How to Set Up a Steam Playtest: Step by Step for Indies
How to set up a Steam Playtest: create the app, open signups or use keys, pick limited or open access, and get testers who actually play.
Updated · 10 min read · For developers
If you want to know how to set up a Steam Playtest, the good news is that the Steamworks side takes an afternoon, it costs nothing, and it cannot touch your reviews or your wishlists. The harder part is everything around it: picking limited or open signups, deciding between store signups and keys, and getting people who actually launch the build and tell you what they think. This guide walks through the setup in plain English, then covers the decisions Valve's documentation leaves to you.
What a Steam Playtest actually is
A Steam Playtest is a separate "child" app attached to your main game. It has its own App ID, its own builds and its own list of players, but it does not get its own store page. Instead, a "Request Access" option shows up on your main game's store page, so anyone who finds the Playtest can still wishlist and follow the real game.
Because it is a separate app, Valve keeps it walled off from your main game. Per the Steamworks documentation:
- Joining or leaving the Playtest does not change anyone's wishlist for your game.
- Someone who has only played the Playtest cannot leave a review on your actual game.
- Playtest playtime does not count toward refunds, trading cards or achievements on the main game.
- It is free for players and free for you. You are not allowed to charge for access or sell Playtest keys.
That last point matters if you were thinking about a paid beta. If you are ready to charge for a work-in-progress build, Valve points you to Early Access instead. If you are not sure whether you need a Playtest or a demo at all, the short version is that a Playtest is for learning and a demo is for marketing. Our Next Fest demo feedback guide covers the demo side.
Before you start
You need three things in place before the Playtest app is worth creating:
- A Steamworks app for your main game. The Playtest hangs off it.
- A Coming Soon store page, if you want public signups. Signups live on that page, so no page means no signup button. You can still run a Playtest with keys before the page is public (more on that below).
- A build you are willing to let strangers see. Not polished, but stable enough that people can reach the part you want feedback on. A crash in the first two minutes teaches you nothing except that it crashes.
It also helps to decide, before you touch Steamworks, what you want to learn. "Is the first 20 minutes clear?" and "Do the servers survive 200 people?" need very different setups. If you have not picked a number of testers yet, how many playtesters you need breaks it down by goal.
How to set up a Steam Playtest, step by step
These are the steps from the Steamworks documentation, with notes on what trips people up.
1. Create the Playtest app
In Steamworks, open your main game and go to the Associated Packages & DLC page. Create a new Playtest app from there. It will appear as its own app in your Steamworks dashboard.
2. Add the required assets and pick the name
At minimum, the Playtest needs the library capsule assets and community assets. You can also set the name players see, including localized names.
Pick that name carefully. Valve notes you cannot change it after the Playtest is released. "Your Game Playtest" is the safe default.
3. Go through the release process
The Playtest goes through a simplified store and build review. The store side only checks capsule images and icons, since there is no full store page to review. Budget a little time for this, and do not plan your first session for the same day you submit.
4. Turn on signups on your main store page
When you want players to start requesting access, go to your main game's Edit Store Page tools and open the Special Settings tab. Enable the Playtest signup there and publish the change. The signup option then appears on your store page. You can show or hide it whenever you like.
You can open signups before the build is ready. That is a good way to build a pool of interested players while you finish the build.
5. Upload your build
Upload depots and set up builds for the Playtest app the same way you would for the main game or a demo. You can use Steamworks features like Steam Input templates and cloud saves here too. If you have never uploaded to Steam before, start with Valve's uploading documentation first, because that is usually the slowest part of the whole process for a first-time developer.
6. Let players in
Once the build is live, go to the Playtest app's settings and follow the Manage Your Playtest link (also under Playtest Settings in the Application tab). From there you add groups of players from the signup pool.
Two details are worth knowing:
- Steam picks players at random from the people who requested access. You do not choose individuals.
- You can limit by country. Valve frames this as a server and latency tool, not a targeting tool.
7. End it, or pause it
When you have the data you need, set the Playtest to Not Playable. Valve says to turn off store signups first, since the option is hidden while signups are open. Players keep the app in their library but cannot launch it.
Tell people before you do this. Use a Steam announcement to say when the session ends and when the next one might start. Cutting access without warning is a fast way to annoy the exact players you want to keep.
8. Restart it later
You can set the Playtest visible and playable again for a new round. Anyone you already let in keeps access and does not need to sign up again.
Limited or open signup
This is the first real decision, and it is easy to get wrong.
Limited signup is the default. Players request access and you let them in in batches when you have capacity. Use it when:
- You want small rounds, fix what you learn, then test again with fresh people.
- Your servers or your own time can only handle so many players.
- You want to stagger who arrives so each build gets new eyes.
Open signup lets in everyone who requests access automatically. Switching from limited to open also accepts everyone who was already waiting, usually within a few minutes. Use it when:
- You are stress testing servers or matchmaking.
- You want as much data as possible on a stable build.
- You are close to launch and the build is solid.
For most solo and small teams, limited is the better starting point. You learn more from three rounds of a few players than from one huge round where the same problem gets reported a hundred times.
Signups or Steam keys
You can fill a Playtest two ways, and you can use both at once.
Store signups bring in people who found your store page. The upside is zero admin. The downside is that you only get people who were already looking at your page, chosen at random, and many of them never launch the build. It is a common complaint: one r/IndieDev thread is literally titled "123 people got access to my Steam Playtest, but only 16 launched it". Requesting access takes one click, so a lot of requests are low intent.
Steam keys let you hand access to specific people. Valve's documentation covers the details:
- You can request keys for the Playtest even if your store page is not live yet.
- Playtest keys are standard release keys, so they only work while the Playtest is set to Playable.
- Valve says you can generally request much larger quantities of Playtest keys than the 2,500 Release State Override keys a base game is typically limited to. Past 50,000 keys, Valve suggests you are effectively running an open beta and should just open signups.
- A key is not revoked when you set the Playtest to Not Playable. Once someone has it, they have it for any future round.
- Keys are free. You can never sell them or put them in a paid bundle.
Keys are the better choice when you want specific testers: people who play your genre, people who already agreed to give feedback, or people you met through a playtesting community. That is where the launch rate problem goes away, because you are inviting people who said yes to a specific ask rather than people who clicked a button.
Friend invites for multiplayer games
Valve has an experimental Friend Invites option for multiplayer games. When it is on, players with access can invite friends, who can invite their friends, and so on. You choose 1, 2 or 3 invites per player and can pause new invites at any time.
A few rules from the docs:
- Players can only invite people they have been Steam friends with for at least 30 days.
- An invite already sent stays active even if you pause invites.
- Growth compounds fast, so only use it if your servers can take it. You can cap it by only allowing invites from players who had access by a certain date.
If you are testing a co-op or party game, this is the easiest way to get real groups of friends into the same lobby, which is much closer to how your game will actually be played.
Is a Steam Playtest confidential?
No. Valve is clear that players who sign up are not under an NDA with you. Assume anything in the build can end up in a screenshot or a video.
If you need confidentiality, Valve describes two options, both of which need your own signup and NDA process outside Steam:
- Use the Playtest app with keys, set it to Playable, and set store visibility to Hidden.
- Use your main game's App ID with Release State Override keys.
For an unannounced game, Valve recommends announcing first. Their reasoning is simple: a confidential test is only as confidential as your least careful tester.
Do not run it during Next Fest
Valve's Next Fest FAQ says having a Playtest live during the fest does not affect eligibility, but they do not recommend it, because it splits players between two builds. During the fest, push everyone to your demo.
That makes the week after a fest a good moment to plan your next Playtest. You will have a list of what confused demo players, and a Playtest is a low-risk place to test the fixes before the next build goes public.
Getting feedback out of the Playtest
Steam handles access. It does not collect feedback for you. Valve's own suggestion is a big "feedback" button on the main menu that links wherever you want feedback to go: a Steam forum, a Discord channel, a form, or a bug tracker.
To make that feedback useful:
- Ask for something specific in your announcement. "We want to know where you got stuck in the first area" gets better answers than "let us know what you think".
- Put the build version on every report. Otherwise you will spend time on bugs you already fixed.
- Keep the form short. Three good questions beat twenty. Our playtest survey questions guide has questions grouped by what you want to learn.
- Watch, do not just read. A video of someone playing shows you the moment they got lost, which a written answer rarely does.
Where to find testers who actually launch it
If your store page is new, the signup pool will be small. Here are ways to fill it with people who will actually play:
- Your own community first. Discord, newsletter, social followers. Send keys rather than asking them to request access, so you know who got in.
- Developer communities. Other developers give sharper feedback and understand rough builds. Our guide on how to find playtesters goes channel by channel.
- Playtesting platforms. On Get Playtests you can post your game for free, with no credit card, and players review it in writing, on video, or on a livestream. Link your Steam page, write the questions you want answered as the posting's focus areas, and share Playtest access with the reviewers who claim it, so the people testing are people who chose to give feedback.
The combination that tends to work: keys for a small, deliberate group early, then store signups once the build is stable enough that random players will have a good time.
Quick checklist
- Decide what this round should teach you and how many players you need.
- Create the Playtest app under Associated Packages & DLC.
- Add capsule and community assets and pick a name you will not want to change.
- Pass the simplified store and build review.
- Enable signups in Special Settings on your main store page, or request keys.
- Upload the build and set the Playtest to Playable.
- Add players in batches from Manage Your Playtest, or send keys.
- Post an announcement with what feedback you want and where to send it.
- Put a feedback button in the main menu, with the build version attached.
- Set Not Playable when the round is done, after telling players.