Game Development

My JS Game on Steam: 5 Shocking Mistakes to Avoid (2025)

Planning to launch your JavaScript game on Steam in 2025? Learn from my experience and avoid these 5 shocking, costly mistakes. A must-read for any indie dev.

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Alex Grayson

Indie game developer specializing in bringing JavaScript and HTML5 games to desktop platforms.

7 min read3 views

Introduction: The Dream and the Reality

So, you’ve done it. You’ve poured countless hours into creating a fantastic game using the web technologies you know and love: JavaScript, HTML, and CSS. The gameplay is slick, the art is polished, and now you’re staring at the final boss: publishing on Steam. It's the dream for any indie developer. But for those of us wielding JS, the path is littered with unique, often shocking, pitfalls that can turn that dream into a nightmare.

I’ve been there. I successfully launched my own JavaScript game on Steam, but not before stumbling into nearly every trap imaginable. The lessons I learned were expensive, both in time and sanity. That's why I'm writing this guide for 2025. Forget the generic advice. This is the hard-won knowledge specifically for the JavaScript gamedev community. Let's dive into the five shocking mistakes you absolutely must avoid.

Mistake 1: Underestimating Your Desktop Wrapper

Your JavaScript game can't just run on Steam by itself; it needs a native wrapper to act as a desktop application. The two titans in this space are NW.js and Electron. Choosing the wrong one, or not understanding their fundamental differences, is the first and most critical mistake you can make.

Why the Wrapper is More Than Just a Box

Think of the wrapper as your game's foundation on the PC. It handles everything from window creation and file system access to native OS integrations. A poor choice can lead to bloated game sizes, performance bottlenecks, and compatibility headaches. I initially chose Electron because it was popular, only to realize its process model wasn't ideal for my game's architecture, forcing a painful migration to NW.js mid-development.

NW.js vs. Electron: A Quick Comparison for Game Devs
Feature NW.js Electron
Core Concept Web app with deeper Node.js integration in the browser context. Separate main (Node.js) and renderer (Chromium) processes.
Game Dev Pro Simpler architecture; direct access to Node APIs from game code. Often better for single-window games. More robust and mature. Better documentation and community support. Good for complex UIs (like a separate launcher).
Game Dev Con Slightly smaller community and can feel less polished. Larger file size. Inter-process communication (IPC) adds complexity for simple tasks.
Best For... Games that need tight integration between game logic and native features, with a simpler, single-process mindset. Developers comfortable with a multi-process architecture or those building tools alongside their game.

The Shocking Truth: Your choice here dictates your entire development and deployment workflow. Don't just pick the one you've heard of. Prototype with both and see which one feels more natural for your specific game.

Mistake 2: Ignoring the Steamworks API Until the Last Minute

"I'll just add achievements and cloud saves at the end." I said these exact words, and it cost me a full week of frantic, pre-launch coding. The Steamworks API is not a feature you can simply bolt on. It needs to be woven into the fabric of your game from early on.

The 'I'll Do It Later' Trap

Many JS developers get their game running in NW.js or Electron and think the hard part is over. They forget that Steam users have high expectations. They expect achievements, cloud saves, leaderboards, and workshop support. Implementing these features requires a native Node.js module that can talk to the Steam client, like Greenworks. Getting these modules to build correctly with your specific version of NW.js or Electron can be a nightmare of its own. If you wait until the end, you risk discovering a fundamental incompatibility that requires major refactoring.

Core Integrations to Plan For

  • Achievements: How will your game's event system trigger `activateAchievement()`? This needs to be planned, not hacked in.
  • Cloud Saves: Where is your save file located? Is it a single JSON file or multiple files? The Steam Auto-Cloud feature is great, but you need to configure it correctly and ensure your file paths are solid from the start.
  • Stats & Leaderboards: If you have scoring, you need to think about how and when you'll send that data to Steam's servers securely.

Start your project by getting a basic Steamworks integration working. Unlock a test achievement. Save a test file to the cloud. This initial setup will save you from a world of pain later.

Mistake 3: Neglecting Performance for Diverse Hardware

Your game runs at a buttery 60 FPS on your high-end development machine. Congratulations! Unfortunately, your game on Steam will be played on everything from a 10-year-old laptop with integrated graphics to a top-of-the-line gaming rig. JavaScript, while fast, has performance characteristics that can cause major issues on lower-end hardware.

From Browser Sandbox to the Wild West of PCs

Browsers are incredibly optimized environments. When you package your game with Electron or NW.js, you're essentially shipping a specific version of Chromium. It won't be as optimized as a user's daily-driver browser, and you're now responsible for everything. The biggest culprit I found was the garbage collector (GC).

Taming the Garbage Collector

In JavaScript, you don't manage memory manually, the GC does it for you. In a game, a poorly timed GC pause can cause a noticeable stutter or frame drop. This is death for action games. The shocking mistake is creating thousands of temporary objects (vectors, particles, bullets) every frame without thinking about the consequences.

How to Avoid This:

  • Object Pooling: Instead of creating and destroying objects constantly, reuse them from a pre-allocated pool. This is a classic game development technique that is essential for JS games.
  • Use the Profiler: Use the Chrome DevTools Profiler (which you can open in your Electron/NW.js app) to hunt for memory allocation hotspots and GC events.
  • Test on a Potato: Find the lowest-spec machine you can and test your game on it regularly. This is non-negotiable.

Mistake 4: Fumbling Controller Support and Input Handling

Most web developers are used to two inputs: mouse and keyboard. Most Steam players, especially those using Steam Deck or Big Picture Mode, expect flawless controller support. The standard HTML5 Gamepad API is a good start, but it's riddled with inconsistencies and is not enough for a commercial-quality game.

Beyond Keyboard and Mouse

You can't just map gamepad buttons to keyboard keys. Players expect analog stick sensitivity, deadzone configuration, and proper UI navigation with a D-pad. Steam Input is a powerful tool that can remap any controller to look like a standard XInput device, but you still need to build your game to properly handle it.

The Pitfalls of the Gamepad API

The native Gamepad API has known issues: button and axis numbering can vary between controllers and operating systems (e.g., a B button on an Xbox controller might not be the same index as a B button on a Switch Pro Controller). Relying on it alone will lead to a flood of negative reviews saying "my controller doesn't work."

The Solution: Leverage Steam Input from the start. Design your game to listen for abstract actions (like "Jump", "Fire", "Move Horizontal") rather than hardcoded buttons ("Spacebar", "Gamepad Button 0"). Let Steam Input handle the mapping of physical buttons to these abstract actions. This provides a robust, customizable experience for your players right out of the box.

Mistake 5: Botching Your Steam Store Page and Marketing

This is perhaps the most heartbreaking mistake. You can build a technically perfect, bug-free, and fun JS game, but if your store page is terrible, no one will ever buy it. You are not just a developer anymore; you are a marketer.

Your Store Page is Your Game's Front Door

Your Steam store page is not an afterthought. It is your single most important piece of marketing material. I've seen countless brilliant indie games fail because of:

  • Poor "Capsules": These are the banner images for your game on Steam. If they look amateurish, players will assume your game is too.
  • Weak Trailer: Your trailer must show exciting gameplay within the first 5 seconds. Don't waste time on slow-fading logos.
  • Bad Screenshots: Don't just take random screenshots. Curate a set that shows the breadth of your gameplay, key moments, and unique selling points.
  • Vague Description: Clearly explain what your game is, what the player does, and what makes it unique.

The shocking reality is that the Steam algorithm heavily favors games that convert visitors into wishlisters and buyers. A poorly optimized store page tells the algorithm that people aren't interested, and your game will be buried.

Your Path to a Successful Launch

Bringing a JavaScript game to Steam is an incredible achievement. The flexibility and speed of web development can be a massive advantage in the indie space. But it comes with its own set of challenges that are different from those faced by Unity or Unreal developers.

By being mindful of your wrapper technology, integrating Steamworks early, optimizing for all hardware, perfecting your controls, and treating your store page with respect, you can sidestep these shocking mistakes. You can avoid the pain I went through and give your game the successful launch it deserves in 2025 and beyond.