Types of discount
| Type | Who runs it | Key facts |
|---|---|---|
| Launch discount | You | Starts at release and runs 7–14 days, at 10–40% off. Valve suggests around 10–15%. It's set below the release date on your app landing page, not in the discount dashboard, and only before release. |
| Weeklong deal | You | Starts Monday at 10:00 Pacific and runs 7 days. |
| Custom discount | You | Tie it to an update or an anniversary. It can start from the next calendar day. |
| Themed sales | Valve | Genre or theme events with their own eligibility and registration. |
| Seasonal sales | Valve | Spring, Summer, Autumn and Winter. Every game is invited to take part with a discount. |
| Daily, Midweek and Weekend deals | Valve | Front-page slots Valve picks from player data. You can't buy or negotiate them. They're usually limited to once a year, at least three months apart. |
You set your own discounts in the Discount Management dashboard (Apps & Packages → Discount Management). You can edit or delete a discount (set it to 0%) until it starts. You'll need the Manage Pricing & Discounts permission.
Hard limits
| Rule | Limit |
|---|---|
| Discount size | 10–95% off. Launch discounts max out at 40%. |
| Duration | 1–14 days. Launch discounts run 7–14 days. |
| Price changes | You can't change your base price while a discount is active or scheduled. |
| Minimum prices | A discount can't push any currency below Steam's minimum price threshold. |
| Bundles | Bundle discounts stack on top of any discount on the games inside. |
The three 30-day cooldowns
| Cooldown | Starts after | Seasonal sale can bypass it? |
|---|---|---|
| Release | Your release: both Early Access release and full release. The launch discount is the only exception. | No |
| Price increase | Raising your base price in any currency. Price drops don't trigger it. | No |
| Discount | Any previous discount ends. | Yes |
Wishlist emails
A discount of 20% or more can trigger an email to everyone who wishlisted your game. That makes 20% a meaningful threshold: 15% won't notify anyone. The email uses your main capsule, so if you're running an Artwork Override for the sale, start it about five minutes before the discount.
Worked example: launch, then the Winter Sale
You release on day 0 at 15% off. The release cooldown now runs until day 30.
The release cooldown has ended, and the launch discount's own discount cooldown doesn't block seasonal sales. You can join.
You'd still be inside the release cooldown and couldn't take part. If you care about a particular seasonal sale, release at least 30 days before it starts.
Strategy that works
Ease into it: for example 15% at launch, 25–33% a few months later, 50% after a year. A deep discount weeks after launch punishes the players who paid full price.
A sale with a content update and an announcement does far more than a sale alone.
Put the base game, editions and DLC on sale at the same time, even if the percentages differ.
If two featuring events fall within 14 days of each other, a single custom discount covering both means only one cooldown.