Steam store assets: the complete checklist

Everything a Steam page needs before it can go live, in the order it makes sense to produce it. Sizes come from the Steamworks documentation, and so do the rules about what each asset may contain. If you only need a number, the capsule size reference is the faster page.

The store capsules

These are what a potential customer sees before they have decided anything. Every one of them is required.

Steam store capsules, their sizes and what each one is for
AssetSize (px)What it is for
Header capsule920 x 430Top of the store page, Recommended For You, Big Picture
Small capsule462 x 174Search results, top sellers, new releases
Main capsule1232 x 706Store home page carousel
Vertical capsule748 x 896Front page during seasonal sales
Page background1438 x 810Behind the store page (optional)

The library assets

These appear inside the Steam client, after someone owns the game. They are the easiest to skip, because a store page publishes without them. Skipping them is visible: Steam falls back to showing a screenshot with your game's name overlaid in the corner, next to competitors who supplied real artwork.

Steam library assets, their sizes and what each one is for
AssetSize (px)What it is for
Library capsule600 x 900The player's library grid and collections
Library header920 x 430Recent Games in the Steam client
Library hero3840 x 1240Banner across the top of the library details page
Library logo1280 x 720Overlaid on the hero at the top of the library details page

One caveat on the library logo. Valve documents it as 1280px wide and/or 720px tall rather than as a single fixed size, because it is a transparent logo that Steam positions for you. Treat 1280 x 720 as the canvas to work inside rather than a shape the artwork must fill.

Screenshots and the trailer

Screenshot and trailer requirements
AssetSizeRequiredRules
Screenshots1920 x 1080 minimum, 16:9At least 5Actual gameplay only. No concept art, cinematics, award logos or marketing text. Valve asks that at least four be suitable for all ages.
Trailer1920 x 1080 recommendedOptional, strongly recommendedLead with gameplay. A trailer that opens on thirty seconds of logos loses the viewer before the game appears.

What Valve will not allow on a capsule

These are rules rather than advice, and they are the commonest reason artwork has to be redone late:

  • No review scores or award logos. However good the quote is, it does not belong on the capsule.
  • No marketing copy. No taglines, no feature lists, no "Now with multiplayer".
  • No discount or price text. Steam renders sale badges itself, and a baked-in one will be wrong later.
  • No text beyond the game title. The logo is the exception, not an allowance for a sentence.
  • No text at all on the library hero. Steam overlays your separate logo asset there, so any burned-in title appears twice.

Screenshots have their own version of this: they must show real gameplay, not concept art, pre-rendered cinematics, award logos or marketing text. A menu screen only counts if the menu is itself a distinctive part of the game.

A sensible order to work in

The capsules all derive from the same key art, so producing them in this order means you are never redrawing something because a later format did not fit:

  • 1. Key art, square or larger. One strong illustration that every capsule can be cropped from. Square crops well into both the wide header and the tall library capsule.
  • 2. The logo, on its own transparent layer. Never baked into the art. The small capsule wants it nearly filling the frame while the main capsule wants it clear of the subject, and one flattened image cannot satisfy both.
  • 3. The small capsule first. It is the hardest constraint, because Steam scales it to 120 x 45. If the composition survives there it will survive everywhere.
  • 4. The remaining store capsules, reframing the same art per aspect ratio.
  • 5. The library set, keeping the hero free of text and its subject inside the centre 860 x 380.
  • 6. Screenshots and the trailer. These come from the game rather than from art production, so they are the part you cannot outsource to a tool.

Frequently asked questions

What assets are required to publish a Steam store page?
At minimum: a header capsule (920 x 430), a small capsule (462 x 174), a main capsule (1232 x 706), a vertical capsule (748 x 896), the four library assets, and at least five screenshots at 1920 x 1080 or larger in 16:9. A page background and a trailer are optional but strongly recommended.
How many screenshots does Steam require?
At least five. They must show actual gameplay rather than concept art, pre-rendered cinematics, award logos or marketing text. Menu screens only count if the menu is itself a distinctive gameplay element. Valve also asks that at least four be suitable for all ages, because those are the ones shown in the widest range of places on the store.
Can I put review scores or awards on my Steam capsule?
No. Valve prohibits quotes, award logos, review scores, marketing copy and discount information on capsule art. The only text that belongs on a capsule is the game's own title or logo.
Can I put text on the Steam library hero?
No. The library hero must not contain text, because Steam overlays your separate library logo asset on top of it. Only the centre 860 x 380 region is guaranteed to stay visible, since the hero is cropped as the client window resizes.
What happens if I do not upload library assets?
Steam falls back to showing one of your store screenshots with the game's name overlaid in the bottom left corner. It works, but it looks unfinished next to games that supplied real library art, and the library is where owners see your game most often.

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