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Freedom251 › Blog › Game mods

How to Share Game Mods Without Exposing Proprietary Code or Assets

By Freedom251 Team · · 11 min read

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Use a split-release workflow: keep proprietary source, unreleased art and audio, credentials, signing keys, internal tools, and restricted third-party material in private storage; publish only a cleaned, versioned mod package, its public interface and documentation, and assets you are legally allowed to redistribute. A public repository can be viewed and forked, while a Workshop upload is a distribution channel—not a secrecy boundary.

What a safe mod release looks like

A mod release has two different audiences and should be built as two different products:

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  • Development materials: source code, editor projects, unreleased art and audio, build scripts, credentials, signing keys, internal tools, private dependencies, debug data, and anything licensed only for internal use.
  • Player materials: the compiled or packaged mod, public configuration examples, installation instructions, compatibility information, changelogs, and assets whose owners permit redistribution.

Do not publish the development repository and hope that an ignore file will make it safe. Create the player package from a controlled build, inspect its contents, and upload only that package. If contributors need source access, give them access to a private repository or private build system; players do not need that access to install the mod.

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This separation also protects you from a common legal mistake: a license for your mod cannot grant rights to the base game, its proprietary code, or third-party material that you do not own or have permission to sublicense.

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Why a public repository is a disclosure event

GitHub states that public repositories may be viewed and forked. Once a secret, asset, or source file is committed publicly, others may copy it even if you delete the file in a later commit. Treat an accidental public commit as an incident, not as a routine cleanup task.

Material that belongs in private storage

  • Engine or gameplay source that you do not intend to license publicly.
  • Unreleased models, textures, animations, music, voice recordings, concept art, fonts, shaders, and other production assets.
  • API tokens, cloud credentials, CI secrets, password files, private certificates, signing keys, and license files.
  • Internal build tools, proprietary plugins, private SDKs, source maps, debug symbols, editor caches, crash dumps, and test data containing personal information.
  • Third-party libraries or assets whose license allows use in your project but not redistribution of the original files.

What a public repository can contain

  • A documented mod API, extension interface, or example integration that you have permission to publish.
  • Source code deliberately released under a license you control or can lawfully sublicense.
  • Public documentation, configuration templates, issue templates, contribution rules, and changelogs.
  • Build instructions that work with publicly available dependencies and do not reveal secrets or restricted tools.
  • Small sample assets created for documentation, when their license permits redistribution.

Check the game’s rules before choosing a channel

Read the target game’s end-user license agreement, SDK terms, modding policy, and platform-specific Workshop rules before you publish. These documents can impose conditions that are separate from your own code license.

Publisher and SDK requirements

Valve’s Source guidance describes default expectations that mods be non-commercial, based on an official SDK, and clearly identified as community projects. It also states: “It’s important to note that shipping a mod based on leaked or stolen source code is not permitted.” Treat that as a hard stop: do not build, package, or distribute material obtained from a leak, unauthorized extraction, or theft.

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If the game requires a particular SDK, launcher, folder layout, naming convention, disclaimer, or approval process, follow that requirement in the player package and its store-page description. Do not imply that the publisher endorses your project unless its rules expressly allow that wording.

Third-party rights

For every file you did not create, identify the owner and the permission that covers redistribution. “It was shipped with the game” is not a redistribution license. “It was available online” is not permission either. If a contractor, composer, marketplace, or open-source project granted you only a limited right, keep the original license terms and attribution with the release when required.

Design the split-release workflow

1. Keep a private development repository

Store the complete project in a private repository or private build service. Restrict access to the people who need it, require strong account security, and keep deployment credentials outside the repository whenever the service supports secret storage. A private repository is for collaborators and automation; it is not the location from which players should download files.

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2. Create a clean public repository, if you need one

Start the public repository from an allow-list of files rather than copying the private repository and deleting items. This makes the intended boundary explicit. Include a README, license, contribution guidance, issue-reporting instructions, and the public interface. Keep the player download in a release area or distribution channel only after it has passed the same review as the repository.

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3. Build a versioned player artifact

Use a controlled build to produce a named archive or platform package, such as a versioned ZIP or the game’s supported mod format. Record the version, target game build, platform, required SDK or loader version, and the files included. The build should be reproducible enough that you can identify which source revision produced a package and roll back to an earlier known-good version.

4. Generate an explicit manifest

List every code file, model, texture, sound, font, shader, plugin, configuration file, and generated asset in the release. For each item, record:

  • who created or owns it;
  • the applicable license or permission;
  • required attribution text;
  • whether redistribution is allowed in this channel;
  • whether it is original, generated, modified, or derived; and
  • the reason it is included.

The manifest is both a rights record and a practical inspection checklist. If you cannot explain why a file is present and under what permission, remove it until the question is resolved.

Clean the package before release

Build into a fresh output directory, not into the working tree, and inspect the resulting archive as a player would. The following checklist catches the most common disclosure paths:

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  • Remove source files that are not intentionally licensed for release.
  • Remove source maps, debug symbols, editor caches, intermediate exports, crash dumps, profiling captures, and temporary folders.
  • Remove CI configuration containing tokens, private registry addresses, credentials, or signing commands.
  • Remove private certificates, signing keys, license files, SSH keys, password stores, and local environment files.
  • Remove unreleased or unlicensed models, textures, sounds, fonts, shaders, plugins, and documentation.
  • Check archive names, metadata, comments, thumbnails, and screenshots for confidential information.
  • Search text files and configuration for passwords, tokens, internal hostnames, absolute paths, and private repository URLs.
  • Confirm that generated files do not embed source paths, credentials, or restricted content.
  • Open the archive with a clean test account or machine and verify that installation requires only the documented public dependencies.

Do not confuse obfuscation with removal. If a file is not meant to be distributed, exclude it rather than renaming it, hiding it in a subfolder, or relying on a packaging tool to make it difficult to find.

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Choose the distribution channel deliberately

The right channel depends on rights, audience, update control, and what the game supports. Compare the options before uploading:

Channel Who can see or copy source? Package control Key obligations and risks Best use
Private repository Only authorized collaborators and automation, subject to the service’s access controls High; you control branches, builds, releases, and rollback Still requires correct licenses and secret management; not suitable as a player download Development, review, and controlled builds
Public repository Anyone can view and fork the published history High for documentation and source selection, but every published commit is copyable A mistaken commit can expose proprietary material; a mod license cannot cover rights you do not own Public code, documentation, examples, and contribution
Direct download or release page Players receive the files you publish; repository source need not be included More control over archive contents, versions, checksums, and rollback You remain responsible for rights, hosting, support, malware-free distribution, and compatibility information Clean packaged builds when the game permits external distribution
Steam Workshop Players receive the uploaded contribution; it is not a private storage boundary Convenient subscriptions and updates for supported games, with platform-controlled delivery The game’s rules must permit it; uploaders need sufficient rights; Steam’s agreement grants Valve broad operational rights over contributions Supported games where convenience outweighs the loss of packaging control

Use a private repository for collaborators, never as evidence that a player package is safe. Use a public repository only for material you are prepared to have copied. Use a direct download when you need precise control over the archive. Use Workshop only after confirming that the game’s and platform’s rules allow your content.

Publishing a Steam Workshop mod without leaking source

Workshop is a player-content distribution hub, not a confidentiality mechanism. The safe pattern is to upload the same cleaned artifact you would distribute elsewhere, not the development tree.

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  1. Read the game’s Workshop rules, EULA, SDK terms, and any publisher-specific restrictions.
  2. Build the mod from the private project into a fresh staging directory.
  3. Apply the file manifest and remove source-only files, debug material, credentials, keys, and restricted assets.
  4. Test the staged package on a clean installation using only public dependencies.
  5. Prepare the Workshop description with the mod’s version, supported game build, installation or subscription requirements, known conflicts, attribution, and an unofficial-project notice when required.
  6. Upload only the staged package and the screenshots, icon, and preview media that you also have permission to publish.
  7. After publication, inspect the downloaded Workshop item as a player and verify that no development files were included.
  8. Keep the private build record and manifest for that exact upload so you can identify, replace, or roll back the item if a rights or packaging problem appears.

Steam’s agreement gives Valve broad operational rights over Workshop contributions and requires the uploader to have sufficient rights in uploaded content. That means you must clear both the mod files and the promotional media before uploading; a permission to use an image in development is not automatically permission to place it on a public Workshop page.

License the mod without over-claiming

Choose a license only for the material you own or can sublicense. State clearly what the license covers: for example, your source code, your documentation, or your original assets. Exclude the base game and any third-party component whose license is separate. Preserve required notices and attribution in the package or documentation.

GitHub’s acceptable-use policy treats copyright, trade secrets, patents, and trademarks as proprietary rights. A repository license does not erase those rights, and labeling a file “open source” does not make it yours. If a dependency has a copyleft, attribution, notice, or redistribution condition, satisfy that condition or replace the dependency with one whose terms fit the release.

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Names, logos, and presentation

Use the game’s name only to identify compatibility, and avoid names, logos, screenshots, or artwork that imply official endorsement when the publisher’s policy prohibits that implication. Follow any required community-project or unofficial-project wording in the game’s guidance.

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What to publish with the package

A clean archive is not enough for a reliable release. Include:

  • the exact mod version and supported game version;
  • installation, update, and uninstall instructions;
  • required loaders, SDK components, dependencies, and their versions;
  • configuration examples that contain placeholders rather than real secrets;
  • known incompatibilities and safe rollback instructions;
  • license and attribution notices for included material;
  • a changelog that identifies changed files or features without exposing private implementation details; and
  • a way to report bugs without asking users to send confidential files or credentials.

Keep examples safe. A configuration template may show a key name such as API_TOKEN=your-token-here, but it must never contain a working token. If the mod does not need a credential, remove the setting entirely rather than documenting one.

Pre-release approval checklist

Have a second person review the release when possible. The reviewer should be able to answer “yes” to each applicable question:

  • Is every file in the package listed in the manifest?
  • Do we own each file or have written permission to redistribute it in this channel?
  • Are publisher, SDK, EULA, and Workshop requirements satisfied?
  • Is leaked, stolen, extracted, or unlicensed code and asset material absent?
  • Are source maps, symbols, editor files, caches, logs, credentials, signing keys, and private dependencies absent?
  • Does the archive install and run on a clean test environment?
  • Does the documentation identify versions, dependencies, attribution, and unofficial status where required?
  • Can we identify the exact private source revision and manifest used to create this package?
  • Can we remove or replace this release quickly if a rights holder or platform operator objects?

Keep the approval record with the private build materials. Do not place internal review notes, private contracts, or license correspondence in the public repository merely to prove that a review occurred.

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If proprietary material was published accidentally

Act quickly and assume that a public copy may already exist.

  1. Remove or disable the affected repository, release, Workshop item, or download immediately while you investigate.
  2. Revoke and rotate every exposed credential, token, certificate, and signing key; deleting the file is not enough.
  3. Identify all affected commits, packages, mirrors, and platform uploads.
  4. Notify the relevant rights holder, publisher, platform operator, or security contact when the incident involves their material or systems.
  5. Rebuild from a known-clean private revision, generate a new manifest, and perform the full review again.
  6. Document what was exposed, when it was exposed, which keys were rotated, and which clean version replaced it.

If the material was leaked, stolen, or otherwise unauthorized, do not republish it in a “fixed” archive or continue distributing a derivative that depends on it. Obtain permission or remove the affected feature.

Practical decision rules

Can you share a mod without open-sourcing your game?

Usually, yes, when the game’s rules permit mod distribution and you publish only a packaged mod and material you can legally redistribute. Keep proprietary game or mod source private. Do not imply that a private source repository gives you permission to distribute the base game or its assets.

Should the mod repository be private?

Keep it private when it contains proprietary source, unreleased assets, secrets, restricted dependencies, or material you are still clearing. Create a separate public repository only for content intentionally prepared for public inspection or contribution.

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Can you include game assets in a download?

Only when the publisher or rights holder’s terms expressly allow redistribution in that form. Otherwise, require the player to obtain the game through its normal channel and distribute only your own files and permitted additions.

What is the safest default?

Private development repository, controlled build, explicit manifest, clean packaged artifact, rights review, and a distribution channel chosen after reading the game’s rules. This workflow minimizes accidental disclosure without requiring you to publish proprietary code.

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Game modsmoddingRelease Engineeringsoftware licensingsource code securitySteam Workshop

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