Build your game as a desktop app, a deployable web bundle, or an Android/iOS app.

Desktop, Web & Mobile Exports

Publishing puts your game on a server. Exporting turns it into a product players install — branded as yours, with your name, icon and colors, pointed at whichever server you choose.

Open Build → Export Game in the studio. The modal opens with a readiness overview: what you can build right now, what each target will produce, and what's missing (a signing key, a server URL, an icon) before it will succeed. Every export runs pre-flight validation first, so failures are explained up front instead of thirty minutes into a build.

Targets

TargetArtifactNotes
Windows / macOS / LinuxA branded desktop appThe game client is bundled inside — it launches and serves locally, falling back to your hosted client if anything goes wrong
WebA deployable bundleA self-contained server bundle with a Dockerfile, README and config — deploy it anywhere, not just our hosting
AndroidA real .apk or .aabBuilt through a checked-in native shell; your application id and app name are patched in
iOSA configured Xcode project, or a signed .ipaRequires a Mac — the target refuses cleanly elsewhere with instructions

Branding

  • Identity — game name, application/bundle id, version
  • Icons & splash — generated for every required size from your own art
  • Orientation — mobile exports apply the orientation you configured (portrait, landscape, or free)
  • Web install — hosted games install as themselves: the play page serves a per-project web manifest with your name, accent color and logo, so an installed shortcut is your game, not the engine

Server Profiles

An exported build has to know where to connect. Use my hosted project fills the URLs in for you from your account: it resolves your project's stable play URL and its game-server address, and stamps when it was resolved so you can tell when a profile has gone stale. You can also point a build at any self-hosted server by entering the URLs yourself.

Signing

PlatformWhat you provide
Windows / macOSCode-signing certificate details (optional for local testing)
AndroidA keystore for release builds; debug builds need nothing
iOSYour Apple Developer Team ID for a signed archive

Distribution

The play page can show a Get the game section: a browser install prompt (or "Add to Home Screen" hint on iOS) plus download buttons for your desktop installers, pulled from your public releases. It's off unless you configure it, so an unconfigured game just joins straight into play.

> Exports are cached by content fingerprint. Re-exporting after changing only your branding skips the long client build entirely, so the second export is minutes rather than tens of minutes.

> App Store note: a mobile build that only wraps a remote URL can be rejected under App Store rule 4.2 ("repackaged website"). Bundling your game's assets into the app is the mitigation, and the export flow surfaces this before you submit.