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How To Market A Game
Steam capsule art is presented as a decisive, often underestimated driver of sales, illustrated by a single case study: the strategy game Imagine Earth from the two-person studio Serious Bros. Drawing on prior observational research into how Steam shoppers browse, the author argues that an attractive capsule image prompts users to hover over a title, trigger the tooltip with screenshots and tags, and ultimately open the store page. Unappealing or amateur-looking capsules, by contrast, were ignored by participants.
The central data point comes from the developers' own sales history. Imagine Earth entered Early Access in April 2014 selling roughly 0-3 copies per day. In June 2015, the team replaced its capsule art, and daily sales jumped to 40-60 copies and stayed there, a roughly 20-fold increase. The artist and designer, Jens, states that nothing else changed that could explain the lift, and the sales chart shows a clear inflection at the swap. The author attributes the improvement to more sophisticated text treatment, dynamic spaceship imagery, and clearer genre signaling, since the new art reads as a strategy game while the original was ambiguous and felt like a hobby project. The author cautions that results will vary, as the game is high quality and fits Steam audience tastes.
Recommendations center on hiring a professional artist, or at minimum a capsule specialist, at an estimated cost of $500-1000 USD. Developers should look for artists with a track record of successful capsules, find them by studying top indie games in their genre, and lean into genre tropes for quick recognition. Serious Bros adds that they now refresh the capsule with a banner for each major update, released every one to two months, to signal ongoing activity. They also note that Steam presence with an intriguing project mattered more than other marketing tactics, and that nearly 37,000 players have supported development.
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Thomas Brush · 2026