How to sell indie games online: from itch.io to your own store

Selling an indie game in 2026 means picking a distribution model before you pick a marketing plan. Most of the painful decisions a solo dev or two-person studio makes in the first year (where to host the build, how to deliver keys, how to handle a demo, how to split revenue) trace back to a single upstream choice: which storefront mix you commit to.

This guide is for indie developers who have a finished or near-finished build and want a practical map of the options. Itch.io and your own store sit at one end, Steam sits at the other, and most healthy indie operations end up using two or three of these channels at once. The goal here is to help you decide which combination fits your game and your budget without burning months on the wrong one.

Itch.io versus your own store

Itch.io is the closest thing to an open mic night in indie game distribution. You can publish a build in an afternoon, set whatever price you want (including pay-what-you-want and zero), and keep most of the revenue. The default revenue split is set by the buyer, not the platform. Sellers can choose what cut itch takes, and many leave it at the standard 10 percent.

The trade-off is reach. Itch is a strong community for jam games, experimental work, and audiences who already browse the platform. It is not where most casual buyers go to find something to play on a Friday night. If your only storefront is itch, you will have to do all of your own audience work, which is fine if you already have a Twitter, Bluesky, Discord, or YouTube following.

Your own store sits one step further along the same path. You own the customer relationship, you collect emails, you keep the entire margin minus payment processing, and you can sell DLC, soundtracks, art books, and merch from the same checkout. The cost is that you have to build the storefront, host the files, and handle delivery yourself.

A practical pattern for most small studios: list on itch for community discovery, then run your own store as the conversion target for paid traffic, your mailing list, and customers who want to support you directly. SendOwl's secure download links are designed for exactly this case, with expiring URLs, download limits, and license-key delivery that pair with large game builds.

When Steam makes sense (and when it does not)

Steam is where the volume is. It is also where the discoverability fight is hardest, the revenue split is most expensive, and the wishlist mechanics shape your launch timeline whether you like them or not.

The economics are well known. Steam takes 30 percent of net revenue up to one million dollars in lifetime gross, then drops to 25 percent up to ten million, then 20 percent above that. Submitting a game costs a 100 dollar Steam Direct fee per title, documented on the Steam Direct partner pages. You get back the fee once your game crosses 1,000 dollars in adjusted gross, which most paid releases manage in their first month.

What you actually buy with that 30 percent is real. Steam handles regional pricing, currency conversion, refunds, anti-cheat and anti-piracy infrastructure, cloud saves, achievements, controller support, the deck-verified review process, and a recommendation algorithm that points genuine buying intent at your store page. None of that is small.

Steam makes sense when your game lives in a genre Steam buyers actively browse: anything roguelike, soulslike, factory-builder, deckbuilder, survival, co-op, JRPG, or sim-adjacent. It makes less sense for games that are tiny in scope (sub-five-hour experiences priced under five dollars), heavily mobile-first, or aimed at audiences that do not own a PC.

A common indie pattern: launch on Steam as the headline release, list on itch on the same day for the audience that prefers itch, and run your own store for the soundtrack, art book, and any DRM-free build sold direct.

Demos: how to handle them

Demos drive wishlists on Steam and trial conversions everywhere else. The mechanics are different on each storefront and worth thinking through before you cut anything.

On Steam, a demo is its own product page. It can be installed, reviewed, and added to the queue independently of the full game. Steam Next Fest is the headline event for new demos and runs three times a year. Getting into a Next Fest gives you a week of front-page demo placement and is one of the few moments where the algorithm does free marketing for an unknown title.

On itch, a demo is usually just a free build of the game listed alongside the paid one, or a separate project entirely. The expectation is looser and the curation is community-driven rather than algorithmic.

On your own store, you have full control. You can gate the demo behind an email signup, time-limit it, hand it out at conventions on USB sticks, or run a paid early-access tier that converts to the full game on launch. SendOwl's free downloads and free orders flow is designed for this kind of email-gated demo distribution, where you collect the lead and the buyer gets a download link without a payment step.

The mistake most first-time devs make is shipping the same demo build on every storefront with no thought about the conversion path. The Steam demo should funnel into a wishlist. The itch demo should funnel into a follow. The demo on your own store should funnel into an email subscription. Each one is a different ask and each deserves a different ending screen.

Key delivery and post-purchase

If you sell a Steam key directly through your own store or through a humble-style bundle, you need a clean way to deliver the key the moment a buyer pays. The honest version of this workflow is:

  1. Generate a batch of Steam keys in your Steamworks dashboard
  2. Upload the keys as inventory to your store platform
  3. Wire the post-purchase email to pull one key from inventory and deliver it to the buyer
  4. Track inventory levels so you do not oversell

The delivery mechanics are the same as any other software-style code. Our guide to selling software license keys online covers the underlying patterns (random-string keys, signed tokens, server-generated entitlements) and most of them apply to game keys with light adjustments for Steam's redemption flow.

For DRM-free builds sold from your own store, the delivery is the build file itself, gated behind a secure link with a download limit and an expiry window. Three downloads over 30 days is a common default. It covers reinstalls, second devices, and the occasional corrupted download, without leaving a permanent public mirror.

Large file delivery

Game builds are big. A modest 2D indie can ship at 200 megabytes, a 3D project will routinely cross five gigabytes, and anything with high-resolution texture packs or full voice acting can go past 15. The delivery layer needs to handle that without falling over on launch day.

Three things matter. First, the host has to support large file uploads with no surprise size cap. Many generic ecommerce platforms cap individual file uploads at one or two gigabytes, which kills the delivery before you start. Second, the download URL needs to support resuming on connection drops. Players on hotel wifi or rural broadband will not finish a single uninterrupted ten-gigabyte download in one go. Third, you want to host on infrastructure designed for binary delivery rather than streaming a flat file out of a generic web server.

SendOwl handles game-sized files natively and serves them through a CDN, which is the path of least resistance for indies who do not want to run their own delivery infrastructure. For very large titles (above a few gigabytes per build), splitting the game into a base download plus optional asset packs is a reasonable workaround that also lets you ship localisation packs separately.

A starter playbook for a first paid release

If you have a game close to release and no plan, the lowest-risk version of all this is:

  1. Create a Steam page now, even if launch is six months out. Wishlists compound.
  2. Mirror the game on itch.io on the same launch day, at the same price.
  3. Run your own store from day one for direct fans, the soundtrack, the art book, and any DRM-free build. Use it to capture emails for the next project.
  4. Cut a five to fifteen minute demo, ship it on Steam timed to the next Next Fest, and ship a slightly looser version on itch and your own store with different ending CTAs.
  5. Keep the post-purchase email simple: thank the buyer, deliver the key or download, link to a Discord or feedback form, and ask for a review at the seven-day mark.

You do not have to pick one channel forever. Most healthy indie operations move revenue between Steam, itch, and direct sales over a game's life, leaning on whichever channel is converting that week.

SendOwl makes selling indie games online simple. Upload your build, set your prices, and share links anywhere you connect with your audience. Get started selling digital products for free today.

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