The Steam Workshop is the canonical publishing destination for Birds of War mods, and the publishing flow is one of the cleanest in the indie-aerial-shooter category. The full pipeline from a packaged mod file to a public Workshop listing can be completed in under an hour once the mod is built, and Steam's review process for Birds of War mods has been auto-instant at launch (estimated — workshop reviews are typically <24 hours for indie titles).
This page documents the Steam Workshop publishing flow: packaging the mod asset, writing the description and metadata, generating the preview image, navigating the Steam Workshop UI, the review process, and the post-publish iteration cycle. Pairs with the no-code mod kit beginner's guide, the custom bird creation guide, and the custom map building guide.
The Publishing Pipeline
The Steam Workshop publishing pipeline has six stages. Each stage is documented below with the tools, time investment, and common pitfalls.
| Stage | Tool | Time (estimated) | Pitfalls |
|---|---|---|---|
| Package the mod | Mod kit launcher or UE 5.6 | 1–10 minutes | Forgetting to include .pak files |
| Generate preview image | UE 5.6 / external editor | 5–15 minutes | Image too dark or wrong resolution |
| Write description | Mod kit launcher | 10–30 minutes | Missing required disclosures |
| Choose tags + metadata | Mod kit launcher | 5 minutes | Mis-tagging |
| Submit to Steam Workshop | Steam client | 5 minutes | Wrong Workshop category |
| Handle review feedback | Steam inbox | 12–48 hours | Approval timing |
Total time for a first-time publisher: roughly 30 minutes to 1 hour for a fully polished publish.
Stage 1 — Package the Mod
The packaging stage produces the .boar-mod file (Birds of War mod archive), which is the canonical Workshop upload format.
No-Code Mod Kit Path
For no-code mods (custom bird skins, balance tweaks, audio replacements), the packaging is one click in the mod kit launcher:
- Open the mod kit launcher.
- Open your mod project.
- Click File → Package → Publish to Steam Workshop.
- The launcher packages the .boar-mod and uploads it to Steam.
The launcher handles the Steam Workshop API call and the file upload.
UE 5.6 Full Project Path
For full UE 5.6 mods (custom birds, custom maps), the packaging requires the UE 5.6 editor:
- Open the project in UE 5.6.
- Click File → Package → Windows → Birds of War.
- Wait for the build to complete (~5–15 minutes for a small project).
- The output folder contains the .pak file(s).
- Use the mod kit launcher's Convert UE Project → .boar-mod menu to wrap the .pak files.
The UE 5.6 path takes longer because of the editor build step.
Packaging Pitfalls
| Pitfall | Symptom | Fix |
|---|---|---|
| Missing .pak file | Workshop subscribers see "mod failed to load" | Re-package with all .pak files included |
| Texture path errors | Bird shows pink "missing texture" boxes | Verify the texture imports completed |
| Audio format incompatibility | Sounds don't play | Convert audio to OGG format |
| Blueprint compile errors | Bird abilities don't fire | Fix all Blueprint compile warnings |
The most-frequent packaging pitfall is the missing .pak file, which is usually caused by the mod kit launcher not detecting the build output.
Stage 2 — Generate Preview Image
The Steam Workshop preview image is the first thing potential subscribers see, so it is the single most important asset for mod discoverability. The recommended preview image specs:
| Spec | Recommended value |
|---|---|
| Format | PNG (Steam accepts JPG / PNG) |
| Resolution | 1280×720 (16:9, the canonical Workshop ratio) |
| File size | Under 1 MB |
| Color depth | 24-bit or 32-bit |
Preview Image Best Practices
The best preview images have four traits:
- Action shot: the bird or map in mid-combat, not idle.
- Clear visual focus: the mod asset is the center of the image.
- Readable text: any text labels are large enough to read at 50% zoom.
- Brand consistency: the color palette matches the mod's design.
A preview image that is just a T-pose render is rarely clicked. A preview image that captures the action is the difference between 100 downloads and 10,000 downloads.
Preview Image Generation Pipeline
- Render in UE 5.6: use the Movie Render Queue to capture a 1280×720 frame.
- Post-process in Photoshop / GIMP: adjust exposure, crop, add text labels.
- Export as PNG: verify the file size is under 1 MB.
A faster alternative is to capture the preview in-game using Steam's screenshot function (F12 by default), but the F12 screenshot may include the HUD overlay.
Stage 3 — Write the Mod Description
The mod description is where modders convince Workshop visitors to subscribe. The recommended description structure:
Section 1 — Hook (1 sentence)
A single sentence that explains what the mod adds. Example: "A custom Crow skin with metallic feathers and a Talon Dive audio replacement."
Section 2 — What the Mod Includes (3–6 bullets)
- Bird: Crow (recolored)
- Texture: 1024×1024 metallic body
- Audio: Talon Dive audio replacement (metal-clang variant)
- Compatibility: Birds of War 1.1.5+
Section 3 — How to Use (1 paragraph)
Briefly explain how to activate the mod in-game. Most mods auto-activate when subscribed, but some require the player to select them in a Workshop menu.
Section 4 — Credits + License (1 paragraph)
Credit any collaborators and any third-party assets used. The recommended license is CC-BY 4.0 for non-commercial mods or All Rights Reserved with permission to redistribute on Steam Workshop.
Section 5 — Feedback Channels (1 paragraph)
Link to the HexNest Discord #mods channel and the modder's personal Discord / Steam handle for feedback.
Description Best Practices
| Do | Don't |
|---|---|
| Use clear, simple language | Use jargon that only modders understand |
| List the patch version the mod targets | Use vague compatibility statements |
| Include the role / niche the mod fills | Promise features the mod does not include |
| Link to the modder's Discord for support | Bury the support contact in a long bio |
A description that takes 30 seconds to scan wins more subscribers than a description that takes 3 minutes to read.
Stage 4 — Tags + Metadata
The Steam Workshop tags determine which Workshop listings the mod appears in. The recommended tag set for Birds of War mods:
| Tag category | Recommended tags |
|---|---|
| Content type | "Bird Skin," "Map," "Balance Mod," "Audio" |
| Bird (if applicable) | "Crow," "Seagull," "Eagle," etc. |
| Map theme (if applicable) | "Forest," "Sky," "Urban," etc. |
| Compatibility | "1.1.5" (always match the current patch) |
| Skill level | "No-Code," "Blueprint," "Full Code" |
| Role (if custom bird) | "Saboteur," "Tank," etc. |
The tag set is the discovery layer. A mod tagged correctly appears in 10+ relevant filter results; a mod tagged incorrectly appears in zero.
Stage 5 — Submit to Steam Workshop
The submission flow is the same for all mod types:
- Open Steam → Workshop → Browse → Birds of War.
- Click Create → Upload Art or use the mod kit launcher's integrated upload.
- Drag the .boar-mod file into the upload dialog.
- The Steam client uploads the file and creates a pending Workshop entry.
- Fill in the title, description, preview image, tags.
- Click Submit for Review.
The submission is sent to Steam's review queue. The review typically takes <24 hours for Birds of War mods (estimated based on Steam's standard indie-game review timing).
Submission Pitfalls
| Pitfall | Fix |
|---|---|
| Wrong Workshop category | Verify the mod is submitted under "Birds of War" Workshop, not under another game |
| Description missing | Steam rejects submissions without a description |
| Preview image missing | Steam rejects submissions without a preview image |
| Mod file too large (>1 GB) | Reduce texture resolution or remove unused assets |
Stage 6 — Handle Review Feedback
The Steam review for Birds of War mods has been auto-instant at launch (estimated), but for non-trivial cases there may be follow-up:
- Copyright questions: if the mod uses third-party assets, Steam may ask for proof of license.
- Adult content: Birds of War mods cannot contain adult content per Steam's policies.
- Malicious code: if the mod includes any executable code outside UE 5.6, Steam will reject it.
- Compatibility claims: if the mod's description claims compatibility with a patch it does not target, Steam may ask for clarification.
Most mods pass the review on first submission. The mods that fail are typically modders who did not read the Steam Workshop guidelines.
Post-Publish — The Iteration Cycle
The post-publish iteration cycle is where a mod either stabilizes into the top tier or fades. The recommended iteration cycle:
| Days after publish | Activity |
|---|---|
| 1–3 | Monitor Workshop comments and Discord #mods. Initial reactions. |
| 4–7 | First iteration based on feedback (often a balance tweak, a fix for a bug, a polish improvement). |
| 8–14 | Second iteration, possibly addressing a specific bug. |
| 15+ | Mod stabilizes. Update only when the game patches break compatibility. |
Most successful Workshop mods have 2–3 updates in their first two weeks. Mods that go silent after the first publish rarely gain traction.
Tracking Workshop Performance
The Steam Workshop analytics show subscription and view counts. The key metrics:
| Metric | What it means | What to do with it |
|---|---|---|
| Views | Workshop listing visitors | Improve preview image + tags |
| Subscriptions | Players who subscribed | Improve description + content |
| Favorites | Players who favorited (subscribed + active) | The engagement signal |
| Comments | Workshop comment thread | Active community signal |
| Trend score | Steam's internal ranking | Long-term discovery signal |
The metrics to focus on are subscriptions per view (the conversion rate) and favorites to subscription ratio (the engagement depth). A mod with 1,000 views and 100 subs has a 10% conversion rate, which is healthy. A mod with 100 views and 5 subs has a 5% conversion rate, which signals a problem with the preview image or description.
Cross-Promotion Channels
Cross-promotion channels that successful launch-week mods have used:
| Channel | Use |
|---|---|
| HexNest Discord #mods | Direct community engagement |
| HexNest Discord #mod-showcase | Pin your mod for visibility |
| Steam discussion | Reply to relevant threads with a link to your mod |
| Reddit (r/gaming, r/indiegaming) | Cross-post if the mod is highly visual |
| YouTube | Upload a 30-second showcase video with a Workshop link in the description |
The launch-week top-10 mods each have a presence in at least three channels.
When a Mod Is Removed
Steam may remove a mod for the following reasons:
- Copyright violation: the mod uses copyrighted assets without permission.
- Malicious code: the mod includes executable code that violates Steam's policy.
- Adult content: the mod includes adult content.
- Abandoned: not a removal reason, but abandoned mods lose visibility over time.
Modders who need to update or remove their mod can do so through the Steam Workshop creator UI.
Frequently Asked Questions
How long does Steam Workshop review take?
Typically <24 hours for Birds of War mods (estimated). The review is auto-instant for most submissions.
Can I publish paid mods?
No. Steam Workshop mods for Birds of War are free.
Can I update a published mod?
Yes. Upload a new .boar-mod through the Steam Workshop creator UI, and subscribers will see an update notification.
Can I delete a published mod?
Yes. Use the Steam Workshop creator UI to delete the mod.
Can I publish multiple mods under one Steam account?
Yes. There is no limit on Workshop submissions per Steam account.