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Steam build reviews now take up to 12 business days, Valve warns
Valve says Steam build reviews now take up to 12 business days, up from 3-5, as submissions surge. Developers report missed launch dates and rejections over local co-op confusion.

Patch notes
Steam build reviews now take up to 12 business days, up from Valve's typical 3-5 day target.
Valve attributed the backlog to 'a significant increase in submissions for store page and build review.'
Steam Next Fest submissions doubled historical highs for the event.
Developers report waits of 2-3 weeks without communication, plus up to a month for re-reviews.
Wheel Make It failed approval because Valve testers could not activate its shared-keyboard local co-op.
Valve has told developers that Steam build reviews now take up to 12 business days, more than double its usual 3-5 day target, because of a surge in submissions for store page and build review. The company confirmed the delays in a blog post published Tuesday night and outlined changes intended to help games pass review the first time.
The delay matters because nothing ships without approval. Valve testers must verify that listed features work as advertised — that a game can pause, that local co-op functions, and similar checks. The full process is not public. Until Valve signs off, a game cannot be published. Kotaku reports some developers are missing planned launch dates entirely.
What does the delay change for developers?
The timetable shift is the core operational fact. In the Q&A section of its post, Valve stated: "We aim to test every game build in a timely manner, typically within 3-5 days. However, we're running a little behind right now and taking up to 12 business days. Much of that delay is due to having to re-review games, which isn't great for you or for us."
Re-reviews are the bottleneck. Developers contacted by Kotaku report waiting 2-3 weeks with no communication from Valve on delays. Rejections can arrive for seemingly spurious reasons. A rejected build then waits upwards of another month while the developer either explains the miscommunication to Valve or resubmits — and risks another rejection.
One case illustrates the failure mode. The developer of Wheel Make It reported that Valve failed the game's approval because testers could not figure out how to activate the local co-op listed on the store page. The game simply has two players share a keyboard.
Why is the queue growing?
Valve does not name a direct cause. It notes only "a significant increase in submissions for store page and build review" in recent months. Context points to volume. The recent Steam Next Fest doubled historical highs for submission numbers during the event, and data from Itch.io indicates AI-driven games are flooding that platform — suggesting the flood of AI-generated games reaching Steam is at least partially responsible.
That is an inference, not a Valve statement. The company has not attributed the backlog to any specific category of submission.
How should studios respond?
Valve's advice is procedural: audit the store page and the build before submitting. "If you look over your store page and game build with these things in mind, and consider the customer experience of interacting with your store page and game, you should be well equipped for your pre-release review process," the post concludes.
The practical implications for studios are concrete:
- Build release schedules around a 12-business-day review window, not a 3-5 day one.
- Verify every listed feature works exactly as a tester would expect it, including unconventional control schemes like shared-keyboard local co-op.
- Budget for a re-review cycle of up to a month when planning launch dates.
For teams with locked release dates and marketing beats tied to them, a rejection plus a re-review can consume six weeks. That is now a planning variable, not an edge case.
Watch whether the changes Valve promised to the review process shorten re-review cycles in the coming months, or whether submission volume keeps the queue above the stated 12-day ceiling.
via store.steampowered.com (Original)
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Staff writer covering regulation, policy and their impact on video game industry at Game Dev Wire.
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