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Publish library projects

A topic by TheBoneJarmer created Nov 28, 2020 Views: 210 Replies: 2
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Hey guys

While I do work on an actual video game, it so happens I create other projects too. All of them are open-source c# libraries, from which some are aimed at video game development. I really like to publish them here but the form on the "Create a new project" page does not really seem to support this.

For example, the classification dropdown seem to list a lot of things, but none really come close to a software library. Also, since it is a library there are no binaries. In fact, everything is available on NuGet. And finally, it is from great importance I can link to my GitHub page since the README contains important information about the usage and installation and so people know where to open up issues.

Itch is a very great website and it seems to support a lot of different projects, yet I find it a shame it does not really seem to support software libraries aimed at game dev since these libraries are often foundations for game engines or game development tools. And I don't necessarily mean only software libraries like mine, I am also talking about Python plugins for Blender or c++ plugins for whatever engine. By no means I mean Unity scripts since Unity has its own store for that. But for the projects that are standalone there is not currently a platform to publish. And I know from experience that people also look for such things. Let me know what you think and I am willing to brainstorm with you for a solution.

With kind regards,


Moderator (1 edit) (+1)

It's true that a software library would have to go under "other" / "everything else". (Whereas a Blender plugin in Python would go under Tools.) But you can link to a project's source code in the External Links tab, under Metadata. And there's nothing wrong with uploading a source code archive to Itch, either. Hope this helps!

Edit: come to think of it, Raylib is filed under Tools. And downloads can also consist of game demos, like in the case of Instead 3.


Thanks for the reply!  I have to admit I don't entirely agree with it because it is not really a solution. But the workarounds you suggested are not really that bad either. They are so to say quite creative, kudos for that.  Anyways, I'll give it a shot and perhaps come back with some feedback. :)

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