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| 1 | +# Shipping to Steam, consoles and app stores |
| 2 | + |
| 3 | +Most free-asset licences were written for files you hand to someone else, not for a |
| 4 | +game sold through a store that wraps it in DRM, signs it, and forbids users from |
| 5 | +changing it. Three clauses cause most of the trouble at release time: the CC-BY |
| 6 | +anti-DRM clause, copyleft terms against app-store terms, and LGPL's relinking rule on |
| 7 | +platforms that allow no dynamic linking. Steam also asks you to disclose AI content. |
| 8 | +Each section quotes the licence text it relies on, with the date it was read. This is |
| 9 | +the catalog's reading, not legal advice. |
| 10 | + |
| 11 | +## The CC-BY anti-DRM clause |
| 12 | + |
| 13 | +The Creative Commons licences with conditions (CC BY and its variants; not CC0) forbid |
| 14 | +you to use technical measures to stop others from using the work as the licence allows. |
| 15 | + |
| 16 | +- **CC BY 3.0**, Section 4(a), read 2026-11-03: "When You Distribute or Publicly Perform |
| 17 | + the Work, You may not impose any effective technological measures on the Work that |
| 18 | + restrict the ability of a recipient of the Work from You to exercise the rights |
| 19 | + granted to that recipient under the terms of the License." |
| 20 | +- **CC BY 4.0**, Section 2(a)(5)(B), read 2026-11-03: "You may not offer or impose any |
| 21 | + additional or different terms or conditions on, or apply any Effective Technological |
| 22 | + Measures to, the Licensed Material if doing so restricts exercise of the Licensed |
| 23 | + Rights by any recipient of the Licensed Material." |
| 24 | + |
| 25 | +4.0 adds a release valve that 3.0 does not have. Section 2(a)(4), read 2026-11-03: the |
| 26 | +licensor "waives and/or agrees not to assert any right or authority to forbid You from |
| 27 | +making technical modifications necessary to exercise the Licensed Rights, including |
| 28 | +technical modifications necessary to circumvent Effective Technological Measures." |
| 29 | +Under 4.0, a recipient may lawfully get the work out of your DRM-wrapped build, which |
| 30 | +is the usual argument that a 4.0 asset can ship in a Steam, console or mobile build. |
| 31 | +The no-DRM sentence is still in 4.0, though, so CC0 remains the only choice with no |
| 32 | +question at all. Under 3.0 the restriction stands with no such waiver, so a CC BY 3.0 |
| 33 | +asset inside an encrypted or signed package is the riskier case. |
| 34 | + |
| 35 | +What to do: |
| 36 | + |
| 37 | +- Prefer CC0 or CC BY 4.0 for anything that ships inside a protected build. The |
| 38 | + [LPC Revised Basics](../catalog/2d/lpc-revised-basics.md) entry takes the OGA-BY |
| 39 | + versions of its sprites for exactly this reason: OGA-BY 3.0 is CC-BY without the |
| 40 | + anti-DRM clause. |
| 41 | +- For a CC BY 3.0 asset you need, ask the author for a waiver or a 4.0 or OGA-BY |
| 42 | + licence, or ship the file where players can reach it (a loose file beside the |
| 43 | + executable rather than inside an encrypted package). |
| 44 | +- Share-alike (CC-BY-SA) licences carry the same clause, as well as their copyleft. |
| 45 | + |
| 46 | +## App stores and copyleft |
| 47 | + |
| 48 | +Store terms of use can restrict copying and changing what a customer downloads, which |
| 49 | +sits badly with licences that require every recipient to be free to do both. The |
| 50 | +[OpenGameArt](../catalog/2d/opengameart.md) FAQ, read 2026-09-26, answers the question of |
| 51 | +using its art on the Apple App Store with "Not necessarily": Apple's terms "conflict |
| 52 | +with the terms of the GNU GPL, the GNU LGPL, CC-BY-SA, and CC-BY". The catalog's advice |
| 53 | +for an App Store build is to prefer CC0, OGA-BY or a permissive code licence (MIT, BSD, |
| 54 | +Apache-2.0), or to get the author's written consent first. |
| 55 | + |
| 56 | +The same reasoning applies to GPL code you link into the game: a store build is a |
| 57 | +distribution, and you cannot meet the GPL's terms if the store forbids what the GPL |
| 58 | +grants. GPL tools you only use to make assets, such as an editor, are a different case; |
| 59 | +see [the licence guide](licenses.md). |
| 60 | + |
| 61 | +## LGPL on consoles and closed platforms |
| 62 | + |
| 63 | +LGPL lets you ship a closed-source game that uses the library only if users can swap in |
| 64 | +a modified copy of the library. |
| 65 | + |
| 66 | +- **LGPL 2.1**, Section 6, read 2026-11-03: you may "combine or link a 'work that uses the |
| 67 | + Library' with the Library to produce a work containing portions of the Library, and |
| 68 | + distribute that work under terms of your choice, provided that the terms permit |
| 69 | + modification of the work for the customer's own use and reverse engineering for |
| 70 | + debugging such modifications." |
| 71 | +- **LGPL 3.0**, Section 4(d), read 2026-11-03: you must either convey the source and |
| 72 | + application code "in a form suitable for, and under terms that permit, the user to |
| 73 | + recombine or relink the Application with a modified version of the Linked Version", |
| 74 | + or "Use a suitable shared library mechanism for linking with the Library. A suitable |
| 75 | + mechanism is one that (a) uses at run time a copy of the Library already present on |
| 76 | + the user's computer system, and (b) will operate properly with a modified version of |
| 77 | + the Library". |
| 78 | + |
| 79 | +On a console or other platform that only runs signed code and allows no user-supplied |
| 80 | +libraries, the user can neither relink nor drop in a modified library, so neither |
| 81 | +option can be met in practice, so an LGPL library is not a safe choice there. On desktop, a dynamically |
| 82 | +linked LGPL library (a `.dll`, `.so` or `.dylib` beside the game) is the normal way to |
| 83 | +comply. The Unreal Engine EULA forbids combining the engine with GPL or LGPL code |
| 84 | +altogether; see [the Unreal guide](unreal.md). |
| 85 | + |
| 86 | +## Steam's AI disclosure |
| 87 | + |
| 88 | +Steam's Content Survey asks about AI-made content that ships with your game. The quote, |
| 89 | +and what it means for an entry tagged `ai-generated`, are in |
| 90 | +[the AI assets guide](ai-assets.md). |
| 91 | + |
| 92 | +## Before you submit |
| 93 | + |
| 94 | +1. List every third-party asset and library in the build, with its licence. |
| 95 | +2. CC BY 3.0, CC-BY-SA, GPL or LGPL in a console, iOS or other locked-down build: replace |
| 96 | + it, get the author's consent, or keep it out of that build. |
| 97 | +3. LGPL on desktop: link it dynamically and ship its licence and source offer. |
| 98 | +4. Ship your credits and licence notices; see [the licence guide](licenses.md). |
| 99 | +5. AI-made content: fill in the Content Survey's AI section. |
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