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- Pluginagentmarketplace
- Custom Plugin Game Developer
- Publishing Platforms
publishing-platforms_skill
- Python
13
GitHub Stars
1
Bundled Files
2 months ago
Catalog Refreshed
4 months ago
First Indexed
Readme & install
Copy the install command, review bundled files from the catalogue, and read any extended description pulled from the listing source.
Installation
Preview and clipboard use veilstrat where the catalogue uses aiagentskills.
npx veilstrat add skill pluginagentmarketplace/custom-plugin-game-developer --skill publishing-platforms- SKILL.md15.3 KB
Overview
This skill helps game teams prepare and navigate submission, certification, and distribution across Steam, Epic, PlayStation, Xbox, iOS, and Google Play. It consolidates platform requirements, store asset specs, certification timelines, and a step-by-step submission checklist to reduce rejections and speed time-to-market. Use it to align builds, legal, and marketing assets with each platform’s expectations.
How this skill works
The skill inspects platform-specific requirements and maps them to a pre-submission checklist covering build readiness, store assets, legal/compliance, and SDK integration. It highlights common certification failure points, prioritizes fixes, and suggests practical remedies for rejections. It also summarizes typical review times, fees, and revenue splits so teams can plan release windows and budgeting.
When to use it
- Preparing a release candidate for one or multiple platforms
- Creating a platform-specific store listing and visual assets
- Verifying SDKs (Steamworks, console SDKs, mobile frameworks) are integrated
- Responding to a platform rejection or failed certification
- Planning timelines and budgeting for fees and review windows
Best practices
- Run a final QA pass with certification-style tests (suspend/resume, memory limits, IAP flows)
- Follow each store's asset specs precisely (sizes, formats, trailer resolution)
- Publish a privacy policy and obtain age ratings before submission
- Document fixes after any rejection and retest the exact failure scenario
- Automate build versioning and build-size checks to avoid simple rejections
Example use cases
- Preparing a Steam build with Steamworks achievements, cloud saves, and required store images
- Submitting a console build and running TRC/XR checks to avoid certification failures
- Configuring iOS App Store assets, IAP sandbox testing, and privacy/data disclosures
- Uploading an Android build with Play App Signing, data safety form, and target API compliance
- Estimating release schedule considering review times and slot/registration fees
FAQ
Typical review times vary: Steam 1–5 days, Epic 1–2 weeks, PlayStation 2–4 weeks, Xbox 1–3 weeks, iOS 1–2 days, Google Play hours–7 days; plan buffer time.
What triggers the most common rejections?
Common causes are crashes on launch, missing privacy/EULA, incorrect store assets, guideline violations (e.g., duplicate content), and failing TRC/XR checks on consoles.