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How creators earn

Build the game. Keep the upside.

Fusionery is a production platform, not a walled garden. The game you make is yours to sell—starting with Steam today, and with paid releases coming directly to Fusion Castle.

Two paths to revenue

One works today. One is on the roadmap.

Most game-creation platforms keep your game locked inside their world and take the majority of what it earns. Fusionery is built the other way around: you own the blueprint, the assets you brought, and the exported build—so you own what they earn, too.

Available today

Sell your game on Steam. Fusionery takes no cut.

Fusionery exports a real, standalone game client—not an embed that only runs inside our site. That means you can publish it on Steam through your own Steamworks account, set your own price, run your own store page, and collect your own revenue.

The only costs are Valve’s: the one-time Steam Direct fee per title and Steam’s standard revenue share. Nothing comes back to Fusionery. Your subscription pays for the production platform; the sales are yours.

Your store page. Your price.

The Steam path
  1. 01
    Export the client

    Build a Steam-ready export of your game from the same validated release path as web and mobile.

  2. 02
    Publish through Steamworks

    Create your Steamworks account, pay Valve’s one-time Steam Direct fee, and set up your store page.

  3. 03
    Set your own price

    Pricing, discounts, and regional decisions are yours—the same controls every Steam developer has.

  4. 04
    Keep your revenue

    After Steam’s standard share, everything is yours. Fusionery takes nothing from your sales.

On the roadmap

Paid releases, directly on Fusion Castle.

Playing on Fusion Castle is free—and that free audience is being built for you. The planned next step is letting creators mark a release as paid, so players can buy access to your game right where they already play, with hosting and multiplayer already handled.

Like everything on the Fusionery roadmap, we will publish the exact terms before asking you to depend on them. The design intent is simple: the majority of every sale goes to the creator.

Planned, not live yet

The Fusion Castle path
  1. 01
    Mark a release as paid

    Planned: choose free or paid per release, with the price under your control.

  2. 02
    Players buy access

    Planned: one purchase unlocks your game for a player’s account, right on Fusion Castle.

  3. 03
    Creator-majority split

    Planned: the majority of each sale goes to you, with the split published before launch.

  4. 04
    Payouts you can trust

    Planned: payouts through a standard payment provider, with clear reporting per game.

The honest print

We will publish the terms before asking you to depend on them.

Selling on Steam works today and involves only your agreement with Valve. Paid Fusion Castle releases are a roadmap commitment, not a live feature: the revenue split, payout mechanics, and regional availability will be documented before anything ships. Until then, every game you publish on Fusion Castle is free for players to enter.

Start with the game

The first step toward selling a game is making one worth buying.

Create your account