Your Steam Short Description Is Doing the Work of a Sales Pitch: How to Rewrite It in an Hour
Your Steam short description is a sales pitch, not a summary. Here's how to rewrite it in an hour using a three-pass method, with a worked example.
Most devs will happily spend a full day messing with their capsule art and then knock out the short description sitting right below it in about four minutes. That’s backwards, because the short description is usually the only sentence a player reads before deciding whether to keep scrolling or bounce.
This is the paragraph that shows up in search results, in the hover popup when someone skims a list, in the widget other sites embed, and at the very top of your store page before anyone has seen a single screenshot. It’s doing sales pitch work in a spot most of us treat like a summary field. Here are a few ideas for fixing yours.
Where the short description actually shows up
Steam has two description fields, and mixing them up is the first mistake. The short description is the brief one, and Valve describes it as being used where space is tight, most of all at the very top of your store page. It also shows in search results, in the popup when someone hovers a game in a list, in embedded widgets, and as the preview text when your link gets posted somewhere. The long one is the About This Game section, the scrolling pitch further down with your features and images.
Most people who find your game through search, a sale page, or a curator list read the short description before anything else you wrote. If it doesn’t tell them what the game is and why it’s worth a second look, they never make it to your gorgeous screenshots.
Go look at yours right now: Steamworks, then Store Presence → Edit Store Page → Description. Both fields live on that tab. If you can’t remember what yours says, that’s normal. Most of us write it once early on and never touch it again, even after the game has changed shape three times.
The 300 character limit is not the real constraint
Steam gives you 300 characters. That sounds tight, but it’s rarely what’s actually holding a description back, since most first drafts fall apart around 150 characters by spending the budget on mood instead of information.
Here’s a quick gut check: read your current one out loud and ask what genre the game is. If you can’t answer from the description alone, the budget went on atmosphere rather than the facts a player is scanning for. “A haunting journey through a forgotten world” gives someone nothing to search for, filter by, or compare against a game they already love, while “A turn-based JRPG about…” tells them where to file you in under a second.
One more thing worth knowing before you use all 300: if you ever want the page translated, German and Russian run a good deal longer than English, so a maxed-out English line won’t fit and somebody has to rewrite it. Keeping it to 200 to 250 characters saves you that job later, and honestly it makes the English version better too.
The four jobs a short description has to do
A good one does four things, roughly in this order:
- States the genre and structure. Turn-based JRPG, roguelike deckbuilder, cozy farming sim, whatever it actually is. Not the vibe of the genre, the genre itself.
- Names the hook. The one mechanic, twist or setting detail that separates this from the fifty other games in the same genre.
- Gives a reason to care, fast. A stake, a tone, or a comparison point that says what kind of experience they’re signing up for.
- Doesn’t waste the first ten words. The opening is what survives in search results and truncated views, so “In a world where…” burns your best space on a setup nobody asked for.
All four fit in 300 characters comfortably. It usually takes a few drafts to get there, because the instinct is to write like a back-of-the-box blurb from 2004 instead of one line aimed at someone scrolling past forty other games.
A rewrite in three passes: genre, verb, hook
This is the actual process, and it fits in an hour if you don’t overthink each pass.
Pass one: genre first, always. Write one sentence stating the genre and structure with no flourish at all. “A turn-based JRPG with party-based combat.” It’s plain and a bit ugly, and that’s fine, because it’s scaffolding rather than final copy. Mostly it forces you to say the thing you’ve been dancing around because you think it sounds generic.
Pass two: find the one strong verb. Dig through your design notes for the single mechanic or moment that’s genuinely different about your game. Not “features deep strategy,” since every game claims that, but the specific thing: a class system that shifts mid-battle, a day-night cycle that changes what spawns, permadeath that rewrites the map. Then write it as an action instead of a noun, because “shift your party’s role mid-fight” lands harder than “a flexible class system.”
Pass three: cut everything that isn’t information. Read the draft back and delete every word doing mood instead of work: “epic,” “immersive,” “unforgettable,” “journey.” They turn up in almost every weak short description on Steam, which is exactly why they carry no signal. If a phrase could describe any game in your genre, it isn’t earning its characters.
After three passes you should have something a stranger could read once and correctly guess your genre, your hook, and roughly what kind of evening they’re in for.
Worked example: rewriting the description on my own Coming Soon page
Crown Code Chronicles, my pixel-art JRPG, has a live Coming Soon page on Steam, and I’ll say upfront that the page is a work in progress. The trailer and a few assets are due an update, and I haven’t touched the tags or the short description in a while, so this is a live problem for me rather than a tidy before-and-after I already solved.
Plenty of early Coming Soon pages fall into the trap I’m digging myself out of here, leaning on mood-setting language (a kingdom under threat, a hero’s journey) instead of the concrete words someone hunting a genre is actually scanning for. Strip the flavor text out of a typical early draft and you’re often left with a sentence that never says “turn-based,” never says “JRPG,” and buries the one interesting combat idea three paragraphs into the long description.
Running my own game through the three passes gets me to something like this:
A pixel-art JRPG where you shift your party’s combat roles mid-battle to counter enemy attacks, set in a kingdom built on broken code.
That’s genre, hook and setting in one line, in that order, with the mechanic written as an action rather than a feature bullet. It’s also 134 characters, which is less than half the budget, and that’s the part worth noticing: the four jobs don’t need 300 characters, they need you to stop writing around them. It isn’t final copy, and I’d want to try a few variations before locking it in, but it beats anything opening with “In a world where magic and code collide.”
If you read the devlog on the combat system’s zone-shifting mechanic, that’s the hook I’m compressing into one sentence here. Squeezing a whole design pillar into eight words is harder than it sounds, which is probably why most of us skip it and write about the kingdom instead.
Three patterns that waste your first line
These habits turn up constantly on Coming Soon pages, and they all cost you the search snippet:
- The “in a world where” opener. It delays the actual information by a whole clause, and it’s so common on Steam that it blends into everything around it.
- The adjective stack. “A dark, atmospheric, immersive, story-driven experience” is five words that give a search box nothing to work with. Keep the one that’s true and specific, cut the rest.
- The mechanic buried at the end. If the thing that makes your combat or progression different lands in the last ten words, most readers never see it, since search results and widgets often cut the sentence off before then.
If you want a sense of which words help people find you in the first place, read this alongside how to pick the right 20 Steam tags. Tags and the short description are doing overlapping jobs, both trying to get the right words in front of the right search.
How to test it before you commit
You don’t need an A/B testing tool to sanity-check one sentence. A few cheap options:
- Read it to someone who has never seen your game and ask them to repeat back the genre and the hook. If they can’t, it isn’t working yet, however good it sounds to you.
- Post two or three versions in an indie dev Discord or subreddit and ask which one makes people want to click. People will happily react to a single sentence, far more readily than to a whole trailer.
- Line it up against three games in your exact genre that you think do this well. Read all four back to back, and if yours is the only one that doesn’t name the genre in the first clause, there’s your answer.
If you’re already collecting feedback from playtesters, the intake form you use for build feedback is a fine place to slip in “what genre did you expect from this one sentence.” My playtesting tools roundup covers a few lightweight ways to collect that without building a survey pipeline.
Steam’s own documentation has a short page on store descriptions that’s worth skimming once, mostly for the formatting rules rather than the copywriting advice.
Do this week
- Open Steamworks (Store Presence → Edit Store Page → Description) and read your short description out loud. Note whether the genre shows up in the first ten words.
- Run it through the three passes: plain genre sentence, one strong verb for the hook, then cut every mood word that could describe any game in your genre.
- Keep the final version around 200 to 250 characters so a translation will fit later.
- Write two alternates and get honest reactions from at least three people who haven’t played your game.
- Cross-check it against your tags. If the tags and the description name different things, go with whichever matches what your audience actually searches for.
- Update the field and check how it renders in the store preview before you publish.
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