vbgnt
vbgnt / Steam
Made for Steam

Make a game with AI. Sell it on Steam.

vbgnt is an AI game maker for Steam. Describe your game and its agent builds it in Godot 4, tests it, exports the Windows, macOS and Linux builds Steam takes, and makes the capsules, screenshots, trailer and store text for your page.

Ships with WindowsmacOSLinux Steam DeckGamepad2D and 3D
Publish pane
Windows, Linux, macOS. Marketing kit: Steam and vbgnt page. Then the trailer.
✓ export windows · one .exe
✓ export linux · x86_64
✓ export macos · universal .app
› kit: playing the live game
✓ capsules + library art
✓ 8 screenshots · 1920x1080
✓ listing text · 300/300
✓ trailer · 45 s · 1080p

Done. The kit's README maps every file to its Steamworks field.

steam/header_capsule_920x430.jpgReady
A Steam header capsule from a vbgnt marketing kit: a neon racing kart on an icy track under the game's logo
screenshots/01_1920x1080.jpg
A raw gameplay screenshot captured by the marketing kit: karts racing across a frozen lake under the northern lights
vertical_748x896
The vertical Steam capsule from the same kit

Built by an agent. Tested before you play it.

You describe the game in a sentence or a page. The development agent writes a real Godot 4 project, with the code, art, music and sound, and a QA agent plays every build on desktop and at phone size before you see it. Failures go back to the developer, not to you.

Then you play it in the browser, say what to change, and play it again a few minutes later. When it is the game you want, it is already a project Godot can export for desktop.

Godot 42D and 3DKeyboard, mouse and gamepadDownload the whole project
yourname.vbgnt.comLive
A 3D racing game built by vbgnt: a glowing kart drifting on ice under the aurora
QA agent · desktop · boots, holds its frame rate, no errors
QA agent · phone size · touch controls work

The desktop builds Steam accepts.

Steam does not take a browser game. It wants native executables, so the Publish pane exports them: a single-file Windows executable, a Linux build, and a universal macOS app. Every export gets a version number baked in, so a bug report tells you which build the player has.

Ship the Linux build and most of Steam Deck compatibility comes free, because every vbgnt game has gamepad support wired in. For a 3D game that should look its best on a proper screen, Pro mode builds it on Godot's desktop renderer with real-time global illumination, volumetric fog and reflections.

Windows .exeLinux x86_64macOS universalVersion stamped
Windowsgame.exe · data embeddedready
Linuxgame.x86_64 · Steam Deckready
macOSuniversal .app · ad-hoc signedready
Versionv12 in file properties and bundlestamped
itch.iooptional push with butlerready

Every Steam asset, at its exact size.

Steam is the strictest store about artwork, and the marketing kit was built around it. Tick Steam, press Generate kit, and the agent plays your deployed game and delivers the whole Steamworks set, with a README that maps each file to the field it goes in.

AssetSizeNotes
Header capsule920x430Art and the name only, as Steam's rules require
Small capsule462x174Logo checked to survive Steam halving it
Main capsule1232x706The front-page and sale slot
Vertical capsule748x896For Steam's vertical layouts
Library capsule600x900Plus the 3840x1240 hero, logo and header
Page backgroundno textBehind your store page
Iconscommunity, clientBoth sources included
Screenshots1920x1080Five to eight, raw, from a real session
Listing text300 charsShort description, About This Game, up to 20 tags
Trailer1920x108045 seconds, opens on gameplay; 4K for Pro games
marketing_kit/steam/Kit ready
capsules/header, small, main, vertical4 files
library/capsule, hero, logo, header4 files
page_background.jpgno text1 file
icons/community, client2 files
screenshots/raw 1920x1080 captures5 to 8
listing.mdshort description, About, tagscounted
trailer.mp445 s, opens on gameplay1080p
README.mdfile to Steamworks field map1 file

What the kit leaves to you, and says so in its README: the release date, the support email, the developer name on the legal line, and the system requirements, which it will not invent. The full walkthrough is in the marketing kit.

A trailer, because Steam will not publish without one.

Every Steam kit ends with a trailer plan: a 45-second beat list with the inputs that produce each shot and the caption over it. Make trailer hands the plan back to the agent, which records each shot with the engine's own movie-maker mode at a fixed 30 frames per second with the game's real audio, then cuts it with copy cards and the game's music.

Out comes a 1920x1080 MP4 that opens on gameplay, as Steam asks. Pro games record on cloud GPUs and can be mastered in native 4K.

trailer_plan · 45 s
0:00 · cold open on gameplay · recorded
0:06 · the core mechanic, close up · recorded
0:15 · copy card: what makes it different · cut
0:24 · the hardest moment in the game · recorded
0:40 · logo and "Wishlist on Steam" · cut
trailer_1920x1080.mp4 · ready for Steamworks

A page for wishlists while Steam makes you wait.

Steam makes you wait 30 days after you pay before you can release, and your store page needs Valve's review before anyone sees it. Tick vbgnt page in the same kit and your game gets its own page on games.vbgnt.com: hero art, the trailer, screenshots, how to play and the controls.

Paste your Steam store link and the page grows a Steam button, with structured data telling search engines the two listings are the same game. Untick play-in-browser and the Steam link becomes the main button, so a free version never competes with the one you are selling.

games.vbgnt.com/p/your-gameLive
A game page on games.vbgnt.com with hero art, a trailer button, store links and a screenshot gallery

Then tell people it exists.

A Steam page with no wishlists on launch day stays that way. The Promote tab turns your game into a campaign: vertical shorts for TikTok, Reels and YouTube Shorts cut from real gameplay, an optional YouTube video, Reddit and X posts written in full, and a posting schedule.

Subreddits are picked by reading their rules, so communities that ban self-promotion or AI-made games are left out. Nothing goes out until you approve it.

How Promote worksReal gameplay onlyOne to sixty days
A vertical short cut from gameplay
Another vertical short from the same campaign
A third vertical short

What Steam asks of you.

Steam lists games made with AI. It asks you to say what was generated, charges per game, and makes you wait. Four things to know before you start, each with the full story in our guides.

Disclose generated art and audio

Steam's Content Survey asks what AI made, and a summary shows on your store page. Generated art, music and voice count; nothing in a vbgnt game is generated while people play. Can you sell an AI-generated game on Steam?

Code written by an agent is not the focus

Since January 2026, Steam's disclosure covers content players consume, and sets aside coding assistants and other developer tools. itch.io asks about code as well.

$100 per game

The Steam Direct fee is charged per product and credited back once that game earns $1,000. What publishing a game costs on every store.

About five weeks

After you pay, Steam makes you wait 30 days before release while it checks who you are. Start the paperwork first. How to publish a Godot game on Steam.

From an idea to a Steam page.

Who does what, plainly. vbgnt makes the game, the builds and the store assets. Valve's paperwork and the upload are yours, because they have to be.

  1. vbgnt

    Describe it and play it

    A sentence or a page. Play each build in the browser and say what to change.

  2. vbgnt

    Make it a desktop game

    Quit menu, windowing, fullscreen and gamepad. Pro mode if it should have desktop graphics.

  3. vbgnt

    Export and make the kit

    Windows, Linux and macOS builds, every capsule, screenshots, listing text and the trailer.

  4. You

    Join Steamworks

    Identity, tax and banking forms, the $100 fee and the Content Survey. The 30 days start here.

  5. You

    Fill in the store page

    Upload the kit, following the README's field map. Point your vbgnt page's Steam button at it.

  6. You

    Upload and release

    Push the builds with SteamPipe, play them through the Steam client, and pick a date.

The long answers.

Our guides to each step, kept up to date as Steam changes its rules.

Frequently asked questions.

What does vbgnt make for a Steam release?

The game itself as a Godot 4 project, Windows, Linux and macOS builds from the Publish pane, and a Steam marketing kit: every capsule and library image at Steam's sizes, five to eight raw 1920x1080 gameplay screenshots, the short description, About This Game text and tags, and a 45-second 1920x1080 trailer. It can also publish a game page on games.vbgnt.com to collect interest before your Steam page is live.

Can vbgnt upload my game to Steam for me?

No. Valve requires you to register as a Steamworks partner, complete the identity, tax and banking forms, pay the $100 Steam Direct fee and answer the Content Survey yourself, and you upload the builds with SteamPipe. vbgnt makes the builds and the store assets, and the kit's README maps every file to its Steamworks field.

Do I need to know how to code?

No. You describe the game and each change in plain language, and play every build in the browser. If you or a developer you work with want to edit it directly, the whole Godot project downloads from the Files pane and opens in the Godot editor.

Will my game run on the Steam Deck?

Usually, with the Linux build. Every vbgnt game has gamepad support wired in, which is most of what Deck compatibility asks for. Before you submit for Verified, check that text reads well at 1280x800 and that nothing essential needs a mouse.

Can I make a 3D game with high-end graphics for Steam?

Yes, with Pro mode. It builds the game on Godot's Forward+ desktop renderer with real-time global illumination, volumetric fog and reflections, plus a graphics settings menu, for Windows, macOS and Linux. The browser version stays as a quick preview for testing gameplay.

Should I put the game on itch.io first?

It is a cheap test. itch.io is free and takes minutes, and the Publish pane can push your builds there with butler. If a game finds players on itch.io, Steam's $100 fee and 30-day wait are much easier to justify.

How much does vbgnt cost?

vbgnt is invite-only while we build it, and there is no public price list yet. Steam's own costs are separate: $100 per game for Steam Direct, credited back once the game earns $1,000.

Your game, on Steam.

Request an invite, describe the game, and have the builds and the store page ready while Valve's 30 days run.