> ## Documentation Index
> Fetch the complete documentation index at: https://docs.spurdoverse.app/llms.txt
> Use this file to discover all available pages before exploring further.

# Selling CS2 Inventory loadouts

> Publishing a skin loadout from your Inventory: the source set, new versions, the cover, unique skins, what buyers get, and loadouts from the old market.

A CS2 Inventory config is a skin loadout: the skins, stickers and slots of one of your saved
Inventory sets. Like a cheat config, it isn't uploaded by hand. You pick a set from
**Inventory → Configs**, and every version is a snapshot of that set at the moment you release.
Loadouts aren't reviewed by a person: once the automated checks pass, the item and each new
version are live.

***

## Before you start

* **A saved set in Inventory → Configs.** It has to be yours: your own set or one gifted to you.
  A loadout you bought, or a copy you made of one, can't be published.
* **The rules.** Read the [author rules](https://spurdoverse.app/marketplace/rules?tab=authors)
  once.

***

## Step 1: Create the item

* In **Inventory → Configs**, open the set's menu and press **Publish on the market**. The draft
  gets the set's name, the CS2 Inventory product, and the set as its source.
* Or in **My items**, press **New item**, pick **Config** and **CS2 Inventory**, then pick the set
  in **Basics** under **Which inventory config to publish**.

**Basics** shows the chosen loadout as buyers will see it on the item page.

***

## Step 2: Fill in the card

Name, summary, description and tags work as for any item: see [The item card](/market/item-card.md).

**Screenshots are optional.** With them, the first one is the card's cover. Without them, the
cover is a mosaic of the loadout's skins.

**Price & access** takes **Free** or **Forever** only. A paid plan has to be at least the market's
minimum price, \$0.50. See [Prices, discounts and grants](/market/pricing.md).

***

## Step 3: Publish

Press **Publish** at the bottom of the editor. If the item has no version yet, the server releases
`1.0.0` from the chosen set right then and runs the automated checks:

| Check | |
| :- | :- |
| The set | Its snapshot reads, and every slot points at an item that's in it |
| Size | 1 to 1000 items |
| Skins | Every item and every paint exists in the skin catalog |

When they pass, the item is in the catalog at once. If the button refuses, it says why, field by
field: see [When the button refuses](/market/publishing.md#when-the-button-refuses). Links to your own
live inventory are removed from the snapshot: buyers get the skins, not your items.

The catalog filters loadouts by what's inside: knives, gloves, weapons, custom skins.

***

## New versions

A loadout has **no branches**: no beta, no dev, only versions on one line that every owner gets.

Change the set in your Inventory as usual: buyers don't see it until you release. Then open
**Loadout versions** in the editor and press **New loadout version**:

| Field | |
| :- | :- |
| **Config from Inventory** | The set. The version is taken from it as it is now |
| **Version number** | Optional. Empty means the next patch: `1.0.0` → `1.0.1` |
| **What's changed** | One line per change: "Added Karambit \| Lore" |

The dialog shows how many skins there were and how many there will be. The version is live right
away, and owners see the update in their Inventory.

**Make current** next to an older version rolls back to it: a new version with the next number and
the old loadout, marked "rollback to …".

***

## Unique skins

A loadout can hold unique spurdo! skins, the ones traded on the
[skin market](https://spurdoverse.app/marketplace/skins). The changer draws them only for players who
own them:

* the item page lists them under **Not in your inventory**, and the buy box says how many before
  the buyer pays;
* when a buyer applies the loadout, those skins stay out of the game, and the rest applies. The
  toast says how many were left out.

Say in the description which skins are unique, so nobody is surprised.

***

## What buyers get

The bought loadout shows up in the buyer's **Inventory → Configs**, under **From the market**:

* **Apply** puts it on like one of their own sets. Applying makes their personal copy of your
  current version; their changes to the inventory go into that copy.
* **Restore the original version** throws away their changes and brings back your version.
* **Update to …** appears when you release a new version. Without changes on their side the copy
  just becomes the new version. With changes, they pick: replace their edits, keep their edits,
  or keep their edits as a separate set and update the copy. **What changed** lists the skins
  added, removed and set up differently.
* **Make a copy** saves it as a set of their own. They can apply and edit it, but not share it or
  publish it on the market.

Loadouts are sold forever only, so a bought loadout doesn't expire.

***

## Loadouts from the old market

Inventory configs sold on the old market were moved to the new one as the same items, with their
versions, buyers and reviews. Their versions are on stable, and the one that was active is
current.

* A loadout that was public on the old market is published; an unlisted or private one is hidden.
  Check its card in the editor and **Back to catalog** in **My items** when you want it shown.
* A loadout without a single version with skins wasn't moved: its buyers and reviews stay on the
  old market.

***

## Next steps

> **[Cheat configs](/market/configs.md)**
>
> Selling cheat settings from Cloud.

> **[The item card](/market/item-card.md)**
>
> Name, summary, description, screenshots.

> **[Reviews and disputes](/market/buyers.md)**
>
> Reviews, reports, disputes, refunds.

> **[Income and payouts](/market/income.md)**
>
> Commission, hold, withdrawals.


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