Path 1: Cosmetic items
Design and sell clothing items worn by players on the Citizen character. Each approved item goes on sale in the s&box store. Every time a player buys your item, you receive a cut of the sale through Steam Workshop.How it works
Design your clothing item
Build a clothing asset following the platform’s quality guidelines — correct topology, LODs, texture sizes, skinning to twist bones, and a human variation. See the Clothing page for the full process.
Set up the .clothing file
Create a
.clothing definition file in your addon project, assign your VMDL files, configure body slots, and generate an icon.Publish to sbox.game
Publish your
.clothing file through the in-editor publish dialog. The asset goes live on your organization’s page on sbox.game.Submit for review
Facepunch reviews submitted items against the quality bar. Items that pass are added to the s&box store for purchase.
What gets your item declined
Facepunch declines items that fail on any of the following:- Unreasonably high triangle count for the item type
- Poor topology that deforms badly during animation
- Skinning to limb bones instead of twist bones
- Missing LOD meshes
- Aggressive clipping with common Layer 1 or Layer 2 items
- Missing human variation
- More than two materials without a compelling reason
Path 2: Games and the playfund
If you build and publish a game on s&box, you earn a share of the playfund — a pool of money distributed to game creators based on how much time players spend in their games.How the playfund works
What the playfund is
What the playfund is
The playfund is a revenue pool that Facepunch allocates to game creators. Your share is calculated based on player engagement — primarily playtime — in your game relative to all other games on the platform.
How your share is calculated
How your share is calculated
Getting paid
Getting paid
Revenue from the playfund is distributed through the platform. Publishing your game on sbox.game makes it eligible automatically.
Platform policies
- You can sell cosmetic items (clothing, skins) that are purely visual.
- Games earn revenue through the playfund based on engagement.
- Direct in-game purchases (selling gameplay advantages to players inside your game) are not a supported monetization model on the current platform.
Combining both paths
Nothing prevents you from doing both. You can publish a game to earn playfund revenue while also designing and selling clothing items. Creators who build popular games attract players who are more likely to buy cosmetics, so the two paths reinforce each other.Clothing guide
Full walkthrough for creating and submitting cosmetic clothing items.
Ready-to-use assets
Built-in assets you can use in your games without building them yourself.