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Steam visibility rounds and the other free traffic Steam gives you

25 Oct 2026 · 7 min read

Steam does not sell front-page placement. What it does give every game is a set of free visibility: a launch window in the New Releases queue, five Update Visibility Rounds for major updates, and organic placements that follow sales. Here is how each one works, how to plan your five rounds, and which signals Steam's algorithm actually uses. Checked against the Steamworks documentation on 25 Oct 2026.

AT A GLANCE

▪Five Update Visibility Rounds per product, shared between Early Access and full release; more may be granted to games that sell well.
▪Each round runs up to 30 days or 1 million home page impressions, shown to owners and wishlisters in "Recently Updated".
▪Needs a community announcement from the last 30 days. No round visibility during seasonal sales, but the days still count.
▪Algorithm signals: purchases and play, languages and tags count. Wishlists (mostly), store page traffic and conversion rate do not.
▪Not for sale: Valve says you cannot pay for more visibility.

Sources: Visibility on Steam, Update Visibility Rounds. Checked 25 Oct 2026.

What an Update Visibility Round is

A visibility round puts your game in the "Recently Updated" section of the Steam front page, shown to people who already own it or have it on their wishlist. Your game joins a pool of opted-in titles and is picked at random each time one of those customers loads the home page, until the round ends. Valve built it for major updates: new content, new DLC or new features. How many impressions and clicks you get depends on how many owners and wishlisters you have.

RuleWhat Valve says
How manyFive per product, shared between Early Access and full release. More may be granted to products that are selling well.
How longUp to 30 days, or until the round reaches 1 million impressions on the home page, whichever comes first.
Who sees itCustomers who have your game in their library or on their wishlist, in the "Recently Updated" section of the front page.
Earliest startAfter your launch visibility has ended. In Early Access, at least two weeks after launch.
Gap between roundsNone required. You can use all five back to back.
What you needA short description and a community announcement posted in the last 30 days.
Seasonal salesNo round visibility during the Spring, Summer, Autumn and Winter sales, but those days still count toward the 30.
DLCDLC has no rounds of its own. Use one of the base game's rounds and describe the DLC in the short description.

How to start a round

1.Post a community announcement about the update. It has to be from the last 30 days.
2.In Steamworks, open your product's landing page and choose Marketing & Visibility.
3.Under Product Update Visibility Rounds, click Start Update Round.
4.Write the short description and pick the announcement. The round starts when you confirm.

Planning your five rounds

Valve sets the rules above; the planning below is our advice.

▪In Early Access, keep at least one round for 1.0. The five are shared, so a round spent on a small patch is one you will not have for the full release.
▪Check the calendar before you start. A round that overlaps a seasonal sale loses those days, since the front page has no Recently Updated section during the sale. The Steam events calendar has the dates.
▪Match the round to a real update. The people who see it already know the game. Give them a reason to come back: new content, a big feature, a DLC.
▪Make the store page ready first. Update the capsule art, screenshots and trailer before the round, so returning players see what changed. The store page checklist covers each asset.
▪Read the traffic afterwards (see below) and compare rounds, so you know which kind of update pulls players back.

The free traffic at launch

Before any round, a full release (and the move out of Early Access) gets launch visibility:

▪The New Releases queue. Your game joins a pool of games that just released. Each time a logged-in user opens the queue, Steam builds it from that pool and puts the titles with the fewest views first. Users' preferences can filter a game out by its tags or product type.
▪The All New Releases list, linked from the home page.
▪Wishlist emails. Everyone who wishlisted the game may get an email when it releases.

On top of that, Steam may show the game in personalised sections of the home page, in New and Trending, in Top Sellers and on genre and tag pages once it has sales rank, in Specials while it is discounted, in the Discovery Queue, through Steam Curators and in friends' activity feeds. A game that does very well can reach the main capsule, which Valve says is driven by what players spend time and money on rather than by Valve curation. Early Access launches get a smaller set: the Early Access "All New Releases" tab, wishlist emails, and New and Trending on the Early Access page if the game is doing well.

What Steam's algorithm uses, and what it ignores

Valve lists the signals that matter most, and is unusually direct about the ones that do not:

SignalCounts for visibility?
People buying and playing your gameYes. Valve calls it a strong signal.
Languages your game supportsYes. Steam favours players who speak a supported language.
TagsYes. They decide who the game is shown to.
WishlistsMostly no. Popular Upcoming is the exception.
Store page trafficNo. Only the sales it leads to count.
Conversion rateNo.
Review scoreNot while it is 40% or higher (Mixed or better). Below that, the game is less likely to be featured.
Paying ValveNot possible. Asked "Can I pay for my game to show up to more customers?", Valve answers "Nope."

Wishlists still matter for a different reason: everyone on the list is emailed when the game launches, leaves Early Access, or is discounted by 20% or more. That email turns into the purchases that do count.

Where a store page broadcast fits

Honestly: a live broadcast does not raise your visibility by itself. Valve says store page traffic and conversion rate are not factors. What a broadcast changes is what visitors see when they arrive, from a launch, a round or a festival: a moving, live page instead of a static header. If that turns more of them into wishlists and buyers, the purchases are a signal Steam does use. During a round, the visitors are owners and wishlisters coming back, so a broadcast of the new content shows them the update the moment they land. Do broadcasts help wishlists? and Broadcasting before launch go further.

No guarantees from anyone. Steam's algorithm is Valve's, and nobody outside Valve can promise placement. Treat any tool or service that claims to "boost" your Steam ranking with care.

Track where your traffic comes from

In Steamworks, open Marketing & Visibility for your product and choose Traffic Breakdown. It shows each place on Steam where your game was shown, how many impressions each placement got, and how many clicks reached your store page. For every game in your catalog at once, Valve links an overview at partner.steamgames.com/pub/navstatsoverview.

Sources: Visibility on Steam, Update Visibility Rounds. Checked 25 Oct 2026. Valve updates these pages; the Steamworks docs always win.

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