Tooling

Distribution & Stores

Steamworks, EOS, itch.io, Poki — where and how games ship.

Where games are sold, hosted and updated. Pairs with build / CI-CD, analytics, multiplayer / netcode (storefronts often bundle networking), mobile-native for mobile distribution, and anti-cheat. For full landscape see Game Development.

PC stores

  • Steam (Steamworks SDK) — free SDK, 30% revenue share, $100 Steam Direct fee per title (refundable after $1k revenue). Largest PC audience, deepest features (achievements, cloud, workshop, Steam Input, Remote Play, Big Picture, SteamOS / Deck Verified). Default PC target.
  • Epic Games Store + Epic Online Services (EOS)12% revenue share, EOS SDK is free for any platform (free identity, lobbies, P2P, achievements, anti-cheat). EGS audience is much smaller than Steam but EOS itself is great cross-platform glue.
  • itch.iorevenue share you set yourself (default 10%, can be 0%), the indie / experimental haven. HTML5 hosting, jam tooling, paid + free + pay-what-you-want models.
  • GOG — DRM-free PC store; manual curation, smaller audience.
  • Microsoft Store / Xbox — see Xbox Live Creators Program for the indie path.
  • Humble Store — paid storefront with bundle history.
  • Discord — Game Store sunset 2019; only Activity / Embedded App SDK left.

Console

  • PlayStation Partners — paid program + dev kits + NDA. Submission via Sony.
  • Microsoft XboxID@Xbox is the indie program (free), or paid first-party. Xbox Live Creators Program lets non-NDA indies ship to Xbox cheaply.
  • Nintendo Switch — apply through Nintendo dev portal; once approved, dev kit + SDK access.
  • Apple Vision Pro / iPad Game Mode — App Store Connect (see mobile).

Mobile

See mobile-native for the apps side. Game-specific:

  • Apple App Store — $99/year Apple Developer + 30% rev share (15% small business < $1M).
  • Google Play — $25 one-time + 30% (15% under $1M).
  • F-Droid — free OSS-only.
  • Aurora Store, Amazon Appstore — secondary.
  • TestFlight + Google Play Internal Testing — beta channels.

Web / browser

  • itch.io HTML5 — free hosting.
  • Poki — paid revenue share for hyper-casual / web games; high CPMs in their lane.
  • CrazyGames — paid revenue share, similar to Poki.
  • Newgrounds — historical web game hub, still active.
  • Kongregate — legacy.
  • GameJolt — indie-friendly, free.
  • Armor Games, Y8 — secondary.

Direct distribution / subscriptions

  • Patreon for ongoing support.
  • Ko-fi for one-off tips + subscription.
  • Game Pass / PS Plus / Apple Arcade / Netflix Games — paid platforms; deals are negotiated, not application portals.

Marketing / discovery

  • Steam Wishlist — the default indie KPI.
  • Steam Next Fest — quarterly demo event, huge wishlist driver.
  • Steam Curators, YouTube/Twitch creators, Reddit / Bluesky / Mastodon — the marketing reality.
  • Howl (formerly Lurkit), Keymailer — paid creator-key distribution.
  • GameDiscoverCo newsletter — paid, the analytics gold standard.

Submission and signing

  • Steam DRM wrapper — free, weak.
  • Apple notarization / signing — required for Mac DMGs.
  • Microsoft SignTool / EV cert — for SmartScreen-friendly Windows installers.
  • Steam ContentBuilder — uploads depots and launch options.

Distribution SDK feature comparison

  • Steam: achievements, cloud saves, leaderboards, workshop, networking, voice, family share.
  • EOS: identity, friends, P2P, lobbies, sessions, achievements, leaderboards, EAC.
  • GOG Galaxy: achievements, leaderboards, multiplayer.
  • itch: none — pure file hosting + sales + community.

Pick this if…

  • Default PC commercial: Steam.
  • Indie / jam / experimental: itch.io.
  • Cross-platform free networking SDK: EOS (works alongside Steam).
  • Web / casual portals: Poki + CrazyGames.
  • Console: ID@Xbox first (lowest barrier), then PS Partners and Nintendo as you scale.
  • Mobile games: App Store + Google Play; F-Droid for OSS.
  • DRM-free purist: GOG + itch.

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