# A home page for your small game studio

> One page for your indie game studio: every game with screenshots, a trailer and a Wishlist on Steam button, a light press page and your own domain.

Your released games, the one in development, the trailer, the press contact and the Discord, on one page under your studio's name. Set up in minutes, not in a sprint.

## When the Steam page is not enough

A Steam page is about one game. A studio has several: the game you are making, the one that came out two years ago, the jam games that started it all, maybe a console port. Players, press and publishers who look you up want all of it in one place, along with a way to reach you.

There is also less room on the store for that than there used to be. In 2024 Valve said it would remove links embedded in Steam store pages, as [How To Market A Game reported](https://howtomarketagame.com/2024/08/26/how-to-cross-promote-under-the-new-steam-rules/), which makes "if you liked this, see our other games" harder to say on Steam itself. A page you control is where that cross-promotion can live, and it is the one link that fits in every social bio.

## Every game, with the right button

Each game is a project on your page with its key art or a screenshot, a one-line pitch, tags like `Godot`, `Roguelike` or `Co-op`, and a [status](https://makerhandle.com/features/project-status) made for games: **Coming soon** while the store page collects wishlists, **Early access**, **Active** once it is out, and **Discontinued** for the experiments you have moved on from.

Each game's page has buttons for **Steam**, **itch.io**, the **Epic Games Store**, **Nintendo eShop**, **PlayStation Store**, **Xbox**, **Kickstarter** and your **Discord** server, each with its own icon. Until a game is released its Steam button reads **Wishlist on Steam**, because a wishlist is what you want from that click: Valve emails or notifies everyone who wishlisted a game when it launches. Links at the top of your page work the same way: paste a Steam, itch.io or Discord address and it gets the right icon and a sensible title.

## A press page without a separate site

Every game opens its own [project page](https://makerhandle.com/features/project-pages): the description, up to twelve screenshots with captions, the trailer (YouTube loads only when someone presses play), highlights for awards and press quotes, the release timeline and the engine and tools you used. That covers most of what a journalist opens a presskit for.

What it does not do is host a zip of logos and full-resolution art. Put those in a shared folder and link it from the page as "Press assets". We wrote up [what an indie game presskit should include](https://makerhandle.com/blog/indie-game-presskit-link-in-bio), with the presskit() layout and a checklist, if you are putting one together.

## Your studio's name, your studio's domain

The name at the top is whatever you call yourselves, a person or a studio. The **Studio** template keeps your name, avatar and links in a column beside the games on large screens, and **Spotlight** gives the next release the stage. On Pro, the page can live on your own domain, such as yourstudio.com or games.yourstudio.com, with SSL handled. See [custom domains](https://makerhandle.com/features/custom-domain).

A page has one login, not seats for the whole team. For launch day, turn on the [email signup box](https://makerhandle.com/features/email-subscribers) with double opt-in, so the people who care hear about the release from you. If you are running a crowdfunding campaign first, see [the page for Kickstarter creators](https://makerhandle.com/for/kickstarter-creators); if your studio also does client work outside games, see [small studios](https://makerhandle.com/for/small-studios).

## What it costs

Free covers five games, three templates and seven days of stats, enough to see whether your last post sent anyone to the wishlist button. **Pro is $20 a year** for unlimited projects, all nine templates, a custom domain, a contact form that keeps your address private and a year of stats. See [pricing](https://makerhandle.com/pricing).

Steam, console and itch.io sales cannot be verified on makerhandle. Merch or a supporter tier sold through Shopify or Stripe can be. Solo developers may prefer [the page for game developers](https://makerhandle.com/for/game-developers), and jam regulars [the game jam portfolio](https://makerhandle.com/for/game-jams).

## Sources

- [Steamworks Documentation: Wishlists](https://partner.steamgames.com/doc/marketing/wishlist)
- [How To Market A Game: How to cross promote under the new Steam rules (August 26, 2024)](https://howtomarketagame.com/2024/08/26/how-to-cross-promote-under-the-new-steam-rules/)

## Questions

### Does an indie game studio need a website if the game has a Steam page?

Not at first. Once you have more than one game, press to answer or a launch to announce, one page of your own helps: it lists every game, links every store and holds your contact details.

### Can I make a press kit on makerhandle?

A light one. Each game gets a page with the description, screenshots, trailer, highlights and links. For logos and full-resolution art, link a shared folder.

### Can I add a Wishlist on Steam button?

Yes. Add the Steam link to a game and mark it Coming soon or Building: the button reads Wishlist on Steam until you change the status to Early access or Active.

### Can everyone in the studio edit the page?

Each page has one login, with no separate seats. Turn on two-factor login if you share it.

### Is it free?

Yes, for up to five games. Pro is $20 a year.

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Source: https://makerhandle.com/for/indie-game-studios
makerhandle: makerhandle is a link in bio for makers and founders: every project with its status and revenue verified from Stripe, Paddle and more.
