Indie service for one game
Turn a stuck Steam page into one launch plan your team can actually ship.
Every week your page undersells the game, players you already earned walk past it, and the next Steam moment gets closer. Another art or trailer invoice will not tell you why. Steam Page Rebuild finds the first commercial problem worth fixing for one game and its directly connected demo, then gives your team the Conversion Verdict, the Page Rebuild Pack, the Revenue Plan and, after you publish, the Conversion Rebuild Report.
- Paid upfront
- Usually 4-6 weeks
- Limited spots each quarter
We lead the strategy and hand your team work it can ship. Your team approves what goes live.
Audience / game or demo / Steam page / traffic
A good fit when
Your next Steam decision can still change.
It's worth it when another guess would cost you more than getting a real answer.
A real Steam milestone is close enough that the next decision matters.
The remaining opportunity or avoidable spend is materially larger than the fee.
The page, assets, demo, timing, or plan can still be changed.
Someone on the team can own and publish the approved work.
This service needs someone on your side who can ship the changes, and a real decision that can still change. Teams that need asset production rather than commercial direction should hire production first.
At handoff, your team has
A ranked answer and the work needed to act on it.
Your team knows what to fix first, what to brief the artist on, and what to measure. Each recommendation comes with its next step.
The Conversion Verdict: where the page stands, what it is costing, and the one constraint to fix first, judged across the audience, game or demo, Steam page and traffic
The Conversion Verdict's written call on whether a page rebuild is the right next spend for this game, and what to fund first
The Page Rebuild Pack: page-ready English Steam copy to paste as is, the short description, the About section and a recommended tag order, each checked for truth, localization and the wishlist path
The Page Rebuild Pack: screenshot order, capsule verdict and trailer brief, ready for your artist and editor
The Revenue Plan: your discount ladder sequenced over twelve months, regional pricing corrections, a wishlist plan, and an update and visibility calendar. Inside it, a DLC and bundle pathway, a deal-feature readiness check, a page test protocol for after publication, and a ninety-day operating card
The Conversion Rebuild Report's baseline: click-through and wishlist rate recorded from your own Steamworks before anything changes, under rules fixed in advance
The Conversion Rebuild Report: your before against after, from your own Steamworks, contaminated periods excluded by rules set before the change, labelled positive, negative, mixed or inconclusive. A page that is not live yet gets its benchmarks and low, base and high scenarios recorded as estimates first, and an Initial Page Performance Report on its first thirty days
Every document lands dated on your client console at console.contentcrepe.com, with the change list you tick as you publish. Thirty days after you publish the rebuild, the Conversion Rebuild Report reads the result in your own Steamworks. A page that is not live yet has no before period: the Conversion Verdict records comparable-title benchmarks and low, base and high scenarios labelled as estimates before publication, and the fourth document is an Initial Page Performance Report on the first thirty days, read against those benchmarks.
Project sequence
How the work moves from evidence to review.
Five scoped stages keep the recommendation connected to the work your team will implement.
Evidence intake
We record the page, game or demo, timing, source data, and known constraints.
Diagnosis
We test the audience, game or demo, Steam page, and traffic against the evidence.
Direction your team can use
ContentCrepe writes the positioning, the page-ready English copy, the creative briefs, and the measurement definitions. All of it is standard, not an optional add-on.
Implementation planning
The implementation plan names who ships each change and when we check the work and decide what happens next.
Handoff and review
Your team receives the finished work and the agreed review included in the service.
How we work together
Three calls. One consolidated revision.
We meet when there's a decision to make, and you send your feedback in one round.
One kickoff
One direction review
One consolidated revision round
One final handoff
How the work is divided
Who handles direction, implementation, and production.
ContentCrepe supplies the analysis, direction, copy, briefs, plans, change list, and reviews.
Your team supplies evidence, approvals, budget, and the person who ships the changes. Your team or your vendors make and publish the finished assets.
Outside production covers art, trailers, localization production, media, creators, events, engineering, and other vendor work unless written into the agreement.
Further ContentCrepe implementation or QA help can be quoted later as a separate fixed piece of work. The FAQ covers the likely extra costs in detail.
Scope you can inspect
Review the standard scope.
The standard scope covers one game, its connected demo, and one source-language Steam page. Before work begins, your signed proposal confirms exactly what we are delivering, at what price, and on what timing.
Steam Page RebuildFixed $4,950
Included
- The Conversion Verdict: where the page stands, what it is costing, and the one constraint to fix first, judged across the audience, game or demo, Steam page and traffic
- The Conversion Verdict's comparable-title review: your closest released comparables and what they show about where your page sits
- The Page Rebuild Pack: positioning built around one clear player promise, and the page direction that follows from it
- The Conversion Verdict's written call on whether a page rebuild is the right next spend for this game, and what to fund first
- The Page Rebuild Pack: page-ready English Steam copy to paste as is, the short description, the About section and a recommended tag order, each checked for truth, localization and the wishlist path
- The Page Rebuild Pack: screenshot order, capsule verdict and trailer brief, ready for your artist and editor
- The Revenue Plan: your discount ladder sequenced over twelve months, regional pricing corrections, a wishlist plan, and an update and visibility calendar. Inside it, a DLC and bundle pathway, a deal-feature readiness check, a page test protocol for after publication, and a ninety-day operating card
- The Conversion Rebuild Report's baseline: click-through and wishlist rate recorded from your own Steamworks before anything changes, under rules fixed in advance
- Your client console: every document, dated, with the change list you tick as you publish. We never edit or publish in your Steamworks; you do
- Kickoff, direction review and final handoff calls, one consolidated revision round, and five business days of clarification after handoff
- The Conversion Rebuild Report: your before against after, from your own Steamworks, contaminated periods excluded by rules set before the change, labelled positive, negative, mixed or inconclusive. A page that is not live yet gets its benchmarks and low, base and high scenarios recorded as estimates first, and an Initial Page Performance Report on its first thirty days
Handled outside the package
- Campaign operation, asset production, localization production, or recurring support
- Unlimited revisions, product repair, market creation, or open-ended support
- Engineering, Steamworks implementation, legal, ratings, privacy, tax, or platform counsel
What you are buying
You get the same evidence standard, commercial discipline, and accountability we used operating our own game through the recovery documented on the proof page. We find what is blocking sales, put the fixes in funding order, and write the briefs your team executes. The work aims at revenue, and we only take a project when we believe we can move it.
If we do not believe we can move your game, we tell you no before you spend a dollar. That filter is why the work keeps its standard.
We look at the game before we quote it, and if we do not think we can move it you get a straight no instead of a proposal. If we do take it: you sign an agreement listing what we deliver and what you are responsible for, you pay in full, and we start. No instalments, no refunds. We would rather turn work down in week one than hand money back in week six. Projects run a few at a time because ToffeeSan does the work personally, so a slot is held by the signed agreement, not by the conversation before it.
More questions? Read the FAQWhat to send
Send us the page and tell us what is stuck.
Sending the page is free and commits you to nothing. Within two business days you have a fit call, one thing to prepare, or a straight no in writing.