Wrong or outdated spec requests
You briefed the artist at 360px wide. Turns out Steam now requires 720px @2x, and nobody caught it until submission.
"Correct format. Wrong year."
Vitrine is the store asset management platform for publishers, marketing agencies, and studios shipping games, DLC, and store updates. Every capsule, screenshot, and localised description for Steam, Epic, GOG, Xbox and PlayStation, always at the right spec for each store.
Sound familiar?
Every studio deals with the same pain. Wrong dimensions, stale docs, approvals stuck in email chains.
You briefed the artist at 360px wide. Turns out Steam now requires 720px @2x, and nobody caught it until submission.
"Correct format. Wrong year."
Is capsule_final_v2_FINAL_en.png the right one, or was it capsule_latest.png? Or capsule_APPROVED_USE_THIS.png? Every launch is an archaeology dig through shared drives and Slack threads.
"Just use the one from the email. No, the other email."
Localization partners sending zips over email. Approval threads across five tools. Nothing ships until you chase every single person.
"Still waiting on the German short description."
The new way
One platform. Every asset. Every language. For anyone dealing with store assets on a semi-regular basis.
01 / ASSET HUB
Browse, upload, and organise all capsules, banners, screenshots, and store copy by game and platform. No more digging through drives or Slack.
Galaxy Defenders › All Assets
02 / SPEC INTELLIGENCE
Vitrine knows the exact dimension, format, and file size requirements for every asset slot on every store, and keeps them up to date.
Platform specs
Capsule › Main
600 × 900 px
Capsule › Header
460 × 215 px
Library Hero
3840 × 1240 px
03 / APPROVAL PIPELINE
Inline comments, one-click approve, and a clear audit trail. Your entire review process lives alongside the asset, not in seven different apps.
Header Capsule › Review
Maria K.
Font feels a bit small at this size. Can we bump by 10%?
Tom J.
Updated, also adjusted contrast for the subtitle.
04 / REQUEST BUILDER
Launching a DLC? New platform? Localisation pass? Set up an asset request bundle, assign it to your team or outsourcing studio, and track everything in one view.
New Asset Request
05 / STORE PREVIEW
Vitrine mirrors the real store layouts so you can see exactly how your assets will look before touching the live page. Catch layout issues, clipping, and font rendering in seconds.
06 / PRESS KIT & LANDING PAGES
EnterprisePull from your approved assets to instantly generate a structured press kit and an SEO-optimised landing page, with no copywriting or web design required.
Auto-generated output
Galaxy Defenders: Press Kit
presskit.vitrine.games/galaxy-defenders
SEO Landing Page
galaxydefenders.game · auto-generated
For the whole team
Invite your team, your localisation partners, and your outsourcing studios. Each role gets exactly what they need.
Full visibility across all assets, statuses, and due dates for every game and store.
Receive clear briefs with exact specs. Upload directly into the right slot. No guessing.
Access only the localisation tasks assigned to you. No exposure to unrelated assets.
Get structured briefs with everything in one link. Deliver directly into the platform.
Coverage
Specs for every asset slot on every major PC and console storefront, loaded and maintained by Vitrine.
Pricing
We're still working out the right model. Get in touch and we'll figure out what makes sense for your team.
Get Early AccessQuestions
What the category is, and where Vitrine sits next to the tools you already use.
Store asset management is a games-specific form of digital asset management (DAM): keeping every image, video, and text block that appears on a game's store page organised, versioned, and correct to each storefront's spec. A typical PC and console release needs capsules, key art, screenshots, trailers, short and long descriptions, and a localised set of all of them for every store it ships on.
Most teams use a shared drive such as Dropbox, Google Drive or SharePoint, a spreadsheet tracking which file belongs in which slot, and Steamworks itself for the final upload. That holds together until you ship on more than one store or in more than one language. Vitrine replaces the drive and the spreadsheet with a single library that knows each store's spec, validates files on upload, and tracks approvals.
Yes. Vitrine covers Steam, Epic Games Store, GOG, Xbox and PlayStation, including the specific slots each one requires: main and small capsules on Steam, landscape and portrait key art on Epic, box art and hero art on Xbox, master key art on PlayStation.
Steamworks is Valve's own backend and only covers Steam. It is where you upload a finished asset, not where you brief it, version it, review it, or localise it, and it has no view of the other stores you ship on. Vitrine sits upstream: it is where the asset is produced, checked against spec, and approved before anyone touches a store backend.
A shared drive stores files but does not know that a Steam main capsule has to be 1232x706, or that your German short description has a character limit. It cannot tell you which of five similarly named files was the approved one. Vitrine attaches the spec, the version history, and the approval trail to the asset itself.
Yes. External partners can be invited with access scoped to the tasks assigned to them, so a localisation vendor sees the text assets they are working on and nothing else. Outsourcing studios receive a structured brief with the full spec and deliver straight back into the platform.
Be among the first studios on Vitrine. Spots are limited.
No commitments. We'll reach out personally.