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October 22, 2026Steam Next Fest February 2027: Dates, Deadlines and a Prep Plan
Steam Next Fest: February 2027 runs from February 22 to March 1, and registration closes on January 10, 2027 at 11:59pm PST. That is closer than it looks. Valve wants your demo build and store page in review by January 25 if you want the demo live when the press preview opens on February 11. Below are the official dates, the entry rules, and the plan we would follow working back from February 22.
Steam Next Fest February 2027: the official dates

Every date, Pacific time
- December 8, 10 to 11am: live Q&A with Valve on Zoom, recorded for anyone who misses it
- January 10, 11:59pm: registration deadline
- January 18: Steam pulls trailers for the official Next Fest trailer
- January 25: demo build and store page submitted for review, if you want the demo live for the press preview
- February 8: every required item submitted for review
- February 11: last day to opt out of trailer permissions, and the press preview opens at 10am
- February 22, 10am: the festival starts, so set your demo live before then
- March 1, 10am: the festival ends and the wrap-up page goes live
Source: the Steamworks page for this edition. If these dates are too tight, the next edition runs June 14 to 21, 2027.
Who can take part
- Your Steamworks account has to be in good standing, and your store page has to be public.
- The game needs a publicly playable demo by the time the festival starts.
- The game cannot be a prologue, a chapter one or any other demo version of something customers can already buy.
- The game has to release after the festival ends on March 1, 2027.

The rule to plan around
A game can take part in Next Fest only once
After its demo has been in one edition, it cannot enter another. So the real question is whether February is the right edition for you, or whether June would give you a better demo, a finished trailer and more wishlists going in. If you are launching in spring 2027, February is the obvious slot. If the demo still crashes on a second playthrough, June probably is.
A plan that works back from February 22
Now to January 10: decide, register, fix the store page
Register as soon as you have decided, because registration is the one deadline you cannot recover from. Use December to fix the store page: capsule art that still reads at small sizes, the first four screenshots, the short description and the tags. Our guide on how to optimize your Steam page to maximize wishlists goes through each of these.
By January 18: the trailer is final
Valve pulls trailers for the official Next Fest trailer on January 18. Have a gameplay-first trailer on the store page by then and decide whether you are happy for Steam to use it. You can opt out of trailer permissions until February 11.
By January 25: demo and store page in review
This date decides whether press can play your demo on February 11. Treat it as the real deadline, and keep February 8 as the backstop for anything else Valve asks for.
February 11 to 21: the press preview
For eleven days, journalists and creators can play demos before players can. Outreach pays off most here, because a creator who records during the preview can publish the moment the festival opens. Send short, personal emails: a two-line pitch, a key or a link to the demo, and a press kit. If you do not have a press kit page yet, you can create one for free on IndiePump, and creators can request review keys from it directly.
February 22 to March 1: festival week
Set the demo live before 10am PST on February 22. During the week, answer every thread in your Steam discussions, watch for crash reports and ship a fix the same day if something breaks. If you plan to livestream on your store page, read the broadcasting section of the main Next Fest documentation well before the week starts.
After March 1: follow up
Thank the creators who covered the demo, post a short update about what you changed after the feedback, and keep the demo up for as long as it still brings in wishlists. The wishlists you collect during the festival only turn into sales if the people behind them hear from you again before launch.
What makes a Next Fest demo work
During the June 2026 edition we played more than 100 games for the IndiePump newsletter and gave seven of them our TOP CHOICE badge. Reading back through those write-ups, the pattern is plain: each demo is built around one idea you understand within minutes.
- Dice Gun Commando: the dice are your arsenal.
- Typomagical: you cast spells by typing them.
- PengPong: combat built on bouncing shots.
- HYPERWIRED: a plug-and-play energy system for your ship.
A few practical points follow from that.
- Put the hook in the first five minutes. Players try a lot of demos during festival week, and they decide quickly whether to keep going.
- End on a moment that leaves people wanting more, and put the wishlist button on the final screen.
- Keep it short enough to finish in one sitting. A demo people complete ends on your wishlist prompt. A demo they abandon ends on nothing.
- Test it with people who have never seen the game. A crash in the first ten minutes costs you more than any missing feature. If you want outside testers, our QA and playtesting service exists for exactly this.
Demos on IndiePump.space you can request today
How IndiePump can help with Next Fest
If you want hands-on help, look at our Steam page setup service and our PR and email outreach, or talk to us about your launch window.

For developers
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