Curated Itemsď
Community-created cosmetic items can be submitted for inclusion in the game through the curated workshop.
Accepted items are sold in the item store. The default revenue share is 25%, but for items associated with maps (e.g. the Elver Map Bundle) the revenue share is 50%.
Requirementsď
Some additional preparation is needed compared with regular gameplay items:
Following the style rules
Organizing your Unity project
Exporting a Unity package
Specifying Mythical effect placement
Style Rulesď
There are several rules for cosmetic items to help promote consistency with the Unturnedâs art style, seeing as they will be integrated directly into the game:
Please avoid super high-contrast colors. They can be painful to look at, especially when used in harsh lighting. Most of the official content has medium-intensity colors.
Following this, please donât go darker than #1e1e1e or brighter than #f0f0f0. Both extremes of brightness wonât play nicely with lighting.
Flat forest/snow/desert/urban camouflages are reserved for in-game items like the ghillie suit. You are, however, allowed to incorporate patterned camouflage into your cosmetics.
Corners of models should not be beveled. Most objects should follow the ninety-degree edges. There isnât a limit on vertex/triangle/polygon count because anything matching the art style will naturally have a reasonable number.
Edges of clothing should have a slightly darker border one pixel wide. If you wear one of the official in-game items, you can see, for example, that the cuffs and waist of shirts have these.
Only use copyrighted content, trademarks, and intellectual property that belong to you.
More rules may be added in the future if necessary.
Unity Project Organizationď
Organizing your project into an export folder for your asset-bundled files (e.g. Item.prefab
) and a sources folder for the imported files is greatly appreciated.
This makes it much easier to ensure only the necessary assets are included in the game. As an example, if a source .blend
file were in the asset-bundled folder any unused/intermidiary meshes would accidentally get exported as well.
All of the base gameâs exported assets are in the Assets/CoreMasterBundle
folder, and all of the source files are in the Assets/Game/Sources
folder.
Cosmetic organization:
Map-related cosmetics are in per-map folders and prefixed with the map name. For example, Aridâs Arrowhead item export files are located in
Assets/CoreMasterBundle/Items/Arid/Arid_Arrowhead
and the source files are inAssets/Game/Sources/Items/Arid
.Sets of items are in a per-outfit folder and prefixed with the outfit name. For example, the Cultist bundleâs mask item export files are located in
Assets/CoreMasterBundle/Items/Outfits/Cultist/Cultist_Mask
and the source files are inAssets/Game/Sources/Items/Outfits/Cultist
.Miscellaneous items are in the folder matching their type. For example, the Turtle Backpack exported files are located in
Assets/CoreMasterBundle/Items/Backpacks/Turtle_Backpack
and the source files are inAssets/Game/Sources/Items/Backpacks/Turtle_Backpack
.
Exporting Unity Packageď
Since the assets for accepted cosmetics are included in the core asset bundle, a .unitypackage
file is needed along with the regular .dat
files. To export the package:
Select the folders containing your
Item.prefab
files. For example, if submitting the vanilla fedora you would select theAssets/CoreMasterBundle/Items/Hats/Fedora
folder.Right-click in the Project window
Click Export PackageâŚ
Ensure Include dependencies is checked to include the files that arenât directly placed in the asset bundles (meshes, materials, textures, etc).
Note
The Unity package is in addition to the regular asset .dat
and English.dat
files. Including the .dat
files from your setup is useful for keeping the accepted version consistent. While not strictly necessary, including a name and description in the English text file is appreciated and will probably be used.
Mythical Effect Placementď
If the item will have mythical effects the Item.prefab needs an âEffectâ child transform. The orientation is rather unfortunate: +Z is the mythicalâs up direction and +Y is the mythicalâs forward direction.

Example âEffectâ transform positioning and orientation.ď