Modding guide
New units, buildings and upgrade levels in one JSON file: the format, how to test a mod in the game, and how to publish it to the registry.
Steel Tide takes mods. A mod adds units, buildings and upgrade levels, described in one JSON file with sprite sheets beside it if you draw some, and gives them behaviour of their own: forms they turn into, units they spawn, buttons on their cards, weapons that look like nothing in the game. The game lists mods under Settings → Mods, next to the official registry where everyone's mods are published. A mod cannot change the rules, the interface or the units the game ships with: it adds, and everything it adds is switched off with it. That is what keeps a mod safe to install and a save safe to load.
What a mod is
A folder:
my-mod/
mod.json the manifest: the mod's identity, its defs, and the sheets they draw with
sprites/*.png optional art
screenshots/*.png the mod in play, 4:3; the registry asks for at least one
README.md optional
mod.json names the mod, then lists its defs (each a unit, a building or an upgrade level) and, if the mod draws its own art, the sheets. Every field a def can carry is a field of the game's own unit definition, so anything you can read off a wiki page is something a mod can set.
Each page of this guide ends with a reference: the fields its part of mod.json takes. Anything not in those tables is ignored with a warning; a number outside its range is an error.
Start with your first mod: a working one in five minutes. If you would rather hand the work to a coding agent, there is a skill for it.
Getting started
Your first mod
A complete, working mod in five minutes: start from a vanilla unit with extends and change what you like.
The manifest
mod.json: the mod's identity, the defs it adds and the sheets they draw with, and how its text is written in several languages.
Testing
Load a mod from a folder, a file or a URL, see it in play without building anything, and take it into a multiplayer room.
Publishing
Put a mod in the registry: screenshots, the checker, a pull request, and a new version for every change.
For coding agents
A skill that teaches Claude Code, Cursor, Codex and other coding agents the whole format, how to test a mod and how to publish it.
Units and buildings
Units and buildings
Defs: what a unit, a building or an upgrade level carries, where each one is built, and how the AI fields it.
Weapons
A def's guns: how their damage meets each armour class, and a look of their own: rounds, flashes, bursts and beams.
Art
Sprite sheets for bodies, turrets, buildings and decals: how to draw them, how team colour works, and which frames play when.
Behaviour
Rules that make a def change form, spawn units, heal, pay or blow up; buttons on its card; shields; and a carrier's wing of planes.
More content
Factions
A faction players can pick in Conquest and Frontline: its own headquarters, starting builders and roster.
Terrain variants
New looks for existing terrain: flat materials, and cities with roofs, lights, architecture and signs of their own.
Sound and music
Recordings for a mod's weapons, and menu and battle playlists of its own.
Home menu background
Replace the home menu's live battle cuts with scenes of your own, played out on your maps.