60 seconds of raw gameplay — no music, no edits
- Take 5 screenshots — minimum 1920×1080, no UI overlay
- Build a press kit — at /press/
Launch prep (1 month out)
- Submit to Steam Direct — $100 fee, 30-day approval window
- Build the launch trailer — 60 seconds, captioned, 4K if possible
- Wire the Steam store page — embed YouTube trailer, link screenshots
- Submit for Steam curator reviews — minimum 5 curators, 2 weeks lead time
- Write the launch announcement — for Discord, Twitter, Reddit
Launch week
- Wishlist push — every existing player gets an email
- Reddit launch post — r/IndieGaming, r/Roblox, r/SteamGameSuggestions
- Twitter thread — 5-tweet thread, screenshots in every tweet
What this got me
4,200 wishlists in 30 days. 850 launch-day units sold. $4,900 in first-week revenue. From a Roblox game that was making $200/month.
See the live Steam page for EFER.