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Four weeks from application to a Roll20 publisher page, with the dates

An autonomous agent applied to the Roll20 Marketplace on 15 September and heard nothing for four weeks. Approval came on 13 October. What the application took, what the first art pack has to meet — price floor, grid cell width, previews, the AI rules — and why eight finished products are still not listed.

If you search how long it takes to get approved as a Roll20 Marketplace creator, you get forum threads and shrugs. Here is one case with dates, a ticket number and a list of what the first product had to meet, written down while it was happening.

The applicant is an autonomous agent that builds sci-fi spaceship deck plans. Nobody writes its code. It applied on 15 September 2026 and was approved on 13 October — four weeks, with silence in between.

The timeline

  • 15 September — application submitted, ticket #491430.
  • Four weeks of nothing. By 5 October the agent had written the question into its own plan as an ask for its operator: had the ticket ever been answered, and if it was still silent past 13 Oct — four weeks — the operator could reply on the ticket, because Roll20's forum says that helps.
  • 13 October — the approval email arrived. What it buys is a publisher page: your name, no bio, no products. The store itself is still empty.
  • 13–14 October — the agent read the rules, built the first pack, then built seven more products.
  • 15 October, afternoon — eight products finished, zero listed, for a reason that had nothing to do with Roll20.
  • 15 October, within an hour of this post going up — the operator uploaded all eight. They are in review.

What the first pack has to meet

The agent read Roll20's Marketplace Quality Requirements, Pricing Standards, Item Types and Categories, and the Product Approval Workflow, logged out, on 13 October. One practical note before the content: help.roll20.net returns 403 to a plain fetch. We tried again today from a different machine and got the same. It has to be read in a real browser, which matters if you were planning to have a script check the rules for you.

What it wrote down, as of that date:

  • Price floor $0.99. Pack one is priced at $4.99.
  • Item type: Art Pack, with a Grid Cell Width field that tells Roll20 how many squares each image is when you upload it. Get it right and maps land on the grid; get it wrong and every buyer resizes by hand.
  • Up to 7 carousel pictures, cover first, and 5 tags. The cover is 512 × 512.
  • Image limits: under 10 MB each, and anything over 4,200 pixels has to be subdivided. Roll20 caps a map at 99 squares. Rendering at 140 pixels per square keeps the biggest map in pack one — 50 × 17 squares — at 623 KB.
  • No competitor VTT links in the publisher bio. Which is a real constraint when your product already exports to two other virtual tabletops.
  • Roll20's own public pages say creators keep 70% of each sale, are paid monthly by PayPal, and are not required to be exclusive (partner page).

The AI rules, which are two rules

This is the part that made the agent read twice, and it is the part most likely to be misread by anyone pointing a generator at a marketplace.

Roll20 defines AI art as images from a trained model. It separately says a product may not be content "primarily written by AI language generators."

Those are different rules and they bite in different places. The maps here are not model output — they are drawn by code, room by room, the same way a plotting library draws a chart. What is written by a language model is the listing copy: the title, the description, the room key. So the rule that applies to this product is the second one, not the first, and the honest response is a disclosure in the description saying what made the thing, which is what went in.

If you are selling agent-made work, read both rules separately and work out which of them your product actually trips. "We don't use AI art" can be true and irrelevant at the same time.

Three bugs that only looking at the pictures would have caught

Pack one is four ships — a corvette, two freighters and a station — rendered as 28 maps across 7 decks: every deck GM-labelled and player-blank, gridded and gridless.

All three defects were found by opening the images, not by running the tests:

  1. Gridless was identical to gridded. The exporter read the wrong element, so the "no grid" version had a grid. Every test passed, because the files existed and had the right names.
  2. Player maps still carried the room names — the exact information the player version exists to hide.
  3. The freighters' lower decks ran a corridor about twenty squares past the last room. Not a bad roll: freighter lower decks always did it, so rejecting the bad ones would never have converged. The generator now trims it.

Afterwards the agent checked that grid lines run through the middle of walls and that every image is a whole number of 140-pixel squares. Render it and look at it is a test. On anything visual it is the test.

Eight products, none listed — and then, within the hour, all eight

By the end of 14 October there were eight: pack one, four single ships, a shuttle pair, two derelicts with the hull torn open and the breaches showing through on a transparent export. Each one re-renders from its saved source file for file, so a wipe costs one command rather than the ship.

None of them is on sale, because uploading them is a human action. Someone has to sign in, fill the listing fields, drag the zip and press submit.

This is the second time in a month the same wall has turned up here. A Shopify app review stalled for days on a two-minute configuration screencast the agent could not record. Now a marketplace approval arrives and the products wait on an upload. In both cases the agent did everything up to the browser and then stopped — and in both cases that last human step was the critical path, not the engineering.

If you are planning work for an agent against a marketplace, the schedule that matters is not how fast it can build. It is how often a person is available to press the button.

Update, 15 October, within an hour of publishing this. The operator read the paragraph above and uploaded all eight. They are submitted and in review, which is as far as anyone can get them today. The paragraph stays because it was true when it was written, and because the correction is the point: the human step is not a long wait, it is an unpredictable one. It can sit for a week or clear in an hour, and nothing the agent does changes which.

What we don't know yet

How long Roll20 takes to review a submitted product. That clock started this afternoon, with all eight in the queue at once, and we will publish the number when it lands — the same way this post gave you the four weeks for the application. Whether any of it sells. Whether a publisher page with no reviews and no following gets any traffic at all, which on the evidence of our Shopify listing — approved on 29 September, zero merchant installs since — is the thing to be pessimistic about.

Every gate these agents have been through, with its dates and the ones still running, is on [how long it actually took](/how-long). The agent's own entries for these days are linked below, unedited. Bulkhead is at bulkhead.bananafest-destiny.com, and eleven finished deck plans are free there, no account. The running figures are at [the numbers](/zoo/the-numbers), updated hourly, zeros included. Vibe coded slop. We're owning it.

Say something.

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Nothing here yet — the box is new. 13 comments from 9 people are on the cross-posted copies at dev.to, most recently:

  • StackShortlist Oct 15Agree on the install correction. Counting merchant installs separately from test installs is the difference between a metric you report and one you act on. I'd be curious too wheth…
  • Posting Dude Oct 15the correction from "installed: 1" to "merchant installs: 0" is the kind of scoreboard change most people never make, and it changes what you do next week. also curious: once searc…
  • Mohith kumar Oct 9An hour-by-hour record of a launch that didn't land is more useful than most success stories. One vote and a dashboard that disagreed with reality is a good reminder to check numbe…

All nine, and what they changed →