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steam-store-launch-ops Turn Steam store-page, wishlist, demo, Next Fest, and launch-window ambiguity into one packet-first Steam launch brief. Use when an indie dev, small studio, founder-marketer, or publisher helper needs to decide whether the next move is a page-promise audit, wishlist-signal check, demo-readiness gate, event-timing workback, or launch-ops runbook โ especially when they say "help my Steam page", "wishlists are weak", "is our demo ready", "should we do Next Fest", or "give me a Steam launch checklist". Route broad non-game GTM work to `marketing-automation` and player-feedback/build-performance issues to the game specialist skills.
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name steam-store-launch-ops description Turn Steam store-page, wishlist, demo, Next Fest, and launch-window ambiguity into one packet-first Steam launch brief. Use when an indie dev, small studio, founder-marketer, or publisher helper needs to decide whether the next move is a page-promise audit, wishlist-signal check, demo-readiness gate, event-timing workback, or launch-ops runbook โ especially when they say "help my Steam page", "wishlists are weak", "is our demo ready", "should we do Next Fest", or "give me a Steam launch checklist". Route broad non-game GTM work to `marketing-automation` and player-feedback/build-performance issues to the game specialist skills.
allowed-tools Bash Read Write Edit Glob Grep compatibility Best for Steam page URLs or screenshots, trailer and tag packets, demo status, wishlist/traffic context, event timing notes, creator/outreach prep, and launch checklists. Works as a Steam-specific diagnosis and packet-selection workflow, not as a generic marketing strategist, PR CRM, or build-debugging system.
metadata {"tags":"steam, indie-games, game-marketing, launch-ops, next-fest, wishlists, store-page, demos","version":"1.2","source":"akillness/jeo-skills"}
Steam Store Launch Ops
Use this skill as a packet-first Steam launch router .
The job is not to dump generic marketing advice. The job is to:
identify the current Steam hook,
choose the single best packet,
separate visibility, promise, proof, timing, and ops honestly,
make one-shot Steam constraints explicit,
route broader marketing, player-feedback, build, or performance work outward when those are the real problems.
When to use this skill
Review a Steam Coming Soon or live store page before a meaningful public beat
Diagnose weak wishlist complaints without confusing traffic, conversion, proof, and timing
Decide whether a demo is ready for public exposure or likely to weaken trust
Decide whether a Steam Next Fest or similar public beat fits actual readiness
Turn late-stage Steam launch stress into one checklist/runbook packet instead of a giant marketing rewrite
Triage Steam-facing creator/outreach readiness only far enough to choose the right next packet
When not to use this skill
The main job is broad non-game launch/GTM/lifecycle/acquisition work โ marketing-automation
The main job is prioritizing player/demo feedback, confusion, bugs, or playtest notes โ game-demo-feedback-triage
The main job is a red build, packaging failure, or CI/editor log โ game-build-log-triage
The main job is runtime profiling, frame-time diagnosis, Steam Deck perf, or platform bottlenecks โ game-performance-profiler
The main job is milestone coordination across the whole game project rather than Steam-facing launch/store work โ bmad-gds
Instructions
Step 1: Classify the request into one packet Choose the single best packet before giving advice.
page-promise-audit โ the main risk is page conversion: capsule, screenshots, trailer, short description, tags
wishlist-signal-check โ the user says wishlists are weak and you must separate traffic weakness from conversion weakness
demo-readiness-gate โ the key question is whether the demo helps or hurts the current public beat
event-timing-workback โ the team needs a Next Fest / showcase / timing decision with readiness tradeoffs
launch-ops-runbook โ the page is mostly set, but release timing, creator readiness, review/release controls, or ownership are scattered
If the request mixes several concerns, still choose one primary packet and name one secondary concern.
Step 2: Capture the smallest credible Steam packet Pull only the minimum evidence that supports a real decision:
current hook: Coming Soon, weak wishlists, demo publish/update, Next Fest, launch window, or unknown
page evidence: URL or screenshots, capsule, first screenshots, short description, tags
proof evidence: trailer link/opening notes, demo status, public-build confidence
signal context: traffic weak, conversion weak, both unclear, or unknown
timing context: festival deadline, launch target, demo timing, review/release constraints
ops context: creator/press materials, keys/outreach, ownership gaps, launch checklist gaps
If the evidence is thin, keep confidence low and choose the smallest safe packet.
Step 3: Name the primary bottleneck Use the existing diagnostic model, but keep one primary bottleneck.
visibility-acquisition
promise-clarity
proof-demo-readiness
timing-hook-fit
launch-ops-readiness
evidence-gap
"Wishlists are weak and traffic is weak too" โ visibility-acquisition
"Some people click through but do not wishlist" โ promise-clarity
"The page is okay but the demo may be rough" โ proof-demo-readiness
"Should we do Next Fest now or wait?" โ timing-hook-fit
"We are near launch and materials/checklists feel scattered" โ launch-ops-readiness
"We barely have evidence" โ evidence-gap
Step 4: Apply the one-shot Steam rules Before recommending anything, check the constraints that are easy to miss:
a pre-release public demo depends on the base game page already being visible as Coming Soon
the first public demo release gets a limited one-shot notify window to wishlisters/followers
Next Fest requires a public page, a publicly playable demo by the event start, and current store assets
Steam review and release still carry manual timing/risk; do not assume everything is automatic
If the recommendation would spend one of these beats on a weak package, say so directly.
Step 5: Choose the packet-specific intervention Use one packet and one intervention.
page-promise-auditUse when the page package is the likely bottleneck.
capsule readability
screenshot ordering and gameplay proof
trailer opening
short-description specificity
tag coherence
page rewrite brief
screenshot reorder brief
trailer hook brief
tag audit
wishlist-signal-checkUse when the team is overfitting to weak wishlist results.
low traffic vs weak conversion
whether the page package actually matches the audience promise
whether the demo/proof is missing or weak
whether a timing/event problem is hiding inside the wishlist complaint
wishlist signal memo
page rewrite brief
visibility push check
demo readiness checklist
demo-readiness-gateUse when the demo is the public proof question.
whether the demo strengthens trust
whether first-session quality matches the current page promise
whether the notify/event timing is being spent too early
whether the better move is polish, delay, narrow the beat, or proceed
demo readiness checklist
proof-gap notes
event timing memo
event-timing-workbackUse when the main decision is whether a public beat fits actual readiness.
Next Fest or showcase fit
page/trailer/tag/demo readiness as a set
whether the event is being treated as a readiness gate or wishful discovery play
immediate workback tasks before the deadline
Next Fest runbook
event timing decision memo
asset lock checklist
launch-ops-runbookUse when the core page/demo are mostly acceptable, but launch execution is fragmented.
review/release timing
creator/press readiness and key/outreach packet hygiene
ownership gaps
launch-day checklist and contingency points
launch checklist
launch-day runbook
creator/outreach prep packet
Step 6: Add route-outs before scope drifts Route out instead of absorbing adjacent work when:
the user needs broad acquisition/content/lifecycle/measurement strategy beyond Steam-facing launch/store work โ marketing-automation
the evidence is mostly playtest quotes, user confusion, or mixed demo feedback โ game-demo-feedback-triage
the issue is one broken build, packaging failure, or CI/editor log โ game-build-log-triage
the real blocker is runtime perf, Steam Deck, frame-time, or platform bottlenecks โ game-performance-profiler
the work is broader milestone coordination, milestone risk, or producer-style sequencing โ bmad-gds
A trustworthy front door narrows the next move. It does not claim every neighboring game-marketing job.
Step 7: Return one Steam launch packet Return one concise packet, not a giant essay.
# Steam Launch Packet
## Packet choice
- Primary packet: page-promise-audit | wishlist-signal-check | demo-readiness-gate | event-timing-workback | launch-ops-runbook
- Secondary concern: optional
- Current hook: ...
- Confidence: high | medium | low
## Evidence used
- Page / asset evidence: ...
- Demo / proof evidence: ...
- Signal context: ...
- Timing / ops context: ...
- Missing but important: ...
## Primary bottleneck
- Bucket: visibility-acquisition | promise-clarity | proof-demo-readiness | timing-hook-fit | launch-ops-readiness | evidence-gap
- Why it matters now: ...
- Evidence: ...
## Recommended intervention
- One intervention: ...
- Why this is the shortest credible move: ...
## Priority checks
1. ...
2. ...
3. ...
## Recommended next artifact
- Choose one: page rewrite brief | screenshot reorder brief | trailer hook brief | tag audit | wishlist signal memo | visibility push check | demo readiness checklist | event timing decision memo | Next Fest runbook | asset lock checklist | launch checklist | launch-day runbook | creator/outreach prep packet
## Route-outs
- Skill: ...
- Why: ...
- Packet to pass: ...
## What not to do yet
- 1-3 bullets that prevent folklore, wasted spend, or premature scope drift
Step 8: Verify the boundary before finalizing
did you pick one packet instead of mixing page audit, demo QA, outreach CRM, and broad GTM strategy together?
did you separate traffic weakness from conversion weakness before prescribing page changes?
did you treat demos and Next Fest as readiness gates rather than generic visibility freebies?
did you make one-shot timing/review constraints visible when they matter?
did you route feedback/build/perf work outward instead of stretching this skill?
Output format Always return a short Steam Launch Packet .
one primary packet
one primary bottleneck
one next artifact
explicit uncertainty when evidence is thin
route-outs when the real job belongs elsewhere
no giant generic marketing sermon
Examples
Example 1: weak wishlists with some traffic
Our Steam page gets clicks from social posts, but wishlists are still weak. Review our capsule, screenshots, short description, and tags.
packet: wishlist-signal-check
bottleneck: likely promise-clarity
next artifact: page rewrite brief or screenshot reorder brief
avoids pretending traffic is the only issue
Example 2: Next Fest decision
We want to do Next Fest. The page is up and the trailer is decent, but I am nervous the demo is still rough.
packet: event-timing-workback or demo-readiness-gate
bottleneck: proof-demo-readiness
calls out that Next Fest is a readiness gate
next artifact: demo readiness checklist or Next Fest runbook
Example 3: launch checklist ask
Give me a Steam launch checklist. We have a page, trailer, demo, and a small creator list.
packet: launch-ops-runbook
bottleneck: launch-ops-readiness
next artifact: launch checklist or launch-day runbook
keeps page conversion and creator prep in scope only as launch ops, not a full GTM rewrite
Best practices
Choose the packet first โ the front door should narrow the task immediately.
Separate signal from folklore โ wishlists, demos, and Next Fest all attract bad default advice.
Treat the demo as public proof โ not just another asset.
Treat Steam timing as a constraint system โ Coming Soon, demo notify timing, review/release, and Next Fest all matter.
Prefer one next artifact over a giant launch theory dump.
Stay Steam-specific โ this is the repoโs game-launch exception, not a generic marketing wrapper.
References