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Store assets

What your store page needs, the size of every image, how a page is reviewed, and why to build Unity games uncompressed.

4 min readUpdated 1 Oct 2026

Documentation sections

The sizes below are the current requirements and may change before the public launch. The store page editor in the developer portal is still to come; until it is there, ask your contact to set the page up from your files.

What a page holds

  • Name and a short description of up to 200 characters, shown on cards and in link previews.
  • About: the full description, as rich text with headings, lists, links and images.
  • Genres and tags: up to 20, from the platform's list.
  • Modes: single-player, online multiplayer (with the most players), co-op, LAN and bots.
  • Languages: for the interface, the voice and the subtitles.
  • System requirements per operating system, minimum and recommended.
  • Links, a release date or Coming soon, and the developer and publisher names.

Every text can have a Russian and an English version. A language you leave empty falls back to the other, with a label, so write both when you can.

Images and video

AssetSize and formatWhere it appears
Hero3840 × 1240, no text on itThe top of your game's page and the featured carousel.
LogoTransparent PNG or SVG, at least 1280 px wideOver the hero.
Capsule2:3, 1200 × 1800Library and store tiles.
Tile16:9, 1920 × 1080Wide cards, link previews.
Icon512 × 512Lists, the taskbar and the dock.
ScreenshotsAt least 1920 × 1080, 4 to 20The gallery on your page.
TrailerMP4 (H.264 or HEVC); optional captions as WebVTTThe page's media viewer.
Micro-trailer6 to 10 seconds, 1280 × 720, no sound, 4 MB at mostPlays silently when someone hovers your tile.
  • Keep text and logos away from the edges: images are cropped differently on a card, a tile and a link preview.
  • Do not put review scores, prices or new badges in the art. They go stale and the review will ask you to remove them.
  • A screenshot must show the game itself, from the build you ship.

The page's accent colour is taken from your art. The editor shows it with the contrast it gives for the Play label and for text, and lets you change it within safe limits.

How a page is reviewed

You write a page as a draft and submit it. A new team's first page, and any page whose build is flagged, goes to a reviewer before it can be public.

StateMeans
DraftYou are editing. Nobody else sees it.
Submitted, In reviewA reviewer has it.
Changes requestedThe reviewer listed what to fix, next to the fields. Edit and submit again.
Approved, PublishedThe page is live.
RejectedA reason is given. You can appeal.

Reviewers check: the content rules, that the age rating describes the game, that the page says what the game really is, and the asset rules above. Builds go through automatic checks as well: file types and sizes, an executable per platform, a sane macOS bundle, the Unity compression warning, a malware scan and manifest integrity.

Build Unity games uncompressed

Gameway cuts every build into small pieces and stores each piece once. An update then sends and downloads only the pieces that are new. That works because a small change in your game changes only a few pieces.

Unity can compress your game data into one big archive (LZ4 or LZ4HC). Compression makes a change shift every byte after it, so almost every piece differs between two builds and players re-download nearly the whole game for a one-line fix. The same game built uncompressed, with the same change, is a download of a few megabytes. The platform compresses the pieces itself for the download, so you lose nothing by turning Unity's compression off.

How to build without compression

  1. In File, Build Settings, set the Compression Method to Default. Do not choose LZ4 or LZ4HC for the player.
  2. In a build script, do not add BuildOptions.CompressWithLz4 or BuildOptions.CompressWithLz4HC to the options; plain BuildOptions.None is what you want.
  3. For AssetBundles and Addressables, build with the uncompressed option (BuildAssetBundleOptions.UncompressedAssetBundle).
  4. Build again, then check the folder:
Terminal
gw inspect <build-folder>

Look for Unity data is uncompressed. If the tool prints a warning about a UnityFS archive compressed with LZ4HC, a file is still compressed; the warning names it. Under --strict that warning stops a push before anything is uploaded.

Other things that keep updates small

  • Do not put timestamps, build numbers or random ids inside large files: they make every build different.
  • Keep file names and folder layout stable between builds.
  • Leave logs, crash dumps and caches out of the build folder, or exclude them with --exclude.
  • Keep unrelated content in separate files, so a change in one does not touch the others.

Gameway · 2026-10-01