NeonRoof for Developers

Publish, sell, and grow your PC game on NeonRoof

NeonRoof is building a game store, web library, desktop launcher, marketplace, and community layer for indie developers who want a cleaner place to launch games and stay close to players.

Developer economics 10% NeonRoof platform fee

Paid game purchases use NeonRoof checkout, and Stripe payout onboarding routes the developer share to the connected developer account.

NeonRoof Shared Economy

Connect your game to Neonadium and NeonSwap

Review the planned SDK, protected server adapter, item-mapping, legacy-game bridge, and Fuji testnet path for participating studios.

Game storefronts

Give every game a real landing page

Each title can have cover art, hero art, screenshots, a trailer, genres, tags, developer website links, support links, and downloadable builds.

Web downloads

Players can download without the launcher

Purchased games attach to the player library and can download from neonroof.com. Players can also use the Microsoft Store-approved NeonRoof Windows launcher.

Flexible hosting

Use your own bucket for free, or NeonRoof hosting as backup

Developer-owned buckets, protected delivery APIs, and public URLs are free. Optional NeonRoof hosting includes 100 GB per game for $50/year. Available provider capacity is shared across paid plans instead of buying empty storage for every studio, and the next year is free when that game earns $1,000+ in completed USD sales.

Developer payouts

Stripe handles bank and debit payout setup

Developers complete Stripe-hosted onboarding on the web for legal, tax, ownership, and payout details. NeonRoof stores the connected-account status, not bank account or routing numbers.

Open secure developer payout setup
Optional resale roadmap

Developers decide whether a game can enter the used market

NeonRoof is planning player-to-player transfers for eligible digital game licenses. Participation will be title-specific, publisher-controlled, and disabled unless the developer explicitly opts in.

Review the planned transfer and resale controls
Linux roadmap

Prepare storefronts for Linux-ready builds

The upcoming NeonRoof Linux work is planned to distinguish native builds from validated compatibility paths and give participating developers space for requirements, support links, and platform notes.

Explore the NeonRoof Linux roadmap
Publishing process

How selling a game on NeonRoof works

1. Create a NeonRoof account

Create and verify the developer account on the website. The same account signs in to the Windows launcher.

2. Submit the game and KYC on the web

Use the assisted path to provide the build, contact information, required artwork, publishing authority, and protected identity documents.

3. Complete secure Stripe onboarding

Stripe collects the country-specific legal, tax, ownership, and bank details needed to route the developer share.

4. Choose your delivery path

Use your own protected bucket or delivery API for free, use a public URL at your own risk, or activate optional NeonRoof hosted storage for managed build hosting.

5. Save and validate the draft

NeonRoof checks required cover and banner art, package format, protected credentials, and signed-link configuration before the title goes live.

6. Publish everywhere

Put the title online once. The same catalog entry appears on the website and in the Windows platform.

Targeted publishing guides

Choose the page built for your game or engine

Each guide explains the same NeonRoof onboarding path with details relevant to that genre, engine, or team size.

Indie game store

A web game store built for discoverable PC games

Each public game page shows the developer, genre, screenshots, trailers, price, and download options so players know exactly what they are getting.

Free, paid, open-source, multiplayer, and experimental PC games are welcome. Start with a storefront page and add builds or community features when you need them.

Ready to list a game?

Create the developer account, submit the game and KYC, and connect Stripe payouts entirely on the web. The Windows launcher remains available as an optional Game Studio workspace.