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Curated Maps Guide

The curated maps program is the mechanism by which community-created maps become officially linked from within the Unturned™ main menu. A curated map is a Workshop-published map that Smartly Dressed Games has reviewed, accepted, and elevated to official in-game visibility. Players experience more high-quality content through this program, and map authors earn revenue from their work while receiving prominent in-game placement for their creations. The program was revised for 2025 and beyond to be more accessible to creators while maintaining the quality bar that the curated map label implies.

57 Studios™ has documented the full curated map pipeline based on the official Smartly Dressed Games program documentation, community-validated submission experiences from authors who have successfully navigated the process, and the operational requirements that map authors must meet before, during, and after acceptance. This guide covers the submission pipeline from initial Workshop publication through revenue share setup, and it addresses the specific technical and artistic requirements that SDG evaluates during the review process.

A curated map displayed on the Unturned main menu feature slot

Documentation source: This article references the official Smartly Dressed Games modding documentation for the Curated Maps chapter and related sections on asset validation, project organization, and menu visibility. Community-validated notes from 57 Studios cohort members who have submitted maps to the program are marked where the official documentation is silent on a detail.

Who this article is for

This guide is written for Unturned™ map authors who have already published at least one map to the Steam Workshop and are considering submitting that map (or a future map) for official curation. If you are new to map creation, start with Custom Map Creation: Project Setup and Spawn Tables before returning here. The curated maps program is an advanced publishing pathway; authors should be comfortable with the full map creation pipeline before attempting submission.

What you will learn

  • The step-by-step curated map submission process from Workshop publication to in-game inclusion
  • The eligibility and guideline criteria that SDG evaluates during review
  • The menu visibility system and how curated maps are displayed in the Unturned UI
  • Stockpile preparation requirements, including bundle and mystery box composition
  • The asset validation, project organization, and quality assurance checks that every map must pass
  • How the revenue share and payment split system works for accepted maps
  • Common submission pitfalls and how to avoid them

How the curated map program works

The curated maps program operates on a streamlined model that starts with a map already published to the Steam Workshop. SDG does not accept proposals or submissions through external channels; the entry point is a published Workshop item that has enough quality and community engagement to attract the attention of the SDG curation team.

As shown in the flowchart above, the pipeline has six stages. The official documentation emphasizes that maps can be accepted at any time after being published, so authors can create and revise content without worrying about a submission deadline. While creating the map, gathering feedback from other players is strongly recommended; community reception is one of the signals that SDG uses when evaluating which maps to approach.

Stage 1: Workshop publication

The map must be published to the Steam Workshop through the standard publishing workflow documented in Steam Workshop Submission. The map must be in a polished, playable state. SDG evaluates completed maps that are already receiving community engagement, not works in progress. The workshop description should accurately describe the map's content, size, game-mode support, and any special features. A high-quality preview image is essential because it serves as the first impression for both the community and the SDG curation team.

Stage 2: SDG outreach

SDG reaches out to the authors of maps they are interested in curating. Authors do not need to contact SDG directly. The outreach is initiated by the SDG team through the contact information available on the author's Steam Workshop profile or through other channels. Authors should ensure their Workshop profile includes valid contact information. The outreach message typically includes an initial expression of interest and a request to begin the legal and administrative process.

Before any curated map can be published in-game, the legal agreements must be finalized. These agreements establish the revenue share between the map author and SDG, and they cover the split among co-authors if the map was created by a team. The revenue share default is 25% for standalone curated items and maps, with the split adjusted when an item has multiple contributors. For maps associated with Store Bundle items (the cosmetic and skin packages released alongside curated maps), the revenue share is 50%. The legal process typically takes several weeks because new contributors' bank and tax information must be processed by the SDG administrative team.

Stage 4: Author changes

SDG may request changes to the map before it can be accepted. These changes range from minor adjustments (fixing a localization string, adjusting a navmesh boundary) to substantial content revisions (adding custom assets to replace vanilla content, adjusting the art style to better match the base game's visual language, removing third-party assets). The author can accept, negotiate, or decline these requests, though declining a request may result in the map not being accepted for curation. The change request period is open-ended; there is no published deadline for completing the requested revisions.

Stage 5: Store bundle creation

Each curated map release is usually accompanied by a set of cosmetics and skins in the game's item store, known as the Stockpile. Royalties from the sales of these items are shared with the map author. The bundles typically include two or three collections of sets with four to six items each, plus a mystery box with fifteen to twenty items of rare, epic, or legendary rarity. The creation of these items can be done by the map author or by commissioned SDG artists. The items must be prepared as a .unitypackage file for import into the vanilla project.

Stage 6: In-game inclusion

Once the legal agreements are signed, the author changes are complete, and the Store Bundle items are ready, the map is added to the game. It appears in the single-player curated maps list and inherits the main menu "new" or "updated" label. The map's visibility on the main menu includes a preview image and an expandable description that supports basic BBCode formatting. The map is now a permanent part of the curated map rotation, though the author can still submit updates through the normal Workshop update workflow.

Eligibility and guidelines

SDG evaluates potential curated maps against a set of published guidelines. Meeting these guidelines does not guarantee acceptance, but maps that violate them are unlikely to be considered. The guidelines cover content, art style, technical quality, and appropriateness.

Include custom content

Maps should feel new and exciting to players. Although SDG may accept maps that primarily use vanilla assets, including some amount of custom content is strongly believed to be important for making each map feel unique. The official documentation recommends considering custom items, unique architectural styles for towns, innovative uses of modding features, and different approaches to game mechanics. A map that looks visually indistinguishable from existing curated maps is less likely to stand out during the review process.

No third-party content

All content on the map must be an official asset from the base game or a custom asset created by the map author. SDG cannot accept maps that use assets from other people's mods, including other curated maps. This restriction exists because the legal agreements require SDG to have clear rights to all content distributed with the game; third-party mod assets cannot be included because their licensing terms are not compatible with the curation program's distribution model. The modding documentation available at the official SDG site provides the guidance needed for creating custom assets.

Art style

Curated experiences should still look and feel like Unturned™. Any custom content on the map should generally match the base game's art style, similar to preexisting curated maps. This is a subjective criterion, but there are concrete guidelines. Human-like drawings such as faces and skulls should be blocky, similar to the in-game characters. This is a common source of revision requests from SDG; authors should ensure that any human or humanoid depictions use the blocky, low-detail style that is characteristic of Unturned™ rather than realistic or highly detailed representations.

Quality assurance

SDG evaluates several technical quality criteria during the review process. Each criterion has a specific pass-fail test that the author should verify before submission.

QA criterionPass-fail testHow to verify
Asset validationRun game with -ValidateAssets flagNo warnings or errors in Client.log
English textHave an English-speaking team member reviewClear grammar, spelling, punctuation
Project organizationSeparate Sources and MasterBundle directoriesNo unintended assets in bundles
Asset duplicationShare identical prefabs via Bundle_Override_PathSmaller bundle size, fewer unique prefabs
Water reflectionsOnly one water volume with planar reflectionsSecond reflection is disabled
Overlapping navmeshesNo navmesh bounds overlapZombies do not teleport in multiplayer
Visibility overlayCheck editor visibility menuOnly a few red zones in the overlay
Item iconsEach item has a proper inventory iconEvery item category has icon coverage

The asset validation test is the single most important quality gate. Running the game with the -ValidateAssets command-line flag performs a set of slow but thorough health checks on every asset in the map. Errors are logged to the Client.log file and to the Asset Errors menu. A map that produces any validation warnings or errors at submission time will be returned to the author with a request to fix the issues before resubmission. The 57 Studios cohort recommendation is to run -ValidateAssets on every major build of the map and to fix all validation issues before considering the map submission-ready.

Content appropriateness

Content should be what is typically considered family-friendly. SDG has published specific guidelines for text, imagery, and substance references. Text must be devoid of harsh profanity, slurs, or strongly implied profanity. Alternatives to traditional profanity include nonsense words (such as gosh, darn, dang, drats, and heck), cut-off text, or redactions such as [REDACTED] or [UNINTELLIGIBLE]. Explicit depictions of drugs, alcohol, and other substances are not allowed, though loosely associated ideas such as berry mixes instead of alcohol, or things like vineyards, bottles, kegs, or distilleries, are permitted. Cigarettes, vaping, smoking, and tobacco are not allowed in any form.

Text should be gender-neutral. For example, "Firefighter" instead of "Fireman." Do not link to out-of-game content, such as websites and phone numbers. If a map must include a phone number for in-universe reasons, use the 555 prefix per the telephone-number convention. SDG will typically request any phone numbers be changed to use this prefix.

Technical guideline: water reflections

When using water volumes, only one volume should have planar reflections enabled. Planar reflections require rendering the entire world a second time for each enabled volume, making them some of the most performance-expensive effects in the game. If multiple water volumes have planar reflections enabled, the performance cost multiplies. The official documentation recommends checking this before submission, as it is one of the most common performance-related revision requests.

Technical guideline: overlapping navmeshes

No navmesh bounds should overlap. When navmeshes overlap, zombies can appear and disappear unexpectedly in multiplayer because the navigation system becomes confused about which navmesh region governs a given zombie's behavior. The overlap detection can be verified in the editor before submission. This guideline is critical for multiplayer maps; single-player maps may have slightly more tolerance for navmesh overlap, but the 57 Studios cohort recommendation is to fix all overlaps regardless of the target game mode.

Technical guideline: visibility overlay

The visibility menu in the map editor sums the mesh complexity in each region. Ideally, there should only be a few red zones indicating areas of high vertex density. A map with extensive red zones throughout the playable area will perform poorly on lower-end hardware and may be returned for optimization. The visibility menu is accessible from the editor's view options and provides a real-time heat map of mesh density across the level.

Curated maps, trending popular Workshop items, and specifically featured maps receive spot-lighting on the main menu. An article is placed above the recent news and announcements area, showcasing the preview image and an expandable description. The description field supports a subset of BBCode formatting tags.

BBCode tagPurpose
[b]Bold text
[i]Italic text
[list]Bulleted list
[*]List item
[h1]Heading level 1
[img]Inline image
[url]Hyperlink

The official documentation recommends keeping descriptions succinct and using separate discussion topics for long-form content such as ID lists. The description is displayed in the expandable section of the main menu feature slot; excessively long descriptions reduce the likelihood that players will read them.

By default, popular items are surfaced automatically, but Workshop items can be specifically featured to bring attention to projects with substantial effort put into them and to curated maps. Feature placement can be done for new releases or major updates. Updates to featured items can link to a separate URL for the release notes.

Stockpile preparation

Each curated map release is usually accompanied by cosmetics and skins in the game's item store. The revenue from these sales is shared with the map author. The standard bundle composition includes three categories of items.

Bundle composition

CategoryItem countTypical rarityNotes
Bundles2-3 collections, 4-6 items eachMixedCan be loosely related items or complete outfits
Mystery box15-20 itemsRare, Epic, LegendaryAll items should be usable individually
Craftable items10-20 itemsUncommonMatching sets and simple recolors are appropriate

Bundles are collections of cosmetic or skin items that are sold together. They can either be a collection of loosely-related items or a complete outfit. Outfit bundles should avoid having multiple items that take up the same cosmetic slot, because a player cannot equip two hats at the same time.

Mystery box contents should all be usable individually. The official documentation advises avoiding sets of matching shirts and pants that cannot be easily mixed with other cosmetic pieces, because a player who receives only one part of a matching set is left with an item that does not combine well with their existing wardrobe.

Craftable items, by contrast, are far more appropriate for matching sets and simple recolor patterns. Unlike mystery box contents, craftable items are obtained through intentional gameplay rather than random chance, so receiving one piece of a matching set is less frustrating to the player.

File sharing for Stockpile items

Items intended for the Stockpile should be set up for use as clothing items in-game (or as weapon skins, depending on the item type) and then exported into a .unitypackage file. This package is then imported into the vanilla project by the SDG team. The export process is the same as the standard Unity package export workflow described in the curated items documentation: select the folders containing the item prefab files, right-click in the Project window, click Export Package, and ensure Include Dependencies is checked.

Curated Workshop item for payment splits

Payment splits are handled by a hidden curated Workshop item that is separate from the map's public Workshop item. Setting up this hidden item usually takes several weeks for new contributors because their bank and tax information must be processed. The curated Workshop item is not visible to the public; it exists solely as a mechanism for SDG to track the revenue share percentages across all contributors.

FAQ

Does SDG reach out to every map that meets the guidelines?

No. Meeting the guidelines is necessary but not sufficient for acceptance. SDG selects maps based on a combination of quality, community engagement, uniqueness, and the current needs of the curated map rotation. Many high-quality maps that meet every guideline are not selected because SDG has limited curation bandwidth and a desire to maintain variety in the curated map set.

Can I submit my map for curation consideration?

The curated maps program does not accept external submissions. SDG reaches out to authors of maps they are interested in. The most effective step an author can take is to publish a high-quality map to the Steam Workshop, gather positive community feedback, and ensure the author's Workshop profile includes valid contact information.

Do curated maps receive updates after acceptance?

SDG may suggest fixes or other adjustments necessary for the map to meet expectations. However, additional content is largely left to the discretion of the map author. Curated maps are not frozen at the time of acceptance; authors can submit updates through the normal Workshop update workflow. The main menu will show the "updated" label when a curated map receives an update.

Can I remove my map from curation?

The curation agreement is a legal contract between the author and SDG. Removing a map from curation would require mutual agreement or fulfillment of the contract terms. Authors should carefully review the legal agreement before signing and should not submit a map for curation if they are not comfortable with the map remaining in the game in perpetuity.

How long does the curation process take?

The timeline varies substantially based on the complexity of the legal agreements, the number of requested changes, and the status of Store Bundle preparation. The legal agreement phase typically takes two to four weeks for new contributors. The change request phase depends on the scope of the requested changes. The Store Bundle preparation phase depends on whether the author or SDG is creating the bundle items. Total time from initial outreach to in-game inclusion can range from one month to six months or more.

Is there an age or location restriction for revenue share?

Revenue share agreements require the author to have valid bank and tax information that SDG can process. Authors who are minors or who reside in countries with complex tax treaties may experience delays in the payment setup process. The official documentation does not specify age or location restrictions beyond the legal requirement to provide valid tax documentation.

Can a team of co-authors share the revenue?

Yes. The legal agreement establishes the revenue share split among all co-authors. The split must be agreed upon by all co-authors before the agreement is signed. SDG does not mediate internal disputes among co-authors; the authors must determine their own split arrangement.

What game modes can maps be accepted for?

Maps designed for officially-supported modes (Survival and Arena) are the most likely to be accepted. SDG may occasionally consider some maps designed for popular custom game modes, but custom-mode maps face a higher bar because they must demonstrate sufficient community traction to justify the curation investment.

Can multiple maps by the same author be curated?

There is no published limit on the number of curated maps a single author can have. However, SDG is unlikely to curate multiple maps by the same author in quick succession because the program aims to feature a diverse set of creators. Authors who have one curated map should not expect a second map to be accepted until the first has had time to establish its community presence.

Do I need a store bundle to be accepted?

Store bundles are a standard part of the curated map program, but the map itself is the primary deliverable. The store bundle items are a secondary revenue mechanism. A map can be accepted without a complete store bundle, but the bundle will need to be prepared before the map is included in the game. Authors who do not wish to create cosmetic items can request that SDG commission artists to create the bundle items, with the revenue share adjusted accordingly.

How is the revenue share percentage determined?

The default revenue share is 25% for most curated maps and items. For items associated with maps (such as the Elver Map Bundle), the revenue share is 50%. The author's individual split may be lower when an item has multiple contributors or when the item is part of a bundle containing items from many different creators.

Can I publish my curated map elsewhere?

The curation agreement grants SDG the right to distribute the map through the Unturned game client. Authors typically retain the right to publish the map on the Steam Workshop independently. The specific terms depend on the legal agreement signed between the author and SDG. Authors should review the agreement carefully before signing.

Worked example: submitting Timber Valley for curation

This worked example traces a hypothetical map called "Timber Valley" through the full curated map evaluation pipeline. Timber Valley is a medium-sized survival map with custom tree assets, a unique logging-town architectural theme, and a complete item set. The author has published the map to the Steam Workshop and received positive community feedback over six months.

Pre-submission preparation. Before Timber Valley appears on SDG's radar, the author completes the following preparation steps. The map is run through -ValidateAssets three separate times over the course of a month, and all reported issues are fixed. The author creates a proper Sources/MasterBundle directory split. All human-like depictions in custom signs and billboards are reviewed and adjusted to use the blocky in-game character art style. Water reflections are verified to be enabled on only one volume. Navmesh bounds are checked for overlaps. The workshop description is updated with a concise feature list and accurate game-mode notation. The author's Workshop profile contact information is verified.

SDG outreach. SDG sends the author an initial message expressing interest in Timber Valley. The message includes a request to begin the legal process. The author responds within 48 hours confirming interest.

Legal agreements. The author is a solo creator with no co-authors. The standard 25% revenue share applies. The author completes the bank and tax information forms provided by SDG. The processing takes approximately three weeks. During this period, the author begins preparing the Store Bundle items.

Author changes. SDG reviews the current version of Timber Valley and requests three changes. The first request is to replace two vanilla building models in the northern town with custom models that match the map's logging-town architectural theme. The second request is to add custom item icons for three items that currently use the default placeholder icon. The third request is to adjust the brightness of a custom window shader that washes out in harsh lighting. The author completes all three changes within two weeks and uploads an updated version to the Workshop.

Store Bundle creation. The author creates two bundles of four cosmetic items each, themed around the logging-town aesthetic (a lumberjack shirt and pants, a logger hat, and a chainsaw cosmetic melee weapon). A mystery box is populated with 18 items of rare-through-legendary rarity. The items are exported as a .unitypackage with Include Dependencies checked. The .unitypackage and the corresponding .dat files are provided to SDG.

In-game inclusion. SDG adds Timber Valley to the curated map list. The map appears in the single-player curated maps section. The main menu shows a "new" label. The author's revenue share begins accruing from the associated Stockpile item sales.

The worked example above demonstrates the typical timeline and workload for a solo author navigating the curation process. The total time from initial SDG outreach to in-game inclusion is approximately three months, with the legal processing and Store Bundle creation being the two longest phases.

What happens after acceptance

After a map is accepted and added to the curated list, several ongoing considerations apply. The map author retains the ability to update the map through the normal Steam Workshop update workflow. Each update should increment the version number in Config.json and include a change note in the Workshop submission. The main menu automatically shows an "updated" label after a curated map receives a major update.

Revenue tracking and payment

Revenue from the associated Store Bundle items is tracked by SDG and paid to the author according to the agreed revenue share schedule. The author can review their sales data through the hidden curated Workshop item's analytics. The payment schedule and minimum payout threshold are determined by the legal agreement and may vary by region and payment method. Authors should maintain up-to-date tax and banking information with SDG to avoid payment delays.

Handling post-acceptance issues

If a post-acceptance issue arises (a community-reported bug in the map, a compatibility problem after an Unturned update, a Store Bundle item that fails to render correctly), the author should address it through the normal Workshop update workflow. Critical issues that affect playability should be patched promptly. Minor issues can be batched into the next scheduled update. SDG may reach out to the author about any issues that affect the map's curation status, though the official documentation indicates that major post-acceptance interventions are rare.

Community engagement after acceptance

Curated maps tend to attract a larger player base than non-curated Workshop maps. The author should monitor the Workshop discussion page for feedback, bug reports, and questions. Active community engagement during the post-acceptance period is one of the signals that SDG considers when evaluating whether to feature the map prominently in the main menu rotation. Authors who maintain an active presence and ship regular updates are more likely to receive ongoing promotional support.

Best practices

  • Run -ValidateAssets on every major build and fix all reported issues before considering submission
  • Separate Sources and MasterBundle directories to prevent unintended assets from being exported
  • Share identical prefabs across multiple objects using Bundle_Override_Path
  • Keep workshop descriptions concise and use separate discussion threads for detailed ID lists
  • Ensure only one water volume has planar reflections enabled
  • Check for overlapping navmesh bounds before every submission build
  • Review the visibility overlay regularly to identify and address high-density zones
  • Prepare store bundle items early to avoid delays in the acceptance pipeline
  • Maintain contact information on the Steam Workshop profile so SDG can reach out
  • Review the content appropriateness guidelines before finalizing any map text or imagery
  • Create a portfolio of Workshop content before pursuing curation, even for maps that would not be eligible
  • Engage with the community through blog posts and featured spotlights to build visibility

Appendix A: Curated map submission checklist

Use this checklist before considering a map ready for curatorial review. Not every item applies to every map; mark items that are not applicable as such.

  • [ ] Map is published to Steam Workshop in a polished, playable state
  • [ ] -ValidateAssets produces no warnings or errors
  • [ ] All text uses gender-neutral language and avoids profanity
  • [ ] No third-party mod assets are included in the map
  • [ ] Custom content uses the base game's art style
  • [ ] Human-like drawings use the blocky in-game character style
  • [ ] Sources and MasterBundle directories are separated
  • [ ] Identical prefabs use Bundle_Override_Path to share
  • [ ] Only one water volume has planar reflections enabled
  • [ ] Navmesh bounds do not overlap
  • [ ] Visibility overlay shows only a few red zones
  • [ ] Every item in the map has a proper inventory icon
  • [ ] Workshop description is accurate and complete
  • [ ] Preview image is high-quality and representative
  • [ ] Store bundle items are prepared or planned
  • [ ] Contact information on Workshop profile is valid
  • [ ] Revenue share agreement among co-authors is determined
  • [ ] Map supports one or more officially-supported game modes
  • [ ] No copyrighted or trademarked third-party content is included
  • [ ] All text references to substances use the permitted alternatives

Appendix B: Diagnostic table for common curated map issues

IssueLikely causeResolution
Asset validation warnings on startupThird-party mod assets or invalid asset bundle referencesRun -ValidateAssets, inspect Client.log, remove or fix each reported asset
Zombies teleporting in multiplayerOverlapping navmesh boundsOpen navmesh editor, extend boundaries to remove overlaps, rebake
Low framerate in specific map areasHigh vertex density in visibility overlay red zonesOptimize meshes, use LOD groups, merge materials
Water rendering causes performance dropMultiple water volumes with planar reflectionsDisable planar reflections on all but one water volume
Main menu description not displaying correctlyUnsupported BBCode tag in workshop descriptionLimit to supported tags: [b], [i], [list], [*], [h1], [img], [url]
Revenue share payment delayedBank or tax information not yet processedContact SDG administrative team; processing takes 2-4 weeks
Curated map not appearing in single-player listVersion number mismatch between client and serverIncrement version number in Config.json for every Workshop upload
Store bundle items not appearing in-game.unitypackage export did not include dependenciesRe-export with Include Dependencies checked
Item icons are missing or placeholderOrthographic camera not configured for inventoryAttach orthographic camera in prefab, use auto-measurement
Community feedback is negative or absentMap lacks unique features or polishGather feedback from testers, iterate on map content and presentation

Appendix C: External references

Advanced considerations

Working without curation eligibility

The official documentation explicitly encourages working on projects even if they would not be eligible for curation. Creating a variety of Workshop content creates a valuable portfolio for future curation attempts and may still benefit from being featured, even if the map is not officially curated. SDG often features non-curated maps in blog posts, and some particularly high-quality maps have received revenue share from Stockpile bundles even without full curation status. The 57 Studios cohort recommendation is to treat curation as a long-term goal rather than a primary objective; the skills developed while creating maps for the Workshop are valuable regardless of whether the map is eventually curated.

Managing community expectations

When a map is under curation consideration, the author should maintain discretion about the process. Making public announcements before the legal agreements are signed can create expectations that may not be met if the curation process falls through. The 57 Studios cohort recommendation is to wait until SDG makes the official announcement before promoting the curated status publicly.

Co-author coordination

Multi-author maps require careful coordination before the curation process begins. The revenue share split must be agreed upon by all co-authors, and all co-authors must be named in the legal agreement. The official documentation recommends resolving the co-author split early, because disputes that surface during the legal process can delay or derail the curation. A written agreement among co-authors, even an informal one, is strongly recommended before SDG initiates the legal process.

Preparing for the change request period

The change request period is the most intensive phase of the curation process for the author. SDG may request changes that require substantial revisions to the map. The 57 Studios cohort recommendation is to maintain a flexible development timeline during this period and to prioritize SDG's requested changes over other map development work. Authors who respond quickly and thoroughly to change requests are more likely to keep the curation process moving forward efficiently.

Appendix D: Glossary of curated map terminology

TermDefinition
BundleA collection of cosmetic or skin items sold together in the Stockpile
Change requestA modification that SDG requires before the map can be accepted for curation
Craftable itemAn item that players can create through the crafting system, typically of Uncommon rarity
Curation programThe SDG program that selects community maps for official in-game inclusion
Curated mapA map that has been accepted through the curation program and is linked from in-game menus
Curated Workshop itemA hidden Workshop item used to track revenue share for payment splits
Curation agreementThe legal contract establishing revenue share and distribution rights
Feature slotThe prominent position on the Unturned main menu where curated and featured maps are displayed
Mystery boxA randomized loot box containing items of Rare, Epic, or Legendary rarity
Planar reflectionA rendering technique that reflects the world on a water surface, performance-intensive
StockpileThe in-game item store where curated map cosmetic items are sold
Revenue shareThe percentage of Store Bundle sales paid to the map author
Validation assetsThe -ValidateAssets command-line flag that runs health checks on all map assets
Visibility overlayThe editor view that shows mesh density as a heat map across the level

Appendix E: Revenue share calculation examples

ScenarioDefault shareContributorsEffective share per contributor
Solo author, standard map25%125%
Solo author, map with associated items50%150%
Two co-authors, standard map25%212.5% each (if equal split)
Two co-authors, map with items50%225% each (if equal split)
Three co-authors, standard map25%38.33% each (if equal split)
Team map with commissioned artist25%2+Per agreement among contributors

The revenue share percentages shown above are illustrative. The actual split is determined by the legal agreement signed by all parties. Authors should consult the agreement for their specific terms.

Authoring checklist

Before submitting a map for curation consideration, confirm the following:

  • [ ] Map passes -ValidateAssets with zero warnings or errors
  • [ ] Custom content uses the base game's blocky art style
  • [ ] No third-party mod assets are present
  • [ ] All text is family-friendly and gender-neutral
  • [ ] Water reflections are limited to one volume
  • [ ] Navmesh boundaries are overlap-free
  • [ ] Visibility overlay shows acceptable density
  • [ ] All items have proper inventory icons
  • [ ] Source and bundle directories are separated
  • [ ] Workshop description is concise and uses supported BBCode
  • [ ] Contact information on Workshop profile is current
  • [ ] Store bundle items are in progress or complete
  • [ ] Co-author revenue split is agreed upon in writing
  • [ ] Map supports at least one officially-supported game mode

Detailed timeline reference: curation phases and durations

The table below summarizes the typical duration of each curation phase based on published experiences from multiple curated map authors. Individual results vary substantially based on the complexity of the map, the responsiveness of the author, and SDG's current workload.

PhaseTypical durationDuration rangeNotes
Prequalification (Workshop publication to SDG outreach)2-6 months1 month to 1 yearDepends on map quality and community engagement
Initial contact and discussion1-2 weeks1 day to 1 monthSDG initiated; response time affects duration
Legal agreement processing2-4 weeks1-8 weeksBank and tax information processing
Author change request period2-8 weeks1 week to 6 monthsDepends on scope of requested changes
Store Bundle creation4-8 weeks2 weeks to 4 monthsCan be done by author or SDG-commissioned artists
Final review and in-game inclusion1-2 weeks1 day to 1 monthFinal validation before publishing
Total timeline3-9 months2 months to 18 monthsMost common: 4-6 months

The timeline shown above represents the most common experience across curated map authors documented by the 57 Studios cohort. Authors should plan their development schedule assuming the upper end of the range for each phase, because individual circumstances (complex legal requirements, multiple co-authors, extensive change requests) can extend any phase substantially.

Appendix F: Checklist for maintaining a curated map post-acceptance

After a map has been accepted into the curated program, the following ongoing maintenance tasks ensure the map remains in good standing.

  • [ ] Monitor Workshop discussion page for bug reports and feedback at least weekly
  • [ ] Increment Config.json version number for every significant update
  • [ ] Include a change note in the Workshop submission for each update
  • [ ] Test map compatibility after each major Unturned game update
  • [ ] Update Store Bundle items if they have rendering issues after game updates
  • [ ] Maintain current tax and banking information with SDG
  • [ ] Review revenue analytics periodically through the curated Workshop item
  • [ ] Respond to SDG inquiries about the map within 48 hours
  • [ ] Document all changes in a changelog visible to the community
  • [ ] Maintain separate development and release branches of the map project
  • [ ] Run -ValidateAssets before each major update

Handling common SDG change requests

The table below describes the most common change requests that SDG makes during the curation review process, along with the typical effort required and the recommended approach.

Change request typeTypical effortRecommended approachExample
Add custom content to replace vanilla assetsHigh (new asset creation)Create custom meshes and textures matching the map themeReplace vanilla gas station model with custom convenience store
Adjust human-like depictions to blocky styleLow (texture revision)Re-export textures with simplified pixel art style, no realistic facesChange store sign from realistic face to blocky character
Remove third-party mod assetsHigh (asset replacement)Create replacement assets or redesign areas to use vanilla or custom creationsReplace modded vehicle models with vanilla equivalents
Fix asset validation warningsLow to moderate (per fix)Address each warning; re-run -ValidateAssets until zero warningsFix missing mesh references, unreadable textures
Add missing item iconsLow (per icon)Add orthographic camera to prefab, use auto icon measurementCreate inventory icons for custom items
Reduce water reflection countLow (editor change)Disable planar reflections on all but one water volumeLeave only the main lake with enabled reflections
Fix overlapping navmeshesModerate (navmesh rebake)Extend or retract navmesh boundaries to eliminate overlapsAdjust town navmesh to not overlap forest navmesh
Rewrite map text for family-friendly standardsLow to moderate (text pass)Review all text, replace profanity with alternatives, use gender-neutral languageReplace "fireman" with "firefighter"
Create Store Bundle itemsHigh (content pipeline)Create cosmetic items, export as .unitypackageCreate lumberjack outfit set with 4 items
Reorganize Unity project structureLow (folder restructure)Separate Sources and MasterBundle directoriesCreate dedicated Sources folder parallel to MasterBundle folder

The 57 Studios cohort recommendation is to prioritize change requests by effort. Low-effort requests should be completed within the first week of receiving the request list. High-effort requests should be scoped and scheduled with an estimated completion date communicated to SDG. Authors who communicate proactively about their timeline are viewed favorably during the review process.

Understanding the map version for curation purposes

The Config.json Version field plays a role in the curation process that extends beyond its basic function of identifying the build version. SDG uses the version number to track which version of a map was reviewed and which changes were requested. Before submitting a map update during the change request period, the author should increment the version number so that SDG can verify that the correct version is being evaluated.

Version numbering convention for curated maps

The standard version format is 3.Year.Update.Patch for vanilla maps, but curated map authors can adopt their own convention. The 57 Studios cohort recommends the following version numbering strategy for maps undergoing curation:

Version stageExampleNotes
Initial Workshop publication1.0.0.0Must be a clean, playable build
Pre-submission polish1.1.0.0Fix QA items before SDG review
After initial SDG outreach1.2.0.0Minor updates during legal phase
After first change request batch2.0.0.0Major version bump for significant changes
After final change request batch2.1.0.0Pre-release candidate
Curated release version2.2.0.0Version accepted and published in-game
Post-curation updates2.3.0.0+Increment for each post-release update

The version number should be communicated to SDG during the change request discussion so that both parties are verifying the same build. A curated map that ships multiple updates without incrementing the version number creates confusion about which version is currently under review.

Managing community feedback during the curation process

During the period between SDG outreach and the final in-game inclusion, the map remains visible on the Steam Workshop. Community players will continue to comment on the Workshop discussion page and may notice that the map is receiving updates even though it has not been officially announced as curated. The 57 Studios cohort recommendation is to maintain discretion about the curation status until SDG makes the official announcement. Respond to community questions about "what is happening with this map" with general statements about ongoing development without confirming or denying the curation process. After SDG makes the official curation announcement, the author can freely discuss the process and promote the map's curated status.

Handling negative community feedback

Not all community feedback will be positive. A map that is being prepared for curation may receive criticism from players who preferred the earlier version or who disagree with the changes made during the SDG-requested modifications. The recommended approach is to acknowledge the feedback professionally, explain the reasoning behind design decisions when appropriate, and avoid engaging in defensive arguments. SDG reviews Workshop discussion pages and has been known to factor community sentiment into curation decisions, so maintaining a professional tone on the discussion page is in the author's interest.

Appendix G: External resources for curated map authors

The following external resources provide additional guidance for map authors considering the curated maps program.

ResourceDescriptionURL
SDG modding documentationOfficial curated maps chapter and related asset creation documentationhttps://docs.smartlydressedgames.com/en/stable/
Steam Workshop documentationSteam's official documentation for publishing and managing Workshop itemshttps://partner.steamgames.com/doc/workshop
Unturned community hubSteam community page for Unturned player discussion and mod announcementshttps://steamcommunity.com/app/304930
Steam Subscriber AgreementLegal terms that must be accepted before publishing Workshop itemshttps://store.steampowered.com/subscriber_agreement/
Asset validation referenceGuide to running and interpreting the ValidateAssets command-line flaghttps://docs.smartlydressedgames.com/en/stable/

Curated maps program evolution

The curated maps program was revised for 2025 and beyond to be more accessible to creators. The key changes from the original program include a streamlined submission process (starting with the Workshop rather than with a direct contact), more flexible eligibility criteria, and expanded support for custom game modes. Map authors should review the latest official documentation for the most current program details, as the program continues to evolve based on community feedback and SDG's operational experience.

Document history

VersionDateAuthorNotes
1.02026-07-2657 StudiosInitial publication. Complete curated maps program guide with submission pipeline, guidelines, menu visibility, Stockpile preparation, and FAQ.

Cross-references