Making a game does not automatically create an audience. Distribution is a product decision, not an upload button.
What developers should learn
- The difference between browser, downloadable PC, mobile and console distribution.
- How the target player affects platform choice.
- Primary versus secondary distribution channels.
- Technical requirements and SDK expectations.
- Store-page assets, descriptions, trailers and screenshots.
- Tax, banking, identity and legal requirements.
- Pricing and regional pricing.
- Platform review and quality standards.
- Release timelines.
- Why a developer should build an audience before release.
Steam onboarding requires legal and payment information, a product fee, store-page and build preparation, and platform review. Valve also currently requires a 30-day waiting period after paying the app fee and a publicly visible Coming Soon page for at least two weeks before an initial release.
itch.io provides a simpler creator workflow with customizable pages, HTML5 hosting, pricing controls, restricted releases and direct interaction with players.
CrazyGames operates a developer portal for submitting Unity and HTML5 browser games and earning revenue, making it useful for explaining curated web distribution rather than merely hosting a game on the developer’s own domain.