Game systems

Workshop: player-made levels, worlds and skins

How the ready-made iDos Games Workshop works - players publish what they made in the game, share it for free, sell it for in-game resources with author royalties or unlock it by holding an item - and how to set it up in the dashboard.

Updated: Русский

The Workshop is a catalog of content made by players: worlds, levels, skins, any file the title allows. Players publish what they made, others find it, take it and open it in the game; the author can share it for free or sell it for in-game resources.

What the player sees

  • The catalog with filters: popular, new and your own.
  • Getting content: free, for in-game resources (the author gets it minus the commission) or unlocked by holding an item or currency, with nothing charged.
  • Likes, favorites and following authors, and reports.
  • Publishing: the game captures what the player made and puts it into the catalog.
Workshop
12 450
320
Popular
New
Mine
Sky islands (world)by Mira · ♥ 1.2K
Free
Dragon skinby Arrow · ♥ 640
200
Secret levelHold the gold key
Open
Publish my creation
The catalog of player-made content with filters.
Free, for in-game resources (the author gets it minus commission) or unlocked by holding an item.
Players publish worlds, levels, skins and other files the title allows.
Example. The workshop: player-made worlds, skins and levels.

How it works

  • A game plugs its content in by registering a content type; the Workshop never imports the game.
  • Content with enough reports is hidden by itself until moderation looks at it.
  • The voxel sandbox publishes worlds, characters and item looks this way.

Step 01Add the system to your project

Ask the AI coder: "Let players publish their levels". It installs the Workshop and registers the game's content type; the voxel sandbox template has it from the start.

Step 02Set it up in the dashboard

Open the dashboard, pick your project and go to Live Operations → v2 → Workshop.

  • Create content types: formats, file limits and how content can be acquired.
  • Set the commission and moderation rules.
  • Curate featured collections and publish official content from this section.

The AI button on the page opens an assistant: describe what you need, it proposes changes, and you review them and press Save.

Step 03Test and release

Check the system in the test version of your app. Settings go to the live app as a separate action - see publishing and links.

For developers

The Workshop works through client.workshop in @idosgames/core; a game connects through ctx.content.

TypeScript
// In the game module's setup(): the game's own content type for the Workshop
ctx.content.registerType({
  type: 'level', // a key of Workshop.ContentTypes in the title settings
  label: 'Level',
  modeId: 'my-game',
  listLocal: async () => myLevels.map((l) => ({ id: l.id, name: l.name })),
  capture: async (id) => ({
    files: [{ role: 'main', contentType: 'application/json', data: JSON.stringify(load(id)) }],
    suggestedTitle: load(id).name,
  }),
  open: async (c) => startLevel(JSON.parse(new TextDecoder().decode(c.files[0].data))),
})
  • capture returns the files of what the player made; open starts the game on content someone else made.
  • Browsing and acquiring are browse and acquire; the server checks the price and the unlock rule.

Every field is described in the workshop-system skill, served by the SDK MCP server.

Frequently asked questions

Can players earn from their content?

Yes. An author can sell content for in-game resources and gets the price minus the commission you set.

What file types can players publish?

The ones the title allows in the Workshop settings: worlds, levels, skins, models and other formats.

See also

Make your own game

Describe the idea in a sentence - the AI coder builds it, and it goes live at its own link.