Make your browser game
downloadable.

Convert your browser game to a native desktop app.
A game people install is a game people take seriously.

Ships to
+ 5 more
WHY DOWNLOADABLE

Browser games get played once.

The same build, behind a download button instead of a URL, is treated as a different class of thing entirely.

Your game, in their library.

It sits beside the games people paid for, with its own art, play time and achievements, one click away from Play.

Your game, on the desktop.

An icon of its own on their desktop, in the Start menu, the taskbar and the Dock, one click from playing. It runs with no connection at all, so there is nothing to bookmark and nothing lost when a tab closes.

WHERE IT SHIPS

Every place players look.

Connect a store once, then every release is a button. We sign, notarise and upload.

Steam Store

  • 5 visibility rounds
  • 1M impressions each
  • 42.6M peak concurrent
  • 132M monthly accounts
Visibility rounds and impressions per Valve's Steamworks documentation: every product gets five, each running up to 30 days or one million homepage impressions. Peak concurrency is Steam's record, set in March 2026; the monthly figure is Valve's own last public disclosure.

Epic Games Store

  • 317M PC users
  • 78M monthly actives
  • $1.16B player spend
  • 0% fee on the first $1M
Users, monthly actives and spend from the Epic Games Store 2025 Year in Review: PC accounts at the end of 2025, the record monthly active count set that December, and PC player spending for the year. Since June 2025 Epic takes no revenue share on each game's first $1M a year, then 12%.

Mac App Store

  • 850M weekly users
  • 175 countries and regions
  • $550B paid to developers
  • 15% commission under $1M
Weekly users, reach and developer earnings (since 2008) from Apple's 2025 services review, and cover the App Store across all Apple platforms; Apple doesn't publish Mac-only figures. The commission is the App Store Small Business Program rate.

And more

  • itch.ioWindows, macOS and Linux, pushed with butler.
  • Microsoft StorePackaged as AppX for Windows.
  • Snap StoreSnap packages for Linux.
  • Direct downloadsSigned .exe, .dmg and .deb installers for your site.

Get your game the visibility it deserves. Ship to every store without a rewrite.

Ship your game
WHAT YOU GAIN

The things a browser can't give you.

Features that players expect. Configured in the dashboard, and shipped in the build.

Achievements that actually fire.

Call one method and Steam does the rest: the unlock, the badge, and how rare it is, shown on your store page. Stats and leaderboards come from the same SDK.

Free marketing, every time they play.

When someone launches your game on Steam, their friends get a notification that they're now playing it, and see it on their friends list. Every session puts your game in front of people who trust the player.

Saves that follow the player.

Write to Steam Cloud through the SDK and a run started on a desktop finishes on a laptop. No account system, no backend, no save-file support emails.

Plays with the network off.

Upload your build and it ships inside the app instead of loading from a URL. A plane, a conference floor or a bad hotel connection stops being a support ticket.

Rich Presence on Discord.

Your game shows up on the player's Discord profile, with your art, what they're doing and an elapsed-time clock. One setActivity call from your game's JavaScript, with no Discord SDK to bundle.

Built with your engine. Shipped to your stores.

Deskifier wraps what your engine already exports, so there is nothing to port and no plugin to install.

Unity
Godot
Phaser
Construct 3
GDevelop
Rosebud
GameMaker
PixiJS
PlayCanvas
Defold
Cocos
Three.js
Babylon.js
RPG Maker
Ren'Py
Steam
Epic Games
itch.io

And anything else that exports to HTML5 or WebGL.

PRICING

Pay for the places you ship

Start free. Add each store as you launch there.

DEVELOPMENT
Free

For testing & developing with Deskifier, no commitment, no card.

Get started
✓Unlimited dev builds
✓Test Steamworks with App ID 480
✓Windows, macOS & Linux
PRODUCTION

Pick where your game launches

DIRECT DOWNLOAD
STORES
Estimated total
$0/mo
Get started →

Wrapping a web app instead? See web app pricing →All prices are in USD.

FAQ

Frequently asked questions

Everything about shipping your game with Deskifier. Can't find an answer?

Contact support

Anything that exports to HTML5 or WebGL: Unity (WebGL), Godot (web export), Construct, GameMaker, Phaser, PixiJS, PlayCanvas, Defold, Three.js and more. Deskifier wraps what your engine already exports, so there is nothing to port and no plugin to install.

Yes. Upload your build and it ships inside the app instead of loading from a URL, so it runs with no connection at all.

Turn on the Steam integration in the dashboard and enter your App ID. Your game's JavaScript then calls Steamworks directly (achievements, stats, Steam Cloud saves, rich presence and the overlay) with no native code and no Steam SDK to bundle.

Yes, you publish under your own accounts: Steamworks, the Epic Developer Portal, itch.io, or an Apple developer account for the Mac App Store. Connect them once and Deskifier builds, signs and uploads each release.

Yes. Dev builds are free, watermarked and locked to your account, on Windows, macOS and Linux. To try Steam features before your app is approved, use App ID 480, Valve's Spacewar test app.

No. Production installers are signed: Developer ID signing and Apple notarisation on macOS, and Azure Trusted Signing on Windows.

Stop sending people a link.

Build installers for all three desktops, wire up Steam, and push to itch.io. Free to start, no card required.

Looking to wrap your web app?Deskifier turns any web app into a native desktop app too.See Deskifier for apps →