Key management

Overview

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key statuslive
key tools

Issue one key for a single buyer, or open the batch mint to fill a shop order.

publish a dll
players this week
last 24 hours
needs your attention

My menus

Open a menu to edit it, publish a dll, or mint keys. Changes hit the loader catalog the moment you save.

License keys

Keys open paid menus on one locked machine each. Mint a batch, hand them out, revoke a leak.

mint a batch
Days valid sets when the key stops working. Leave it 0 for a lifetime key.

Team keys

A team key opens this panel for several of your menus at once, so a co-developer never needs your own key. Lock it to one machine and set a cut-off date; delete it the day they stop helping.

mint a team key
Days valid sets when the key stops working; 0 means it never does. With the lock on, the first browser that signs in with the key claims it and every other one is turned away until you press free device.
issued team keys

Bulk tools

Everything here works on the whole key set at once, so read the count before you confirm.

keys per menu
export

Copies every key you can see as tab-separated rows with its status, so it pastes straight into a spreadsheet or your shop records.

cleanup

Marks keys that already ran out as revoked so they drop off your list. A key that is still usable is never touched.

Access & help

What this account can touch, and how a menu gets from your machine to a player.

this session
01 · BUILD

Compile your menu for the current game build. A BepInEx plugin needs no entry point; an injectable menu needs its namespace, class and method.

02 · PUBLISH

Use the updater to pick a dll and a channel, or open your menu on the My menus tab and upload under publish. The old file is replaced and players get the new one on their next launch.

03 · SELL

Tick paid, save, then mint keys on the Keys tab. Each key locks to one machine the first time it is used, and can carry an expiry date.

How the loader treats your file

Every download is encrypted for the requesting machine, so a captured blob is not a usable dll. Your real filename and entry point never appear in the public catalog - the loader asks for a short-lived token first.

Entry point, in plain terms

Leave all three fields blank for a BepInEx plugin: the loader writes your dll into BepInEx\plugins and it loads on the next game start. Fill in namespace, class and method for an injectable menu and the loader runs it inside the live game instead. Blank fields on save mean keep what is already set - the server never sends stored entry points back to this page, so it cannot show them to you.

Brand colour and banners

Set a #rrggbb brand colour and the loader draws you a banner strip plus a letter badge in that colour. Upload a banner image to use your own art instead. Leave both empty and you get the default MANE.DB artwork. The colour picker lives under details on each menu.

Handing keys to buyers

Use copy visible on the Keys tab to lift every key that matches your current filter, or copy all as rows under Bulk tools for the whole set with statuses. A key that leaks is one click to revoke - the player loses access on their next launch.

Bringing a developer in

Under Team keys you can mint a key that opens this panel and the updater for two or more of your menus at once, so you never hand over your own. Tick the device lock and the first machine that signs in claims it; free device moves it to a new one, and delete cuts access immediately. A team key can edit and publish the menus it is scoped to, but it cannot create menus, delete menus or mint further keys.

Something not working, or want another menu attached to this account? Message Mane on the Discord with your menu id - the small copy button on any menu row gives it to you.

Elsewhere on the site

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