s&box/field-guide
the symptom, in your words

"Standalone Steam export"

✓ verified on engine 26.07lane: Publishing & shippingposted
▸ SYMPTOM

You want a self-contained Steam title outside sbox.game — or you're evaluating whether standalone is worth losing platform services.

▸ CAUSE

Since the March 2026 Facepunch–Valve license, s&box games can export as standalone Steam titles royalty-free (only Steam's cut). As of 2026-07 this is still in preview: distribution needs Valve approval per title plus a Facepunch license (public contact path historically garry@facepunch.com(needs verification) of current process). Pilot cohort; nothing widely shipped standalone yet.

▸ FIX

Export mechanics

Project menu → Export… → icon, splash screen, Steam App ID → self-contained executable.

  • Base export ~500MB.
  • PC only; the game must be on Steam (other stores allowed additionally).

Trade-offs

GainLose
Full .NET — no whitelistCloud asset streaming
Engine source access (per Facepunch terms)Backend leaderboards / stats / achievements
sbox.game social layer / Play Fund path

Hard gotcha

A standalone build that still has PackageReferences can hang on startup — it can't reach sbox.game to resolve them. Keep the dependency list clean before exporting.

Disabling the whitelist in a normal project is a one-way door toward standalone-only and blocks platform publish — don't flip it casually while still shipping on sbox.game.

Exact preview enrollment steps change — confirm against current Facepunch docs before planning a launch date around standalone.

▸ WHY IT WORKS

Standalone is a different product surface: you trade the platform sandbox (services + whitelist + cloud) for a normal Steam executable. PackageReferences that assumed the sbox.game resolver have nowhere to go at boot, which is why a clean dependency list is load-bearing.

Verified on engine 26.07 — seen in a real project.
s&box moves fast; an undated fix is a liability. Spot a stale detail?