GameHub & reward packages
Read the Overview tab and publish a reward package
GameHub & reward packages
Your game's hub is where everything about that one game happens. The Overview tab is its front page — and the one thing worth setting up before you talk to anyone is the reward packages, because a package is what creators actually apply to.
Why it works this way
A package is the deal, written down before anyone commits. A creator doesn't apply to your game in the abstract — they apply against a named package with its requirements, its deliverable and its reward spelled out. When the work arrives, it arrives filed against that package. Nobody has to remember what was agreed in a chat two months ago.
Which is why you disable packages instead of deleting them. Once your game is live, a package is the record of terms somebody accepted. Editing keeps an append-only history of every change; disabling stops new applications without erasing what was promised. Only an admin can delete one outright, and that's deliberate.
Nothing here is automatic. No view threshold approves a submission on your behalf — you read the work and approve it yourself. That's the trade: slower than a payout script, and it means the reward means something.
Five active packages, maximum. Fewer, clearer offers get better applications than a wall of tiers, and disabling one frees a slot without losing it.
What's on Overview
Left side: your banner and description, any active event, and your announcements below.
Right sidebar, top to bottom:
- Game details — phase, tags, links.
- Partner count and your applications switch: Close Applications stops new ones without touching anyone already approved, and flips to Applications closed with a Reopen button.
- Steam and press kit links.
- Creator Compensation — your reward packages.
The other tabs — Events, Community, Partners, Keys — each have their own guide.
Add a package
Creator Compensation → Add reward package. If your game is live with no packages yet, an alert says why it matters: creators can only submit content against a package, so without one a partner has nowhere to deliver work.
The dialog:
| Field | What goes in it |
|---|---|
| Start from a template (optional) | Eleven presets — full playthrough, YouTube campaign, Twitch stream, TikTok shorts, view-milestone tiers, region or follower thresholds, cross-promotion, dev interview. It fills the fields; edit anything afterwards. |
| Package name (required) | What creators see in the list. Name the opportunity — "Launch stream", "YouTube highlights" — not the reward. |
| Requirements | Who qualifies. Leave it blank for anyone. |
| Deliverable | What they must produce or do. This is where the numbers belong: how many videos, how long, by when. |
| Reward (required) | What they receive — keys, cross-promotion, a dev interview, an NPC named after them, merch. |
| When is the reward delivered? | Immediately after verification · On game release · When the event ends · On a specific date · Manual, with a note to the creator. |
Then Add Package.
Be honest about the delivery timing especially. "On game release" on a game that ships next year is fine — a creator who knows that up front is not a creator chasing you in March.
Editing, disabling, history
Each package card carries its own actions:
- Edit — changes are recorded, not overwritten.
- Disable — no new applications; partners already working to it keep their terms. The card moves to the Old tab next to Active.
- Re-enable — brings it back, same package, same history.
- View history — every Created / Edited / Disabled / Enabled entry, with who did it and when.
One exception: before your game is verified and live, the action is Remove rather than Disable — nothing has been promised to anyone yet, so a package you added by mistake can simply go. The moment the game is live, that turns into Disable and stays that way.
If the game is locked or archived past its resolution window, the whole section renders read-only, like every other write in a locked hub.
Who can do this
The organization owner, or a member with the Games permission — the same switch that lets them add and edit games. The Rewards switch is about sending rewards and handling keys, not about writing the terms.
When you're done
One good package is enough to start. With it in place you can go and find people: Finding & approving creators.
Watch the walkthrough
The same ground on video. The written steps above are the current version — follow them if the app looks different from the recording.
