START HERE · YOUR BRAND

Indie game branding: your name, your studio, and what a publisher finds

Your game's name has a deadline, and it is earlier than you think. On Steam you can change it freely right up until your Steam page passes pre-release review. After that it is locked, and it stays locked until Valve's system decides your game has sold enough to unlock Profile Features. Not until you ask. Until you sell.

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So the name is not a vibe you settle later. It is a decision with a date on it.

This page is the hub for everything on this site about being a findable name: the game's name, the studio's name, the art that carries both, and what shows up when someone who might fund you, cover you, or publish you types that name into a search box.

Most indie game marketing advice treats branding as the soft part of the job — mood boards, a logo, and whatever is left of the marketing budget. On the platforms indie games actually sell on, it is the opposite. Branding is the part with rules, fees, filing deadlines and locks, and almost all of them are written down somewhere you have not read yet.

The name is a deadline, not a vibe

Steam keeps your name in three places

Steam stores your name in three separate fields, and they are not the same thing.

Store info drives the Steam page and its search. Steamworks info drives the library and the Community. Package info sits on each thing you sell. Valve's own documentation spells this out on the name page, and the split matters the first time you notice your game called one thing in the store and another in someone's library.

The identifier underneath all three is not the name at all. Every app on Steam gets an App ID, and that number is what the platform actually knows you by. It is the reason a name change does not disintegrate your Steam page — and the reason your name is a label on top of something stable rather than the thing itself.

The lock, and what unlocks it

Here is the part people miss. Valve: "You can change the name of your game within Steamworks at any time until your store page has been through the pre-release review process." And after: "you won't be able to change the name of your game unless you have unlocked Profile Features."

Profile Features are not something you apply for. Valve enables them automatically "as games reach certain player and sales metrics" and checks "several times per day". The threshold is not published. What is published is what does not count: "We do not include data from user reviews, wishlists, total playtime, or any other judgment of the 'quality' of the game." Sales and engagement. That is the whole list.

Most indie developers run into this with their first game, at exactly the moment they are least certain the name is right. You can still rename after that point, but you are asking Valve to do it, in advance, by hand: "please reach out to us in advance and let us know the game you are changing along with the names you wish to have it set to."

There is an apparent contradiction here that trips people up. Valve's review documentation says that once your page is approved "there is no need to go through review again. You are free to update your game as much as you need to." That freedom is about content. It is not about identity. You can rewrite every word of your description; you cannot rewrite the name.

Working backwards from the review, not the release

Most game launches are planned backwards from the release date. For naming, that is the wrong anchor.

If this is your first game on Steam, three documented dates sit between you and a locked name. A Coming Soon page has to be up "at least two weeks before releasing". Steam page review "typically takes 3-5 business days to complete", and Valve suggests submitting "at least 7 business days before you want it live". The lock lands at the end of that Steam page review — well before anyone can buy anything.

Valve also notes there is "no strong downside to having a store page up for a long time ahead of release", which many game developers read as an invitation to put something up early. It is — as long as you understand that the name on that Steam page is the name you are keeping.

What a placeholder name actually costs

Parking a working title is not free. Every new app on Steam carries a $100 Steam Direct fee, "recoupable in the payment made after your product has at least $1,000.00 Adjusted Gross Revenue". Put up a placeholder to reserve a slot and you have spent $100 on a decision you intended to postpone — and it reserves nothing, because there is no documented name reservation on Steam at all.

That is worth saying plainly, because people assume otherwise: Valve publishes no rule about whether two apps may carry the same name, and no documentation of a name check against existing titles. If you are counting on the platform to protect your name, it is not doing that.

Localised names are the same decision again

If you ship in more than one language, the name decision repeats. A localised name "will override any name set in the Store Page section for that language", and Valve confirms that "the localized name will be used for search suggestions for customers in that language".

And then: "localizing your game name is subject to the same limitations as changing your game name." Same lock, same deadline. If a localised title matters to you, it belongs in the pre-review pass, not in a later polish sprint.

"Is the name free?" has three different answers

Search a trademark register and you find out whether a name is registered. Whether it is free is a different question, and the answer depends entirely on which office you ask. This is the part generic branding advice flattens into "do a trademark search", and it is where the flattening costs money.

The USPTO looks for you

The US office searches on your behalf. Their examining attorney "will search the federal database for conflicting trademarks (registered or pending) when they examine your application regardless of whether you completed a comprehensive clearance search before filing", and "will issue a refusal to register your trademark if they determine there is a likelihood of confusion".

They are blunt about how often this bites: "One of the most common reasons applications are rejected is because the applied-for trademark is too similar to an already registered one."

So for indie games a US registration carries information. Somebody with authority looked and did not find a blocker in the federal database.

The EUIPO and the DPMA do not

The European office says the opposite, in its own FAQ: "The EUIPO will not examine relative grounds for refusal ex officio. These may be raised only by third parties in opposition proceedings or in cancellation proceedings." A three-month opposition window opens after publication, and that is when a conflict surfaces — from a person, not from the office.

The German office is equally direct: "The DPMA does not check whether identical or similar trade marks are registered."

Which means a German or EU registration is not a clearance signal. Nobody checked. Two indie games can carry confusingly similar registered names in the same market until one side decides to do something about it.

Both offices point you at their own search tools instead — TMview at EU level, DPMAregister in Germany. The EUIPO adds a caveat worth carrying around: there are "also other rights on the basis of which trade mark applications may be challenged (e.g. well-known marks that are not registered)". A clean register is not an empty field.

What it costs, from the offices' own pages

The numbers below are what the offices themselves publish. They are the shape of the thing, not a quote.

The USPTO base fee is $350 per class — and the page says so while also warning "You may owe one or more additional fees when you file". The surcharges are where the real number lives: another $200 per class if you write your list of goods and services as free text instead of picking from the ID Manual, $100 per class for incomplete basic filings, and $200 for each additional 1,000 characters of free text. For a game with an unusual shape, free text is the normal case, so budget around $550 per class rather than $350. Renewal, every ten years, runs $650 per class.

The EUIPO takes €850 online for one class, €50 for the second, and €150 for each class from the third. Standard applications are "normally published 8 to 11 weeks after payment". Their Fast Track route roughly halves that, with two conditions: every term has to come from the EUIPO's pre-accepted database (up to 300 terms), and a bank transfer has to land "within 9 days of filing".

The DPMA takes €290 for electronic filing including up to three classes, €300 on paper, €100 for each class beyond the third, and €200 for accelerated examination — which, if the application is in order, gets you registered "at the latest, within six months". Renewal is €750 for up to three classes.

One DPMA rule deserves its own line because it is irreversible: "After having filed an application with the DPMA, you can no longer extend the list of goods and services." Whatever you forgot, you forgot.

For scale on timing, the USPTO publishes a live dashboard: first action at 4.2 months, and 9.7 months from filing to registration or abandonment. This is not a thing you do the week before launch, which is where indie game marketing plans usually put it.

Which class a game sits in

Nice class 9 is the one people quote, and it covers "recorded and downloadable multimedia files, computer software, blank digital or analogue recording and storage media". Note downloadable. Indie games sold as a download and a service you run for players are not automatically the same filing, and picking the wrong class costs the fee twice.

None of this is legal advice, and this site is not the place to get any. It is here so you recognise what you are looking at when someone quotes you a number.

Your studio's page on Steam is a Steam group

Four URLs and one editable name

This is a small, funny, load-bearing detail. Most advice on how to name a game studio stops at the name itself. On Steam, the more interesting question is where that name actually lives — and the answer is: in a Steam Community group.

Valve: "Note that the name of your group will be used as the name at the top of your Creator Homepage."

Your studio's identity on the largest storefront for pc games is the display name of a community group. It gets you four readable URLs — a developer path, a dev path, a publisher path and a pub path under steampowered.com — and it is where a curious player or a journalist lands when they want to know who made the thing. It is maintained in a place nobody thinks of as branding.

Valve's only explicit third-party name rule I could find sits on that same page: "You should not misrepresent your company or use the name or trademark of a different company."

Franchise is the cheapest continuity you get

Franchise is its own store field, separate from developer and publisher. Fill it in and every game in the franchise gets "a new button above the purchase options, leading to the franchise page", plus a breadcrumb.

If you intend to make more than one game — and most game development careers are a sequence of indie games, not a single swing — that field is the cheapest continuity available. It costs one form entry and it connects the games released under your name to your next game.

Your Steam page is stricter than your own site

Your own website is yours. Your Steam page is not, and the rules are tighter than most people expect.

Descriptions "cannot use them to advertise other products on Steam. This includes text, images, links, or widgets that point to or reference other products on Steam", and they cannot "promote or link to other websites" either.

There is an explicit exception, and it is the one to use: "If you have related products, it's fine to feature them in the DLC or 'More From' sections of your Store Page." Cross-promotion is not banned. It has a designated place. Put it there rather than smuggling it into the description, where it will come off the page at review.

Art style is part of the brand, and Steam has rules about it

What a capsule may and may not contain

An art style is a game development decision and a marketing decision at once, and the visual half of branding runs into the same thing the name does: platform rules, written down, enforced at review.

Valve limits capsule content to "game artwork, the game name, and any official subtitle", and requires "a readable product logo/name" at accurate dimensions. Then the prohibitions, which read like a list of everything marketing departments want to do: "No review scores of any kind, including Steam reviews or external news sources." "No award names, symbols, or logos." No discount marketing copy. "No text or imagery promoting a different product. This includes no marketing of sequels or other titles in the same franchise." And no other miscellaneous text.

So the laurels, the Metacritic number and the "from the makers of" line all have somewhere to live, and it is not the capsule. Indie games live or die in that row of thumbnails, and the row has rules. Key art, capsule art and the logo are one system, and the capsule is the size that judges it.

Where the art decisions actually get made

An art style is a brand asset that has to survive being shrunk to a thumbnail in a row of games released the same week, and that constraint does more to shape a studio's visual identity than any style guide. It is also a topic in its own right rather than a paragraph in a hub, so this site handles it properly elsewhere: Steam capsule art is the piece on what actually survives at thumbnail size, and it is the one to read before you commission anything.

The point for this page is narrower. Your art style and your name are the same decision viewed from two angles, they both harden at the same review, and only one of them is cheap to change afterwards.

Google will not use a clever name

The one hard requirement

The name Google shows next to your site in results is generated automatically, "taking into account content from a site's home page and references to it that appear on the web". You do not set it. You feed it.

There is exactly one "must" in the documentation: "The WebSite structured data must be on the home page of the site … the domain or subdomain level root URI." Not a subpage. Google also "does not support site names at the subdirectory level", so a studio living at a path under someone else's domain has no site name to give at all.

Beyond the markup, the signals are the ordinary ones: content in the og:site_name tag, the title element, headings, and other text on the home page.

Generic names get thrown away

The guidance underneath is effectively a naming rule, and it is unusually blunt: "Avoid using a generic name. A generic name like 'Best Dentists In Iowa' is unlikely to be selected by our system as a site name, unless that's an extremely well-recognized brand name."

Read the exception — it is doing real work. Generic names are not forbidden. They are ignored unless you are already famous enough that nobody needs the help.

The rest of the list is short: choose a unique name that reflects the site and is not misleading; use "a concise, commonly-recognized name for your site (for example, 'Google' instead of 'Google, Inc')"; and use it consistently across your home page.

Which means the SEO-flavoured studio name — the one with the keyword wedged in — is the one Google's own system throws away. Documented, not guessed. Plenty of indie developers pick a name to rank with and lose it to Google's own filter.

There is a related habit worth dropping while you are here. Google suggests "including just your site name at the beginning or end of each title element, separated from the rest of the text with a delimiter" — once, not on every heading — and notes that it may drop the site name from the title link entirely if it is repetitive with what is already shown.

alternateName does two different jobs

If your preferred name is not available, Google's advice is to "provide an alternative name", which is what alternateName is for in the site-name context.

But the same property means something else in Organization markup, where it is "another common name that your organization goes by", sitting beside legalName for "the registered, legal name of your Organization, if applicable and different from the name property". Schema.org's own definition is broader still: "an alias for the item".

Same word, three shades of meaning depending on where you put it. Mark it up in the wrong place and you have described a different thing than you meant.

Structured data guarantees nothing

Worth internalising before you spend an evening on markup: Organization structured data has "no required properties", Google recommends placing it "on your home page, or a single page that describes your organization, for example the about us page" — and correct markup is not a promise. "Google does not guarantee that your structured data will show up in search results, even if your page is marked up correctly according to the Rich Results Test."

A structured data manual action, if you ever get one, costs you rich result eligibility. It "doesn't affect how the page ranks in Google web search".

If you have to rename

On itch.io you just do it

itch.io is the counter-example that makes Steam's lock feel stranger than it is. You change your username and URL yourself on the account settings page, "we'll automatically set up a redirect for you, any old links you have floating around will still work", and the only limit is a cooldown: "You must wait 1 week after changing your username before you can do it again." Old project URLs redirect to the current one too.

Two platforms, opposite lessons, and indie games get caught in the gap. Indie devs generalise from whichever one they used first, and plenty of indie games have planned wrong on the other.

On the web, keep the redirects for a year

If a rename takes your domain with it, Google's guidance is specific and longer than most people budget for: use 301 or 308 redirects, and "keep the redirects for as long as possible, generally at least 1 year. This timeframe allows Google to transfer all signals to the new URLs."

Expect the move itself to take a while: "a small to medium-sized website can take a few weeks for most pages to move". For the site name specifically, recrawling "can take anywhere from several days to several weeks".

What the Change of Address tool is not for

The tool exists for exactly one situation. "You only need this tool when moving from one domain or subdomain to another… You don't need it for HTTP to HTTPS moves, switching between www and non-www on the same domain, or moving paths within the same domain."

If you are restructuring URLs inside your own domain, that is a different job with different steps, and reaching for this tool will not help.

What a publisher sees when they google you

That question has its own answer on this site, because it deserves a walkthrough rather than a paragraph.

Your brand SERP is the method: what actually appears when someone searches your name, how the About page works as the home of your identity, and what a Knowledge Panel is and is not. Those panels are "automatically generated", built from "various sources across the web", and you can claim one if you are the subject, but you do not author it.

And when the name is right and the page still is not showing up at all, that is a different failure with a different fix: why your website isn't showing up on Google covers the indexing side.

What to ignore

"Drive traffic to your Steam page." Valve has a heading that reads Store Page Traffic Doesn't Matter, and under it: "The traffic landing on your store page is not a factor in your Steam store visibility."

Read the next clause, because it is the one that always gets cut: "More users landing on your page may result in additional sales, which can impact your visibility, but traffic alone doesn't matter." Traffic that converts counts — through sales, not directly. What is worthless is traffic for its own sake. Do not switch off a campaign that is selling copies because you read half a sentence.

While you are in that document, two more numbers are worth having. Review score is "not a factor in algorithmic visibility" as long as you are at Mixed or above, which is 40% and up; below that "your game will be less likely to be featured". And Valve is explicit that it will "be more likely to show your game to players that speak a language supported by your game".

"Just rename it later." On itch.io, yes. On Steam, no. See above.

"A great game sells itself." Maybe. A great game with a name nobody can search for still has to be found first, and every game marketing campaign you run afterwards is paying to fix that.

"Register the trademark, then you're safe." In the EU and Germany the office did not check. Registration is a position to argue from, not a clearance.

"Pick a name with keywords in it." Google's own system discards generic names. The name is for people; the keywords go in the page. That is the one place indie game marketing and branding actually pull in opposite directions.

Where to go next

If you are still choosing a name, the review deadline above is your real constraint, not your release date.

If the name is settled and you want to be findable under it, start with your website, the channel you own — it is the one piece of indie game marketing that keeps working while you sleep.

If you are heading for Steam, the Steam publishing hub covers the store side end to end, and your Steam store page covers what goes on it once you are there.

And if what you actually want to know is what a publisher sees when they google you: that is the brand SERP piece, and it is the one to read before your next pitch.