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21 Comments

A small offline tool for turning existing key art into launch-ready crops

For indie teams cleaning up launch art, I made Capsule Studio: an offline Windows crop/export tool for existing key art. It includes Steam/itch-sized presets, a safe-zone preview, named PNG exports, and an optional ZIP.

No account, cloud sync, store upload, or generated artwork. No Valve/Steam/itch affiliation. AS-IS, Windows MSI, $12.

I’d be interested in feedback from indie teams: where does launch-art resizing/export still feel most error-prone?

Landing: https://etherea.llc/capsule/
Lemon: https://etherea.lemonsqueezy.com/checkout/buy/93de81d9-1ff8-472a-b90e-b28601165d24

on September 22, 2026
  1. 1

    Appreciate the honesty here, most people only share the wins.

  2. 1

    This is useful. How are you finding your first users so far?

  3. 1

    This is useful. How are you finding your first users so far?

  4. 1

    This is useful. How are you finding your first users so far?

  5. 1

    Nice work shipping it. What has been the biggest challenge since launch?

  6. 1

    What made you pick this stack over the alternatives?

  7. 1

    This is useful. How are you finding your first users so far?

  8. 1

    Clear and practical, thanks. Did anything surprise you along the way?

  9. 1

    Really relatable. How much time do you put into this each week?

  10. 1

    This is useful. How are you finding your first users so far?

  11. 1

    Solid lesson. Which channel has worked best for you so far?

  12. 1

    This is useful. How are you finding your first users so far?

    1. 1

      So far I am my only user. :) I found it useful.

  13. 1

    What evidence would show the export workflow is painful enough to justify a paid tool—teams repeatedly using Capsule, avoiding specific errors, or actually paying after their first launch?

    1. 1

      Most teams probably don't need it. Solo devs might appreciate it. I would have bought it.

      1. 1

        Your own willingness to pay is a useful signal, but it doesn’t establish a market yet. Have you heard the same pain from other solo devs, or is that part still your hypothesis?

        1. 1

          I'm not trying to establish a market. I made it to ease my own pain publishing a game to Steam. If it helps other small devs and I can make a few bucks in the process, it's nice but I'm not trying to start an empire with a tool.

  14. 1

    How did you decide this was worth building in the first place?

    1. 1

      I published my first game on Steam. I really suck at art, and Steam has extremely specific requirements for required assets for the storefront. I was spending hours in GIMP and the results still sucked. So I decided to automate it.

  15. 1

    Interesting approach. What was the hardest part to get right?

    1. 1

      Collecting the specific requirements for the 2 stores. C# is a second language for me.