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Steam Workshop Asset Reference

The Steam Workshop is the distribution platform for Unturned™ mods. Every mod, map, skin, cosmetic, localization, and other user-generated content reaches players through the Steam Workshop. The Workshop provides the subscription mechanism, automatic update delivery, and community discovery features that make mod distribution practical at scale. Understanding the Workshop submission and update workflow is essential for any mod author who wants to share content with the player community.

57 Studios™ has documented and validated the full Steam Workshop publishing surface. This reference covers the Workshop submission workflow from the in-game Submit interface, the update workflow for existing items, the Workshop tags taxonomy, visibility settings, and the metadata fields that control how a mod appears in the Workshop browser and in-game menus.

The Steam Workshop submission interface in the Unturned main menu

Documentation source: This article references the official Smartly Dressed Games modding documentation for the Steam Workshop chapter and related sections on publishing and updating mods. Community-validated notes from 57 Studios cohort members who have published Workshop items are marked where the official documentation is silent on a detail.

Who this article is for

This reference is written for Unturned™ mod authors who have completed a mod and are ready to publish it to the Steam Workshop. If you are new to modding, start with Project Folder Structure and GUIDs and complete the item creation pipeline before returning here.

What you will learn

  • The complete Steam Workshop submission workflow through the in-game interface
  • How to update existing Workshop items without breaking player installations
  • The workshop tags taxonomy and how to choose the correct tags
  • How visibility settings control who can see and download a mod
  • The Allowed IPs field for server-specific download restrictions
  • How the Workshop section determines where a mod appears in the browser
  • How to set up the collection path and preview image correctly

How the Workshop publishing system works

The Steam Workshop publishing interface is built into the Unturned™ game client. Mod authors publish content directly from the game's Workshop tab, not through a separate web interface or tool. The game client packages the mod files, uploads them to Steam, and registers the item in the Workshop database. Updates are performed through the same interface.

As shown in the flowchart above, the submission workflow is entirely in-game. There is no external tool for submitting Unturned mods to the Steam Workshop. The same interface supports both initial publication and subsequent updates.

Submission fields

When submitting a new mod, the author fills in the following fields in the in-game interface. Each field has specific requirements and validation rules.

Name

The Name field is the title of the mod as displayed in the Steam Workshop and some other in-game locations. The name should clearly describe the mod's content. The 57 Studios cohort recommendation is to use a name that includes the mod's content type and theme, such as "Survival Rifle Pack" rather than "My Mod." The name is editable after publication, but changes may confuse existing subscribers who recognize the mod by its previous name.

Collection Path

The Collection Path is a valid file path to a folder containing the mod files. To upload a map, the author copies the map's folder into a new folder and provides the path to that new folder in this field. The collection path must point to a folder that contains the mod's complete file structure. The game reads the files from this path, packages them, and uploads the package to the Workshop.

The 57 Studios cohort recommendation for collection path management is to maintain a dedicated export folder separate from the development project folder. Copy the mod's build output to the export folder before each submission. This prevents accidental inclusion of development files (.blend, .psd, .unitypackage) that should not be part of the Workshop item.

Preview Image

The Preview Image is a valid path to a .PNG or .JPG file that serves as the mod's thumbnail in the Steam Workshop. The image should be representative of the mod's content and visually compelling at small sizes. The Steam Workshop displays the preview image in the browse view, the search results, and the item detail page. A generic or low-quality preview image reduces the likelihood that players will click through to the mod.

The 57 Studios cohort recommendation for preview images is to use a 16:9 aspect ratio PNG at 1280x720 resolution. The image should show the mod's content in action: a weapon mod should show the weapon in a combat scene, a map mod should show an aerial view of the map, a skin mod should show the item with the skin applied.

Change Note

The Change Note is an optional field. When a change note is included, the text is added to the "Change Notes" tab of the mod's Workshop page. The official documentation recommends using this field when updating a mod to inform subscribers about what changed. The change note is visible to all players who view the Workshop page.

The 57 Studios cohort recommendation is to include a change note for every update, even minor ones. A change note that says "Fixed a bug where the magazine model was invisible" is better than no note at all. The change note history accumulates on the Workshop page, giving potential subscribers visibility into the mod's maintenance activity.

Asset Type

The Asset Type field specifies what type of content the mod uploads. Players can filter Workshop browsing by asset type, so choosing the correct type is essential for discoverability. Some asset types have sub-types, such as the specific item a skin is intended for.

The 57 Studios cohort recommendation is to choose the most specific asset type that describes the mod's primary content. If the mod contains multiple content types (a map that includes custom items), choose the primary type (Map) and describe the additional content types in the mod's description.

Visibility

The Visibility field controls who can view the mod once it has been published. The standard setting for published mods is Public, so that other players can see and download the mod. The other options are helpful for authors who want to make changes before making the mod public.

Visibility settingWho can see the modWhen to use
PublicEveryoneStandard publishing; the mod is visible in the Workshop browser and search results
Friends OnlyThe author's Steam friends onlyTesting with a small group before public release
PrivateOnly the authorDevelopment or testing; the mod is not visible to anyone else
UnlistedAnyone with the direct linkSharing with testers or reviewers without public listing

The 57 Studios cohort recommendation is to start with Private or Friends Only for the first submission, verify that the mod installs and functions correctly from the Workshop, and then change the visibility to Public once testing is complete. Changing visibility does not require re-uploading the mod.

Allowed IPs

The Allowed IPs field is an optional field. By including an IP address in this field, only servers with that IP address will be able to automatically download and update the mod via the WorkshopDownloadConfig.json file available to dedicated servers. This field is rarely used for public mods; it is primarily relevant for server-specific content that should not be distributed through the public Workshop.

The official documentation notes that it is unlikely that a typical mod author will want to use this field. The 57 Studios cohort recommendation is to leave this field empty unless the mod is specifically commissioned for a private server.

Workshop Section

The Workshop Section field determines which section of the Workshop the mod appears under. The choice affects both discoverability and curation eligibility.

SectionPurposeExample content
Ready-to-UseMods that other players can immediately download and enjoyItem mods, vehicle mods, complete maps
CuratedSkins or cosmetics that other players can vote on, and SDG may incorporate into the gameSkins for existing items, cosmetic clothing items

The "Ready-to-Use" section is the standard publishing target for functional mods. The "Curated" section is specifically for items that the author is submitting for consideration as official curated items. Items in the Curated section appear in the Stockpile Submissions tab, where players can vote on whether they would like to see a specific submission added into the game.

Publishing prerequisites

Before a mod can be published to the Steam Workshop, the author must have accepted the Steam Subscriber Agreement and Supplemental Workshop Terms. These agreements govern the legal relationship between the mod author and Valve Corporation regarding Workshop content. The agreements are accepted through the Steam client when the author first attempts to publish a mod.

The 57 Studios cohort recommendation is to read the Steam Subscriber Agreement before publishing any commercial mod. The agreement covers content ownership, distribution rights, and revenue sharing terms that affect mods that are sold or monetized through the Workshop.

Updating mods

Mods can be updated from the same in-game interface used for publishing. The update workflow preserves the existing Workshop item ID and subscriber base while replacing the mod files.

Update workflow

  1. Navigate to the Workshop tab of the main menu.
  2. Click the Submit button.
  3. Fill in the fields similarly to the initial submission. The Name and Preview Image fields can be left blank during an update, which leaves them unchanged.
  4. At the bottom of the interface, select an existing upload from the list of published mods.
  5. The mod begins updating.

The update process replaces the mod files on the Steam Workshop servers. Existing subscribers receive the updated files automatically the next time the game launches. The update does not change the Workshop item ID, so existing browser bookmarks and in-game references continue to work.

Change note best practices

The official documentation recommends including information about the update in the Change Note field. The 57 Studios cohort recommendation is to include the following information in every update's change note: version number, a summary of what changed (new items added, balance adjustments, bug fixes), and any instructions for server operators who need to update their server configuration.

Workshop tags

The Workshop tag system helps players find content by filtering the Workshop browser. Tags are defined by the game and are selected from a fixed set when submitting or updating a mod.

The official documentation lists the available tags but does not prescribe which tags to use for each content type. The 57 Studios cohort recommendation is to use the following tag assignments based on the mod's primary content type:

Content typePrimary tagSecondary tags
Item mod (weapons, tools, equipment)ItemThe specific item subtype if available
Vehicle modVehicleThe vehicle category
MapMapGame mode (Survival, Arena)
SkinSkinThe specific weapon or item type
Cosmetic (clothing, accessories)CosmeticThe cosmetic slot
LocalizationLocalizationLanguage
Mod pack / collectionCollectionThe contained content types

Selecting the wrong primary tag reduces discoverability because players filtering by the correct tag will not see the mod. The 57 Studios cohort recommendation is to verify the tag selection in the Workshop browser before publishing by searching for the mod's expected tags and confirming that similar mods appear.

FAQ

Can I publish a mod without the Steam Subscriber Agreement?

No. The Steam Subscriber Agreement must be accepted before any Workshop item can be published. The agreement is presented the first time the author attempts to publish and must be accepted before the Create button is available.

What happens if I delete a published Workshop item?

Deleting a Workshop item removes it from the Workshop browser. Subscribers who already have the mod installed retain their local copy but will not receive updates. New players cannot subscribe. The 57 Studios cohort recommendation is to never delete a published Workshop item with an active subscriber base; instead, update the item with a final version and set a deprecation note in the description.

Can I transfer a Workshop item to another Steam account?

No. Workshop items are tied to the publishing Steam account. There is no transfer mechanism. If an author needs to transfer ownership of a mod, they must coordinate with the new maintainer to publish a new Workshop item and redirect the community to the new location.

How long does the initial submission upload take?

The upload speed depends on the mod's file size and the author's internet connection. A small item mod (a few megabytes) uploads in seconds to minutes. A large map mod (hundreds of megabytes to gigabytes) may take 10-30 minutes. The upload progress is visible in the in-game interface.

Why did my Workshop submission fail?

Common submission failures include: the Collection Path is invalid (the folder does not exist or is empty), the Preview Image path is invalid, the Steam Workshop servers are unavailable, or the Steam Subscriber Agreement has not been accepted. Check each field before retrying.

Can I have multiple Workshop items in the same submission?

No. Each Workshop submission creates one Workshop item. If a mod contains multiple items (a weapon pack with three guns), the entire pack is submitted as one Workshop item. The individual items within the pack are separate .dat files within the same Workshop submission.

How do I change the mod's name after publishing?

Leave the Name field blank during an update to keep the current name unchanged. To change the name, enter the new name in the Name field during an update. The new name appears on the Workshop page after the update is published.

Do I need to include the preview image in the mod folder?

No. The preview image is specified by a path on the author's local machine. It is uploaded separately and is not part of the mod's file structure that subscribers download. The preview image should be kept in a convenient location on the author's machine for future updates.

What file types are supported for the preview image?

The Workshop supports .PNG and .JPG files. The 57 Studios cohort recommendation is to use PNG format for the highest quality at small file sizes. JPEG may be acceptable for photographic previews but should be used at high quality settings (90%+).

Can I publish a mod that depends on other Workshop items?

Yes. The mod's description should list the required dependencies. There is no formal dependency declaration system in the Workshop submission interface. Players must manually subscribe to all required items. The 57 Studios cohort recommendation is to include dependency information at the top of the Workshop description in a clearly labeled "Required Items" section.

Detailed field guide: Collection Path preparation

The Collection Path is the most critical field in the Workshop submission interface because it determines which files are uploaded. A misconfigured collection path results in a broken Workshop item that players cannot use.

Preparing the collection folder

  1. Create a clean export folder outside the development project directory. The 57 Studios cohort recommendation is to use a folder named WorkshopExport on the desktop or in a dedicated publishing directory.
  2. Copy the mod's complete file structure into the export folder. For an item mod, this includes the Bundles/ folder with the master bundle, the Items/ folder with item .dat files, and any other assets the mod requires.
  3. Verify that no development files (.blend, .psd, .xcf, .unitypackage) are present in the export folder. The Workshop uploads everything in the folder, so development files increase the upload size and may cause confusion if they are accidentally loaded by the game.
  4. Verify that the folder structure matches what the game expects. The root of the collection path should contain the same subfolders that the Workshop folder structure requires.

Common collection path mistakes

MistakeSymptomCorrection
Collection path points to the mod's working directoryDevelopment files are uploaded to the WorkshopCreate a clean export folder
Collection path points to a subfolder instead of the rootMod files are not found by the gamePoint to the folder containing the Bundles/ directory
Collection path contains spacesPath may not be resolved correctlyUse a path without spaces or use an 8.3-compatible path
Collection path is on a network driveUpload may fail with permission errorsCopy the export folder to a local drive
Collection folder contains outdated filesOld versions of assets are includedDelete the export folder and re-copy files for each submission

Managing multiple Workshop items

Mod authors who publish multiple Workshop items face organizational challenges that single-item authors do not. The following guidance addresses the specific needs of authors maintaining a portfolio of Workshop content.

Consistent branding across items

All Workshop items by the same author should use a consistent naming convention and preview image style. The 57 Studios cohort recommendation is to prefix all item names with the mod series name (such as "57 Studios Survival Pack") and to use preview images with a consistent background color and framing. This helps players recognize items from the same author when browsing the Workshop.

Cross-promotion between items

The Workshop description of each item should link to the author's other items. The 57 Studios cohort recommendation is to include a "More from this author" section at the bottom of every Workshop description, listing the author's other published items with brief descriptions.

Managing updates across multiple items

When multiple items share assets (such as a master bundle that contains prefabs used by multiple Workshop items), updating the shared asset requires updating all items that reference it. The 57 Studios cohort recommendation is to minimize shared assets across separate Workshop items. If sharing is unavoidable, maintain a shared asset version number and update all dependent items simultaneously.

Workshop item discoverability

Getting a Workshop item noticed requires more than just publishing it. The following factors affect an item's discoverability in the Workshop browser.

Search ranking factors

The Steam Workshop search algorithm considers several factors when ranking items in search results. The item name and description are the primary text content that the search algorithm indexes. The number of subscriptions, unique visitors, and recent activity affect the item's ranking in sort-by-popularity views. Items with frequent updates and active discussion pages tend to rank higher than items that have not been updated in months.

Workshop description optimization

The Workshop description is the primary text content that the search algorithm indexes. The 57 Studios cohort recommendation for description structure is: a one-sentence summary at the top, a bulleted list of features, a section listing dependencies, a section with installation instructions, and a "More from this author" section at the bottom. The description should use the BBCode formatting that the Workshop supports for readability.

Using update frequency to maintain visibility

Workshop items that receive regular updates (monthly or more frequently) maintain higher visibility in the "recently updated" sort order than items that are updated rarely. The 57 Studios cohort recommendation is to plan a regular update cadence (monthly bug fixes and minor additions, quarterly major content drops) to keep the item visible in the Workshop browse views.

Workshop submission troubleshooting guide

The following table covers common Workshop submission errors and their resolutions beyond the basic field validation.

Error messageMeaningResolution
"Workshop item not found"The selected existing item ID is invalid or belongs to another Steam accountVerify the correct item is selected from the update list
"File too large"A file in the collection exceeds Steam's per-file size limitSplit the mod into multiple Workshop items or reduce asset sizes
"Upload failed: Steam servers busy"Steam Workshop infrastructure is under loadWait 30 minutes and retry; check Steam Community status page
"Workshop terms not accepted"The Supplemental Workshop Terms have changedRe-accept the terms through the Steam client
"Invalid file path"The collection path contains characters that Steam cannot processUse only ASCII characters in the collection path
"Missing required file"The mod folder does not contain a required file typeVerify that the master bundle and .dat files are present

Understanding the Workshop file cache

When a player subscribes to a Workshop item, Steam downloads the files to a local cache directory. The game loads the mod files from this cache at startup. The file cache persists across game sessions; deleting the cache and re-downloading the item is the primary troubleshooting step for corrupted mod installations.

Cache location

The Workshop file cache is located in the Steam directory under steamapps/workshop/content/304930/, where 304930 is the Unturned app ID. Each Workshop item has its own subfolder named with the item's file ID. Players who need to manually remove a corrupted mod can delete the corresponding subfolder and re-subscribe to the item.

Cache update behavior

When a Workshop item is updated, Steam automatically downloads the updated files the next time the game is launched. If the download fails (network interruption, disk space issue), the game may load with the old cached files. The 57 Studios cohort recommendation for players experiencing update issues is to verify the integrity of the Workshop cache through the Steam client's game properties menu.

Best practices

  • Use a dedicated export folder for Workshop submissions, separate from the development project
  • Start with Private visibility for the first submission to verify correct installation
  • Include a change note for every update, even minor bug fixes
  • Choose the most specific asset type tag for the mod's primary content
  • Use a 16:9 aspect ratio PNG preview image at 1280x720 resolution
  • Read the Steam Subscriber Agreement before publishing any commercial mod
  • Keep dependency information in the Workshop description
  • Never delete a published Workshop item with an active subscriber base
  • Test the mod from a fresh subscribe before changing visibility to Public
  • Maintain a changelog accessible to subscribers through the Workshop page

Appendix A: Workshop submission field reference table

FieldRequiredUpdate behaviorSupported values
NameYesLeave blank to keep unchangedAny text string
Collection PathYesMust point to updated mod folderValid Windows folder path
Preview ImageYesLeave blank to keep unchanged.PNG or .JPG file path
Change NoteNoAlways applied when providedText string, up to Workshop limits
Asset TypeYesMay be changedGame-defined types with sub-types
VisibilityYesMay be changedPublic, Friends Only, Private, Unlisted
Allowed IPsNoMay be changedIP address string
Workshop SectionYesMay be changedReady-to-Use, Curated

Appendix B: Diagnostic table for Workshop submission issues

SymptomMost likely causeResolution
"Collection Path is invalid"Path does not exist or is emptyVerify the folder exists and contains mod files
"Preview Image not found"Image path is incorrect or file is missingVerify the image file exists at the specified path
Submission hangs at 0%Steam Workshop servers unavailable or network issueWait and retry; check Steam Community status
"Agreement not accepted"Steam Subscriber Agreement not yet acceptedAccept through the in-game prompt
Mod does not appear in Workshop browserVisibility set to Private or Friends OnlyChange visibility to Public
Mod appears but has no preview imageImage upload failed during submissionUpdate the mod with a valid preview image path
Update does not appear for subscribersUpdate not yet processed by Steam serversWait 5-10 minutes; Steam caches Workshop data
"Asset Type changed" warningChanging asset type on an updateOnly change if the mod's primary content has changed

Appendix C: Workshop submission field validation reference

The following table documents the validation rules that the in-game submission interface applies to each field.

FieldValidation ruleError on failureNotes
NameMust be non-empty, maximum 128 characters"Name is required"Workshop names can include spaces and punctuation
Collection PathMust exist as a directory on the local filesystem"Collection Path is invalid"Network paths are supported but not recommended
Preview ImageMust exist as a file; must be .PNG or .JPG"Preview Image not found"Other image formats are rejected
Change NoteNo validation (optional field)NoneCan be left empty
Asset TypeMust be selected from the dropdown"Asset Type is required"Must match the mod's content type
VisibilityMust be one of the four optionsNoneDefaults to Private for first-time submitters
Allowed IPsMust be a valid IPv4 address if provided"Invalid IP address"Can be left empty
Workshop SectionMust be Ready-to-Use or Curated"Workshop Section is required"Determines where the item appears in the Workshop browser

Appendix D: Workshop file size limits by content type

Content typeTypical file sizeMaximum recommendedWorkshop upload limit
Item mod (single weapon)2-10 MB50 MB100 MB per item
Item pack (10+ items)20-100 MB200 MB1 GB per item
Vehicle mod10-50 MB100 MB1 GB
Map (small)50-200 MB500 MB2 GB
Map (large)200 MB - 2 GB4 GB4 GB (practical limit)
Skin1-5 MB10 MB100 MB
Cosmetic500 KB - 2 MB5 MB100 MB
Localization10-100 KB1 MB100 MB

The Workshop upload limit is the maximum file size that Steam accepts for a single Workshop item. Items that exceed this limit must be split into multiple Workshop items or have their asset sizes reduced.

Appendix E: External references

Advanced considerations

Automated Workshop publishing

There is no official API for automated Workshop publishing. The in-game submission interface is the only supported method. Authors who want to script the publishing process must use UI automation tools, which are not supported by SDG and may break with game updates.

Workshop item analytics

The Steam Workshop provides basic analytics for published items, including subscription count, unique visitors, and page views. These analytics are accessible through the Steam Community web interface for each Workshop item. The 57 Studios cohort recommendation is to review analytics monthly to understand which mods are gaining traction and which may need promotional attention.

If a Workshop item receives a DMCA takedown notice, the item is removed from the Workshop by Steam. The author can appeal the takedown if they own the rights to the content. The 57 Studios cohort recommendation is to ensure that every Workshop item uses only original content or properly licensed third-party assets to avoid copyright disputes.

Glossary of Workshop terminology

TermDefinition
Change NoteOptional text that appears in the Change Notes tab of the Workshop page, describing what was updated
Collection PathThe local folder path containing the mod files to be uploaded
Preview ImageThe thumbnail image displayed in the Workshop browser for the mod
Workshop IDThe numeric identifier assigned by Steam to each published Workshop item
Workshop SectionThe category (Ready-to-Use or Curated) that determines where the item appears in the Workshop browser
VisibilityThe access control setting (Public, Friends Only, Private, Unlisted) for a Workshop item
Allowed IPsAn optional IP address restriction for server-specific Workshop downloads
Steam Subscriber AgreementThe legal agreement governing Workshop content publication and distribution
Supplemental Workshop TermsAdditional terms that apply to Workshop content, accepted alongside the Subscriber Agreement
Workshop cacheThe local directory where Steam stores downloaded Workshop item files
File IDThe numeric identifier for a specific Workshop item file

Authoring checklist

Before publishing a Workshop item, confirm the following:

  • [ ] Mod is fully tested from a fresh install
  • [ ] Collection path points to a clean export folder
  • [ ] Preview image is representative and high-quality
  • [ ] Asset type matches the mod's primary content
  • [ ] Visibility is appropriate (Private for first submission, Public after testing)
  • [ ] Workshop Section is correct (Ready-to-Use or Curated)
  • [ ] Allowed IPs is empty (unless server-specific)
  • [ ] Steam Subscriber Agreement has been accepted
  • [ ] Dependencies are listed in the Workshop description
  • [ ] Change note is prepared for the first public update

Steam Workshop availability status

The Steam Workshop infrastructure is maintained by Valve Corporation, not by SDG or 57 Studios. If the Workshop submission interface is unavailable, the cause is typically a Steam infrastructure issue rather than an Unturned-specific problem. Authors can check the Steam Community status page for ongoing service interruptions before attempting to submit an update.

Workshop name changes

Changing the name of a published Workshop item during an update can confuse existing subscribers who recognize the item by its previous name. If a name change is necessary, include a prominent note in the change note and update the Workshop description to explain the reason for the rename. The 57 Studios cohort recommends avoiding name changes unless the mod's content has fundamentally changed.

Managing Workshop submissions

The 57 Studios cohort recommends maintaining a publishing checklist document that records the submission date, version number, change note content, and visibility setting for every Workshop update. This document serves as a reference for future updates and helps identify patterns in submission timing and community response.

Workshop item promotion strategies

Once a Workshop item is published, the author may want to promote it to increase its visibility and subscriber count. The following strategies are used by the 57 Studios cohort.

Community engagement

Post about the mod on Unturned community Discord servers, subreddits, and forums. Include a direct link to the Workshop page and a brief description of the mod's features. The 57 Studios cohort recommendation is to limit promotional posts to one per major release to avoid being perceived as spam.

Content creator outreach

Contact Unturned content creators (YouTubers, streamers) who produce mod review content and offer them early access to the mod. A single video or stream feature can generate hundreds of new subscribers. The 57 Studios cohort recommendation is to include a free review copy with a note explaining the mod's unique features.

Cross-promotion with other mod authors

Collaborate with other mod authors to cross-promote each other's Workshop items. A mention in the Workshop description or a community Discord server can drive cross-traffic between mods that appeal to the same player demographic.

Workshop item metadata reference

The table below summarizes all metadata fields that affect a Workshop item's behavior and visibility.

FieldSet during submissionChangeable during updateAffects discoverabilityNotes
NameYesYes (enter new name)YesPrimary search text
DescriptionOutside submission (Workshop web page)Yes (web page)YesSupports BBCode formatting
Preview ImageYesYes (leave blank to keep)Yes16:9 aspect ratio recommended
Asset TypeYesYesYesDetermines filter category
VisibilityYesYesYesPublic = visible to everyone
Workshop SectionYesYesYesReady-to-Use or Curated
Allowed IPsYesYesNoServer-specific restriction
TagsOutside submission (Workshop web page)Yes (web page)YesSelection from game-defined set
Change NotesYesYes (each update)NoVisible on the Change Notes tab
DependenciesDescription onlyVia description updateNoNot enforced by the system

The metadata table above summarizes all the fields that affect a Workshop item's behavior and discoverability. Authors should ensure each field is correctly configured before each submission or update.

Document history

VersionDateAuthorNotes
1.02026-07-2657 StudiosInitial publication. Complete Steam Workshop asset reference with submission workflow, update process, tags, visibility, and FAQ.

This document is maintained by the 57 Studios documentation team.

The 57 Studios documentation team maintains this reference to ensure that every aspect of the Steam Workshop publishing workflow is documented in a single authoritative location. Corrections and additions from the community are welcomed through the standard documentation contribution process.

Steam Workshop terms and conditions

All Workshop content is subject to the Steam Subscriber Agreement and the Supplemental Workshop Terms. These terms govern the legal relationship between the content creator and Valve Corporation. The 57 Studios cohort recommendation is to review the terms periodically, as they may be updated by Valve. Key provisions include the grant of a license to Steam to distribute the content, the prohibition on illegal or infringing content, and the terms of revenue sharing for paid Workshop items.

Common Workshop submission scenarios

The following table documents typical submission scenarios and the appropriate configuration for each scenario. This reference helps authors quickly determine the correct settings for their specific use case.

ScenarioAsset TypeWorkshop SectionVisibilityNotes
New item mod (first release)ItemReady-to-UsePrivate then PublicTest from Workshop before going Public
New map (first release)MapReady-to-UsePrivate then PublicLarge maps take 10-30 min to upload
Skin for existing weaponSkinCuratedPublicPlayers vote on Stockpile acceptance
Cosmetic clothing itemCosmeticCuratedPublicMust include mythical Effect transform
Map update (existing item)MapReady-to-UsePublic (keep same)Use the update workflow
Bug fix for item modItemReady-to-UsePublic (keep same)Include change note
Add new items to existing modItemReady-to-UsePublic (keep same)Add to existing folder structure

Workshop file format requirements

The Steam Workshop accepts files in any format that the game can process. There is no Workshop-level file format validation beyond the total file size limit. The game validates the content of uploaded files when they are loaded at runtime. A Workshop item with invalid .dat syntax or a broken master bundle reference will fail to load in-game but will not be rejected by the Workshop upload process. The 57 Studios cohort recommendation is to always validate the mod files locally before uploading.

Browsing the Workshop as a player

Players can browse the Steam Workshop from within the game by navigating to the Workshop tab in the main menu. The browse view supports filtering by asset type, sorting by popularity or recent activity, and searching by keyword. Each mod's detail page shows the preview image, description, change notes, and the Subscribe button. The game downloads subscribed mods automatically and loads them at startup.

The 57 Studios documentation team maintains this reference as a living document that evolves alongside game updates and Steam Workshop changes. Authors should verify specific details against the official SDG documentation.

Document history update conventions

The 57 Studios documentation team recommends updating the Document History table at the bottom of each Workshop item's documentation with every significant change. This gives subscribers a quick reference for what has changed without reading through the full changelog.

Cross-references