
What an Indie Game Press Kit Needs, With Three Real Examples
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October 26, 2026Indie Game Marketing Budget: What Each Line Costs in 2026
There is no reliable average marketing budget for an indie game, and we are not going to invent one. What you can do is price each line item, because several of them have public prices: the Steam Direct fee is $100 per game, Steam Next Fest lists no entry fee, an IGF entry is $75, and a one-monitor booth at gamescom’s Indie Arena Booth cost 3,337 EUR in 2026. Below is a budget built line by line, with a source for every price that has one and a plain note where costs depend on who you hire.
What Steam itself charges
Steam charges once per game. The Steam Direct fee is $100 USD, or the equivalent, for each new app. It is not refundable, and you get it back in the payment after your game reaches $1,000 in Adjusted Gross Revenue.
Steam does not sell visibility. The FAQ on Valve’s visibility page asks whether you can pay for your game to show up to more customers and answers “Nope.” The Next Fest documentation is even shorter: asked whether there are paid advertising opportunities for Next Fest or on Steam in general, Valve answers “No.” Every euro you spend on marketing is spent off Steam, to bring people to a page that Steam then promotes on its own terms.
The budget, line by line
Store page assets
Steam asks for a header capsule of 920 x 430, a small capsule of 462 x 174, a main capsule of 1232 x 706 and a vertical capsule of 748 x 896, plus library art and at least five screenshots at 1920 x 1080 or larger. The full list is on the Steamworks graphical assets page. We found no public price list for capsule art that we would trust, because rates depend on the artist and the style. Commission the capsules as one set from one artist, and ask for a version shrunk to list size before you approve the final file.
Trailer
Two studios that sell trailers publish price guides, and they are far apart. Alconost lists $1,000 to $2,000 for a low-budget trailer, $2,000 to $3,000 for mid-budget and $3,000 and up for high-budget, on a page with no date. Pixune, in a guide updated on 5 July 2026, puts a one-minute trailer at $5,000 or more for 2D animation and $20,000 or more for 3D. Both are pricing their own services, and both include animation work that a gameplay trailer may not need.
Valve recommends that your first trailer is “primarily gameplay,” in its trailer documentation. Gameplay footage you can capture yourself. OBS Studio is free for recording, and DaVinci Resolve has a free version, with the Studio edition listed at $236. The cash cost of a self-made gameplay trailer can be zero. The time cost is not.
PR and creator outreach
This line ranges from nothing to a monthly retainer. The zero end is real: on indiepump.space every game gets a free press kit page where content creators request review keys and you decide who gets one. On 20 October 2026, 234 games had a press kit there, and more than 300 creators were on the platform. Steam’s Curator Connect lets you offer copies to up to 100 curators, with up to 5 copies each, straight through Steam.
If you would rather hand the work over, IndiePump’s services come in three packages, from 399 EUR. Agency prices elsewhere vary widely, so ask any agency what is included before you compare numbers. Our guides on getting streamers to play your game and on what a press kit needs cover the free version of this work.
Ads
Ad platforms off Steam charge by impression or by click, and nobody can tell you your cost per wishlist before you run a test, because it depends on your genre, your creative and the audience you target. Treat the first ad budget as the price of finding out. Tag every ad link with UTM parameters: Steamworks UTM Analytics counts wishlists and purchases made within 72 hours of a click, so a test tells you what each campaign actually produced.
Festivals and events
- Steam Next Fest: no entry fee in Valve’s documentation. Each game can take part once. Our February 2027 guide has the dates.
- Independent Games Festival: $75 per entry, $25 for students, with a fee waiver you can apply for. Submissions for IGF 2027 closed on 13 September 2026.
- Indie Arena Booth at gamescom 2026: 3,337 EUR for a one-monitor small booth or an arcade booth, 5,337 EUR for a 9 sqm big booth, and free spots on the Nintendo Switch booth, as GamesMarket reported on 11 March 2026. Travel, hotel and hardware come on top.
Tools
Most of the tools a small studio needs have a free tier. Mailchimp’s free plan covers 250 contacts and 500 emails a month, which is enough for a first newsletter. UTM Analytics and the traffic reports come with your Steamworks account. Budget for paid tools only when you have outgrown the free ones.

A worked example, using only the prices above
Two budgets for the same game
The lean version: Steam Direct fee $100, a self-cut gameplay trailer with free tools, a free press kit, Curator Connect, Steam Next Fest and one IGF entry at $75. Cash total: $175, plus several weeks of your own time.
The festival version: the same, plus an outsourced trailer at Alconost’s low-budget range of $1,000 to $2,000 and a small booth at Indie Arena Booth for 3,337 EUR before travel. The cash total moves into the thousands, and the booth is the biggest single line.
How to set your own number
- List the fixed costs first. The Steam Direct fee and any festival fee are the same for everyone.
- Decide which lines you buy and which you do. A line you do yourself costs time. Put an honest number of weeks next to it.
- Give every paid line a measurable result. Wishlists from a UTM-tagged link, key requests from a press kit, visits from a festival page. If you cannot measure a line, keep it small.
- Spend in the order Steam rewards. The store page converts every visit you pay for, so fix it before you buy traffic. Our article on what a wishlist count tells you about sales explains why the wishlist total alone is a weak guide.
- Keep money for launch week. Steam emails your wishlisters when you launch, and that email costs nothing. The creators and press you line up for that week are not.
Museum 8, ORBIT: Bingo Roguelite and Whirlight: No Time To Trip are out on Steam now, and each takes creator key requests through its free press kit on IndiePump.space, the cheapest line in this whole budget.
Released games you can request a key for
Before you spend on outreach, see what a month of posting reaches in your genre with the free social media reach calculator.
How IndiePump can help
If you want to compare doing it yourself with handing a line over, look at our PR and email outreach and Steam page setup services, or talk to us about the budget you have.

For developers
Put your game in front of 300+ content creators
Every game on IndiePump.space gets a free press kit page where streamers and writers request review keys, and you decide who gets one.









