For developers
We drive
more
sales
Nothing is charged unless a sale happens. We take a share of that sale and nothing else, so the only way we grow is by selling more of your game. We succeed when you succeed.
What it costs
There is one line item: we take 30% of the net on each sale and you keep 70%. Net means what is left after tax and payment processing, so we are taking our share of the same figure you are, not of a larger one. No sale, no charge.
When a creator drove the sale, their commission comes out of the net first and our 30% is of what is left after it — so putting a game in front of the creator network never costs us less and you more.
Coverage tracking, key campaigns, playtests and press kits are one toolset here. Today they are four separate products that do not share a database.
The part you are paying for
What do we
do for you?
A playtest running in seconds
Pick a build, set the number of slots, open the wave. NDA acceptance, pinned builds, feedback and expiry are already wired up, on the same entitlements as everything else. It is a few seconds of setup rather than a second subscription.
Our whole creator network
Every creator here can pick your game up and put it on a page that belongs to them. Attribution runs through the checkout, so you see revenue per creator rather than impressions, and you find out which small channel outsells a large one.
A store players come back to
Player-written descriptions, a review summary per version and playtime measured from real sessions. A buyer trusts what the page says, and that trust is what converts a visit into a sale for the game on it.
A page, without the work
Upload a build and you have a page. The description arrives drafted from player reviews and play data, with every suggested sentence linked to the reviews behind it. Accept it, edit it, or write your own.
Uploads sized to the change
Builds are split into content-addressed chunks. A patch uploads what actually changed, not the build. Two versions sharing 90 percent of their assets share 90 percent of their chunks.
Before you sign
Four things
you cannot do
These are here rather than in week one. If any of them is a dealbreaker, better to know now.
You cannot curate the gallery
Community media is voted on by players. You can flag a spoiler, a fixed bug or an EULA violation for review. You cannot silently remove anything, and a removal leaves a visible marker with a reason.
You cannot edit what players say
The review summary sits directly beneath your copy and includes the criticism. Suppressing it is not for sale at any price. That block is why a reader trusts the page your description is on.
You cannot list instantly
A person reviews every title before it goes live. This is slower than automatic listing, and it is the point: the catalogue is worth something to a player because somebody checked.
You cannot refuse a lawful refund
EU withdrawal rights apply, and the waiver is collected at checkout. Beyond that, under two hours played and inside fourteen days is automatic and self-serve, measured from real sessions rather than from whatever the buyer claims.
Each of these costs us something, and each is here for the same reason.
They are what makes a player believe the page your game is on, and a player who believes the page is a player who buys. The constraints are not the price of selling here. They are the reason it sells.
Free, and no listing required
Use the tools
before you list
Works with no GOODBUILD listing
- Stream alerts into your own Discord, filtered so a good launch stays readable.
- Embeddable widgets for your site. Plain iframe, no framework, light and dark.
- A hosted press kit, with one source image resized to every store’s dimensions.
- A link tracker that works for Steam links too.
Needs a listing
- Player statistics and review widgets, which need play data to exist.
- The key manager, because every code is an entitlement on this platform.
- Attributed revenue per creator, which needs a checkout to attribute through.