Publishing a game on Hyperfocus: the community site, step by step
Anyone with a Velora account can put a game on Hyperfocus through the community site. You fill in a game page, upload a build, send it for review, and once it is approved players can add it to their library from the website or the launcher's store. This guide walks through every tab of the editor and the features around it: notices, betas, early access, keys, sales, cloud saves and more.
1. Details
| Field | What it does |
|---|---|
| name | Up to 60 characters. |
| type | Game shows a Play button, App a Launch button. |
| description | Up to 600 characters. Shown on your game page and on the game's page in the launcher. Required before the game can be reviewed. Line breaks are kept. |
| unlisted | Keeps the game out of the gallery and search. People with the link can still open it, add it to Hyperfocus and buy it. |
| release stage | Released, early access, or coming soon (below). |
| price | In Velora credits, 0 to 100000. 0 is free (below). |
| put it on sale | A percentage off until a date (below). |
| controller support | Not said, yes, partially, or no (below). |
| save data location | Where the game keeps its saves (below). |
| accent colour | The colour of the Play button in the launcher. |
| logo text | Printed on the cover when there is no logo picture. |
| .exe to launch | For a .zip build, which .exe inside it starts the game. A single-.exe build needs no choice. |
2. Pictures, video, music and trailer
| Item | Notes |
|---|---|
| icon | Square. Shows in the launcher's library and store. Required for review. png, jpg, webp or gif, up to 8 MB. |
| logo | Sits on top of the cover. A transparent png looks best. Up to 8 MB. |
| cover | The big picture behind the game, 16:9 (1920x1080 is perfect). Up to 8 MB. |
| cover video | Optional mp4 or webm that plays, muted and looping, instead of the cover picture. Up to 150 MB. |
| music | Optional. Plays in Hyperfocus while your game is selected (mp3, ogg, wav, m4a or flac, up to 25 MB). |
| slideshow banners | Up to 6 pictures, each with an optional link, used as store art for the game. |
Every picture slot also accepts a link starting with https:// instead of an upload.
Trailers
A trailer is separate from the muted cover video. In the media tab, either upload a video (mp4, webm or mov, up to 300 MB) or paste a YouTube link (youtube.com/watch?v=, youtu.be/ or a Shorts link). The server downloads it (YouTube videos up to 15 minutes), turns it into an H.264/AAC mp4 so it plays everywhere, makes a poster image, and shows the progress in the editor. One trailer job runs per game at a time and a person can start 6 YouTube jobs per hour. The finished trailer plays on your game page and behind a Watch trailer button in the launcher (the launcher's music fades out while it plays). You can remove it any time.
3. Links
Up to 8 links shown as icons down the side of the game in the launcher and on your game page. Every link must start with https://. Types with their own icon: website, discord, reddit, youtube, x, github, tiktok, instagram, twitch, bluesky, fluxer, velora, kofi, mail, link. Each link can have a label of up to 40 characters.
4. Notices and news: posts for the notice board
The game's page in the launcher has a notice board. Each item is a real post: a title, a date, an optional link, an optional picture and a text body written in markdown. Posts are grouped under tab names you choose (for example notices, events, news), which the launcher shows as filter chips next to an All view that mixes them, newest first.
In the community editor's notices and news tab:
- Up to 4 tabs, each with a name of up to 20 characters, and up to 15 posts per tab.
- Per post: title (required, up to 120 characters), date (free text up to 20 characters, such as
10/26/26,2026-10-26orOct 26; the launcher sorts by it), link (optional,https://), picture (optional) and post text (optional). - Picture: upload one (up to 8 MB) or paste a link, or remove it. In the launcher it shows as a cover-cropped 16:9 image on the post; clicking it opens the post's link, or the full picture if there is no link.
- Post text: markdown, shown in the post and folded behind Read more when it is long. Post text is limited to 4000 characters (enforced by the site and the launcher).
Markdown that works in post text: # headings, **bold** and __bold__, *italic* and _italic_, `inline code`, fenced code blocks, [text](https://link) and bare https:// links (they open in the player's browser), bullet lists (- or *), numbered lists, horizontal rules (---) and line breaks. Raw HTML is shown as plain text and markdown images are not supported; use the picture field.
For official games, the posts are the news object of the game's entry in the game list. The format is the same on both sides:
"news": {
"notices": [
{
"title": "Update 1.2 is out",
"date": "10/26/26",
"url": "https://example.com/update-1-2",
"image": "https://example.com/update.png",
"body": "## What's new\n\n- A new **boss fight**\n- Fixed the [save bug](https://example.com/bug)\n"
}
],
"events": []
}
url, image and body are optional. Empty tabs are hidden.
5. Achievements
Add them in the achievements tab (up to 100). Each gets an ID your game uses to unlock it. Everything is in the achievements guide.
6. Builds
- Upload a
.zipof your game folder or a single.exe, up to 1 GB. A zip with a single folder inside is unwrapped automatically, so the files end up directly in the install folder. Large uploads are sent in 8 MB pieces. - Every upload becomes the next version number and players get it as an update the next time they open Hyperfocus. The newest 2 builds stay on the server.
- For an Electron game made with TurboWarp, the server also fixes the
.exe's icon and details (name, version, copyright) when you upload. - Scratch projects: upload a
.sb3or.pmpproject (or an already packaged.html) under "let the server package it". The server packages it with the Hyperfocus Packager, turns it into a Windows app with your icon and name, and keeps a web version for Hyperfocus Lite. This only works for Scratch projects and Scratch mods such as TurboWarp and PenguinMod. - Games must be started as an
.exeto use the game bridge and the Velora login.
7. Velora login for your game
In the details tab, Velora login for your game gives your game a Velora token when Hyperfocus starts it: tick the box, choose a project name and the permissions. The first launch always asks the player; they can say Play without it. See the Velora login guide for the permissions, the prompt and code for Node, Python, Godot and Unity.
8. Release stage: early access and coming soon
- Early access - the game is playable but still being made. It shows an Early access badge on the website and in the launcher. Nothing else changes.
- Coming soon - the game is not out yet. Only you (and the site owner) can download the release build; everyone else sees Coming soon and a disabled Play button, and can put the game on their wishlist instead of adding it. You may add a release date (optional): it is only displayed, with "in N days" in the last two weeks, and nothing happens on the day. When the game is ready, switch the stage back to released yourself.
- A coming-soon game can still run betas, and it can be sent for review with only a beta build.
9. Betas
Open the betas tab to run test versions next to the release. A beta has its own build and its own name (up to 30 characters) and notes (up to 600 characters, shown to players). Up to 5 betas per game and 500 members each.
- Who gets in: people you add by Velora username, anyone if you mark the beta public (it shows in the player's Game settings), or anyone who enters the beta's code (
XXXX-XXXX; make a new one at any time to replace the old one). Players enter a code in the Library under Redeem a game code, or openhyperfocus://beta/CODE. Ten wrong codes in an hour lock the box for a while. - Builds: upload a zip, exe,
.sb3,.pmpor.htmlexactly like a normal build. Pick the.exefor zips. - For players: in Game settings they choose the release or one beta. With a beta chosen the Play button splits into Play release and Play <beta name>, and a strip on the game's page shows the beta's notes. Cloud saves are not used for beta launches.
- Paid games: people who join through a public beta or a code must own the game to download it; people you add by name do not.
- Deleting a beta removes everyone's access and the beta is uninstalled from their PCs; they fall back to the release.
10. Game keys
The keys tab makes one-time codes (XXXXX-XXXXX-XXXXX) that give someone a free copy of the release, whatever its store state (paid, coming soon, unlisted). Make 1 to 100 at a time with a note (for example "for the reviewer"), up to 1000 per game. Players enter them under Redeem a game code in their Library. Revoking a key, even after it was used, takes the game away and Hyperfocus uninstalls it from that player's PC. Unused keys can be deleted.
11. Price, refunds and sales
- Prices are in Velora credits (0 to 100000). Players buy the game once, and the credits go to you. Changing the price never affects people who already own it.
- Buyers can refund the game until they have played it for 30 minutes (tracked by the launcher). The credits come back out of your balance.
- Sales: enter a % off (1 to 100) and an end date and time, at most 30 days ahead. The editor shows the resulting price. A free game cannot go on sale, and a sale price of 0 is allowed (free until the sale ends). The launcher and the store show the old price struck through and how long is left; people who wishlisted the game are told when a sale starts and when the game releases. End sale now stops it early. Refunds give back what the buyer paid.
12. Cloud saves
Put the places your game keeps its saves in the save data location box, one per line. Hyperfocus backs them up to the player's Velora storage after the game closes, restores them on a new PC before it starts, asks which copy to keep if both changed, keeps the last 5 local backups, and carries saves that live inside the game folder across updates. Up to 10 locations are used. Allowed locations:
| Form | Example |
|---|---|
%APPDATA%\<folder> or %LOCALAPPDATA%\<folder> | %APPDATA%\my-game\Local Storage (packaged Scratch and Electron games) |
%USERPROFILE%\Documents\..., Saved Games, My Games or AppData\... | %USERPROFILE%\Saved Games\MyGame |
{install}\<path> inside the game folder | {install}\saves |
HKCU\Software\<company>\<game> registry key | HKCU\Software\MyStudio\MyGame (Unity PlayerPrefs) |
Roots, .. paths and system areas such as Microsoft are refused. A save over 60 MB is too big for the cloud, and a free Velora account only has 5 MB of storage in total, so big saves need Velora Pro.
13. Controller support flag
Choose not said, yes, partially (some parts need the mouse and/or keyboard) or no. When a controller is plugged in, Hyperfocus warns players about games marked no or partially on the Play button. Not said and yes show no warning.
14. Review and publishing
- A new game starts as a draft. Only you see it.
- Press send for review. It needs: an icon, a description, and a build (for a zip: the
.exeto launch chosen in the details tab). A coming-soon game can be sent with only a beta build. If anything is missing, the editor lists what. - The site owner reviews it. You get an email when it is approved or denied (denials include a note), as long as your Velora email is verified. You can keep editing while it waits.
- Once approved, it appears in the gallery and store. After that, edits and new builds go live right away and players get them as updates. The owner is emailed about each new build of a published game.
The analytics tab shows plays (a play is a launch from Hyperfocus, counted at most once a minute per person), players and how many libraries hold the game.
Related guides
- Game integration - the bridge and the Scratch extension.
- Velora login - tokens for your game.
- Discord presence, invites and achievements.
Questions
How many games can I publish?
Up to 10 per person. Each game goes through a review the first time; after it is approved, edits and new builds go live straight away.
What must a game have before I can send it for review?
An icon, a description (details tab), and a build. For a .zip build you must also pick which .exe launches. A coming-soon game can be sent with only a beta build.
Can I charge for my game?
Yes, in Velora credits. Buyers can refund within 30 minutes of playing it, and the credits come back out of your balance.
Can I hide a game from the gallery?
Yes. Unlisted keeps it out of the gallery and search; people with the link can still open it, add it to Hyperfocus and buy it.
Where do player saves go?
If you list where the game stores its saves, Hyperfocus backs them up to the player's Velora storage (the save data cloud) and restores them on other PCs.