How Should an Indie Game Developer in Spain Combine Steam, itch.io, and GitHub Work?

An indie game developer should use one portfolio page to separate released games, playable prototypes, work in progress, and archived experiments, then give each project one destination that best proves its current state.

Steam explains a commercial release, itch.io can host a jam build, and GitHub may show code, but none of those pages explains the whole practice. A reviewer should be able to see what you made, what role you played, and what can still be opened before choosing a store or repository link.

Which games belong in each portfolio section?

Put purchasable or complete games under Shipped or Built, active development under Building or Working on, jam experiments under Built, and discontinued work under Archived.

Status must describe the project today, not the ambition you had on day one. A finished free jam game can be Built even when it was never commercial; an Early Access title still under active development can sit under Building with its public store page.

For team projects, state your own contribution in the description: gameplay programming, art, sound, level design, production, or another concrete role.

  • Released game: current store or official site.
  • Playable jam build: stable itch.io entry.
  • Code sample: repository only when it is meant to be public.
  • Cancelled prototype: archive it and remove dead links.

What is the fast way to assemble the game portfolio with IndieShow?

The fast way is to claim an IndieShow handle, add one card per game, and group those cards by release status in the dashboard.

Upload each game logo, add a precise tag such as Unity, Godot, narrative game, or tools, and use the description for your role and the build's current state. IndieShow also supports an optional metric, but leave it blank unless you have a number you can defend.

Use the live preview to check that the first screen leads with the work most relevant to studios, publishers, or collaborators, then keep the same personal URL as projects move between sections.

Build your IndieShow pageClaim a handle, organise the projects in the editor, and review the $15 one-year and $30 lifetime publishing options in the dashboard.

Should a game card link to Steam, itch.io, GitHub, or a trailer?

A game card should link to the destination that offers the strongest current proof for that specific project.

Choose Steam for a maintained commercial release, itch.io for a playable build, and GitHub for public technical work where the repository itself matters. If a trailer is the only surviving proof, it can be the destination, but the description should say that the build is unavailable.

Do not create four duplicate cards for one title. One clear card with one reliable destination makes the portfolio easier to scan and keeps the project identity intact.

How do you present game-jam prototypes without confusing them with releases?

Label game-jam work as a time-boxed prototype and keep it visually separate from shipped commercial titles.

Name the jam, your role, and what is still playable. Avoid describing an unfinished prototype as an upcoming release unless development is genuinely continuing, and move abandoned experiments to Archived rather than deleting useful evidence.

For broader guidance on separating prototypes and ordering many projects, read the linked IndieShow guides below.

Related practical guides: separating prototypes from shipped products · showing several side projects on one page

How does IndieShow keep the portfolio useful for the next pitch?

IndieShow keeps one maker URL stable while you reorder games, update destinations, and move projects between active, shipped, and archived sections.

That makes the page suitable as a maintained index in an application, publisher email, event badge, or social profile. Stores and repositories remain the underlying evidence; IndieShow supplies the current map of your work.

Close with the strongest playable project first, an honest description of your contribution, and no broken destinations. The result is a game-development record that can evolve without rebuilding a custom site.

Frequently asked questions

Which games belong in each portfolio section?

Put purchasable or complete games under Shipped or Built, active development under Building or Working on, jam experiments under Built, and discontinued work under Archived.

What is the fast way to assemble the game portfolio with IndieShow?

The fast way is to claim an IndieShow handle, add one card per game, and group those cards by release status in the dashboard.

Should a game card link to Steam, itch.io, GitHub, or a trailer?

A game card should link to the destination that offers the strongest current proof for that specific project.

How do you present game-jam prototypes without confusing them with releases?

Label game-jam work as a time-boxed prototype and keep it visually separate from shipped commercial titles.

How does IndieShow keep the portfolio useful for the next pitch?

IndieShow keeps one maker URL stable while you reorder games, update destinations, and move projects between active, shipped, and archived sections.

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