Your studio dashboard
Read every counter and know what needs you today
Your studio dashboard
The dashboard answers one question: what needs me today? It's a wide grid of counters, and once you know how to read it you can tell in about five seconds whether anyone is waiting on you.
Why it works this way
Because a partnership dies of silence, not of disagreement. A creator who submitted a video and heard nothing for three weeks doesn't complain — they just don't apply to your next game. The dashboard exists to make "someone is waiting on you" impossible to miss.
Because every number is a door. These aren't stats to admire; each counter opens the exact filtered list behind it. Clicking 3 under Review takes you to those three partners with the reward-review filter already applied. That's why there are so many columns — each one is a shortcut to a specific pile of work.
Because a game's state is not a metric. There's no phase column. Phase is identity, not workload, so it lives in the game's name cell — the columns are reserved for things that change, and that you can act on.
The counters
Games are one row each, and the columns come in four groups.
Partnership — Partners · Applied · Invited · Msgs. Applied is the one that matters most: those are people who asked to work with you and are waiting. Msgs counts unread conversations.
Keys — Uploaded · Assigned · Revealed. Uploaded is stock. Assigned is handed out. Revealed is the interesting one: it means the creator actually opened it, which is the first sign they've started.
Submissions — Submitted · Liked · Viewed. The gap between Submitted and Viewed is your unread pile; the gap between Viewed and Liked is work you've seen and not acknowledged.
Reward Pipeline — Packages · Review · To Send · Sent · Received. This is the settlement chain from Keys, submissions & rewards, counted. Review and To Send are the two that are genuinely blocked on you.
Anything urgent renders as an amber button rather than a plain number. If a row has no amber on it, that game needs nothing from you right now.
The sections above the games
They only appear when they apply, and each one means something specific:
| Section | What it means |
|---|---|
| Awaiting Verification | Registered games that haven't passed Steam ownership yet, with the button to go finish it. |
| Locked Games | An admin locked the game — the reason and a support link are on the row. |
| Hidden — Studio Pro Ended | Games over the Free limit after a Pro plan lapsed. They're not gone; they're hidden until you're back under the limit or back on Pro. |
| Locked Events | The same thing for events, including events paused because their parent game is locked. |
| Retired Games | Archived games, kept for their history. |
New studios also get an onboarding checklist at the top: register your game → verify ownership & go live → approve your first creator. It disappears when you finish it, and you can dismiss it early.
Game Events
Events get their own table with the same four counter groups plus a Publish Window column, so you can see at a glance whether an event is still recruiting, waiting to open, or in its window and posting.
Reading it in five seconds
- Amber first. Applied, Review, To Send — someone is waiting on you.
- Then Submitted vs Viewed. Work you haven't looked at.
- Then Msgs. Unread conversations.
- Everything else is context, not a task.
Nothing on this page needs to be zero. A healthy campaign always has numbers in the middle of the pipeline — the ones to keep near zero are the ones where you're the bottleneck.
A note on the layout
The table is wide because it's dense. On a narrow window it switches to one card per game with the same figures grouped under headings, and you can force the card view yourself with the toggle above the table.
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.
One more, whichever side you're on
That's your track finished. This last one is shared by both sides.
