top of page
nav-vmarketerLogo.png
Contact
background-section-about-a.png

Steam Next Fest Marketing: You’re Not Using Your Demo as a Marketing Tool

Writer: Ash H
Ash H
Aug 25
7 min read

Updated: Aug 31

A discussion from a seasoned games marketer and developer


Another Steam Next Fest is just around the corner. I see many developers missing the mark when it comes to demos being a real tool for marketing their games.


If you have joined us from the GameDeveloper article, scroll down to here.

Otherwise, you can begin here:


You have already heard from hundreds of websites that having a demo on Steam Next Fest is critical to marketing your game on Steam, I’m not going to tell you that. If you want the standard Next Fest advice, there’s already plenty of it: Valve’s own Next Fest documentation, breakdowns of why demos generate Steam visibility, and developer postmortems covering the usual wishlist and exposure benefits


But they all miss the fundamentals and misinterpret the ‘why’ and more importantly ‘how the demo becomes that marketing tool’. Go ahead, read the articles, I’ll wait. 



You’re back, let’s continue: So for example if you are trying to undo a bolt on a car tyre, you don’t get a pair of pliers to undo a bolt, it’s the wrong tool. Yes you MIGHT see some traction or slow progress but ultimately it’s not going to get you the results you are looking for, same can be said about your demo.


You could do what most developers do, which is to cap off the first level or so and throw up a splash screen saying “thanks for playing” with a link to your Discord server etc. I get it, making a game is a ton of work. You just need to tick that box and get it on Steam Next Fest to get marketing off your back. Unfortunately, and I’ve seen this time and time again, what happens is your demo only gets a handful of downloads, and session count and duration are not as you were hoping for. This was a waste of time and resources, and a huge opportunity missed. 




Your Steam Next Fest Demo Is a Marketing Tool. Build It Like One.


If you're targeting October's Steam Next Fest and planning to release your game in Q4 or early next year, your demo should already be taking shape. Ideally, it should already be playable and you're now improving it based on feedback from Gamescom, playtests, creators or your community.


Your demo doesn't need to represent the chronological beginning of your game. It needs to represent why someone should care about your game.


The job of a Next Fest demo is to give players enough of your strongest ideas that they want more. That might mean bringing forward a feature that normally appears several hours into the game. It might mean giving the player upgraded equipment. It could mean building a completely bespoke demo experience using sections from several different parts of the game.

 

The question shouldn't be "What part of the game can we turn into a demo?"
It should be: "What experience gives us the best chance of making the right player want the full game?"

 

Show Players the Best Part of Your Game

For many players, your demo is the first meaningful interaction they'll have with your game.  Don't make them wait two hours to discover why it's interesting.

A strong Steam demo should:

  • Showcase some of your best gameplay.

  • Demonstrate the feature or mechanic that makes the game different.

  • Give players access to interesting weapons, abilities, characters, equipment or systems.

  • Get through onboarding quickly without confusing the player.

  • Be stable and as close to bug-free as possible.

  • Give players a clear idea of what the full game can become.



Don’t tell me, SHOW ME


If character progression is one of the best parts of your game. 

In the short time players have with your demo before they move on to another demo, don’t force the player through your progression loops. Stage the demo so progression is on the edge of leveling up or is integral to the playing experience – that is easy to (1) identify as needed by the player quickly (2) the path to progression is shortened or easy to see (3) Can complete and is fun to do so. (4) There’s a loop that excites the player to share their experiences.


If combat gets significantly better once certain abilities unlock, GIVE them those abilities & the coolest weapons. Face players up against your most interesting NPCs or enemies, drop phat loot and have the greatest part of the game right there for the player to demo. Stage a particular area from a level, modify it, improve the experience so the demo leaves them wanting more.


If your game's main selling point is a particular system, don't hide it behind 90 minutes of introductory content. Some systems aren’t fun or easy to understand. Tune it to the genre and your audience. You need to convey the best parts without bogging them down or overwhelming them with too many options or paths they just can’t go down in your demo. If so, they will churn out and play something else.


The demo is a sales experience, not a historical record of the player's first hour.

Don’t be lazy, I know your time is limited and making a big effort with an unknown return is scary, hey that’s game development. Wouldn’t you rather find out any miss-steps or jarring problems with the game loop in a small demo than at launch?

Fork off a code repo and get on it now. 



Demo Discoverability Is Its Own Marketing


As more game developers join Steam Next Fest activities, the harder it becomes to get discovered organically. Players aren't comparing your demo with nothing, they're scrolling through hundreds or thousands of demos and deciding where to spend their limited time.


You need to answer a few questions quickly:

What is this?

Why is it different?

Why should I keep playing? Let the demo answer this

Why should I wishlist it? Don’t worry about this just yet.


Now that you have created a demo that showcases the very best of your game, with possible level, progression and other gameplay modifications, your Steam page needs to reflect that. Not everything has to be changed. Use Steam artwork overrides, expiring assets, for special events like Steam Next Fest. Steam likes that.



Create a short trailer that has all the great moments from your new demo.

Capture screenshots that have a purpose or objective, you want the player to visually recognise what your game offers in that moment. Make sure to also update the first section of the page description. Don’t change everything, just put the most attractive messages at the top so at first glance it appeals to the right viewer and repels the wrong ones (this is actually QUITE important)


There are also tons of articles about the many other elements of Steam elements like Promotional Cards, Market Items, blah blah which I won’t go into.


If your Steam page promises one experience but the demo spends 30 minutes showing something much less interesting, you've created a disconnect.

Marketing and development need to work together here.


It's part of the wider market-alignment problem I see with indie games. The store page gets the player into the demo. The demo then needs to prove the promise made by the marketing.


How long do I keep the Demo Live?

My preference is usually to treat the demo as a limited campaign beat: put it up around a week or two before Next Fest and consider taking it down shortly afterwards. This is subjective though. Valve allows you to keep demos live after the event, so the right decision depends on your broader launch strategy

[Anchor Here]



Don't Obsess Over Demo-to-Wishlist Conversion

There's another trap developers fall into: judging the success of the demo purely by the percentage of demo players who wishlist afterwards.


Data from the June 2026 Steam Next Fest provides some useful context. The median demo-player-to-wishlist conversion rate was around 19.3%, while the 70th percentile was approximately 23.2%. That means even a fairly strong-performing demo will have a large percentage of players who don't wishlist after playing. I am personally like this too, I’ll download a ton of demos, get through a third and wishlist a handful.  Come on, admit it, you’re the same.


More importantly, the highest conversion percentage doesn't necessarily mean the most successful game. Some games that generated 15,000+ wishlists during Next Fest converted fewer than 15% of their demo players, while some games converting around 30% generated roughly 1,000 wishlists.

 

Your Demo Doesn't Need to Convince Everyone

Your demo isn't there to convert every person who plays it. It should help the right players discover and understand your game. Some people will try it and realise it isn't for them. A good demo qualifies players as much as it converts them. What matters is whether the people who are likely to enjoy your full game finish the demo thinking:

"I want more of this."

 

You need to think more strategically “I want this marketing channel to reach more people than just those who download it”.  Now that’s a great marketing tip. Let’s talk about it next:


 

Reach Further Than Those Who Download Your Demo

Where possible, creators should be part of your demo plan. One extra opportunity is giving creators ways to produce different experiences from your demo.

Depending on the game, that could include:

  • Different characters or builds.

  • Optional difficulty settings.

  • Multiple weapons or loadouts.

  • Different tactical approaches.

  • Sandbox elements.

  • Challenge modes.

  • Systems capable of creating unexpected moments.


You're not just designing something fun to play. You're designing something interesting to watch. A creator getting three entertaining videos from your demo is much more valuable than one player who played the demo 10x.

 

You Only Get One Next Fest

Steam currently allows a title to participate in only one Steam Next Fest, so treat it like a paid advertisement and use it properly. Don't throw together a demo because you ‘need something out there’ and don't assume the first section of your game automatically represents the best marketing experience.


Your Next Fest demo should be designed with the same care you put into your game.

 

More Coming Up

Stay tuned for an analysis from demos releasing at the upcoming Steam Next Fest.

But if you're preparing a Steam demo or planning your Next Fest campaign, I can help with demo strategy, Steam page optimisation, wishlist growth and launch planning.

 

bottom of page