Babylon.js games

Ship your Babylon.js game on Steam

Babylon.js gives you a full 3D engine in the browser. Deskifier gives it a desktop: Windows, macOS and Linux builds with your assets on disk, Steamworks from your own code, and uploads to every store.

A full engine, with no desktop target

Babylon.js has the scene graph, PBR materials, physics, audio and a node material editor, but its home is the web: there’s no export to Windows or macOS. Babylon Native exists for embedding scenes in native apps, but that’s a C++ integration, not a way to ship the game you already wrote.

So a 3D web game headed for Steam usually ends up in hand-rolled Electron, with a native Steamworks binding, a build per OS, Mac signing and upload scripts to maintain. A 3D game also has a second problem: hundreds of megabytes of models, textures and environment maps that players shouldn’t download every launch.

Deskifier handles both. Upload your production build and everything ships inside the app, loaded from disk.

What your Babylon.js game gets

Heavy assets, local
glTF models, KTX2 textures, environment maps and physics WASM ship inside the build, so levels load from disk and the game plays offline.
Chromium on every OS
The same graphics stack as Chrome on Windows, macOS and Linux, so what you profile in the browser is what players run.
Steamworks, as promises
Achievements, stats, cloud saves, rich presence and the overlay on window.deskifier.steam. No native module to rebuild.
Resolution scale for players
The settings menu gives players window mode, resolution scale, monitor and volume, so lower-end machines have somewhere to turn.
Every store from one build
Steam, Epic and itch.io from one Build & push per platform, plus signed direct downloads.
Discord Rich Presence
Show the level or match on players’ Discord profiles with one setActivity call.

Babylon.js to Steam in three steps

  1. 1
    Build for production
    Run your bundler’s production build and upload the output folder (often dist), assets included.
  2. 2
    Call Steam where it matters
    Add window.deskifier?.steam calls for achievements and saves. Test with App ID 480 in a free dev build.
  3. 3
    Build & push
    Push Windows, macOS and Linux depots to Steam, and your builds to Epic and itch.io.

Frequently asked questions

The desktop build runs Chromium, so rendering matches Chrome on the same machine; your engine options and your scene optimisations carry over unchanged. Loading from disk usually makes startup and level loads faster than over the network.

Yes. Bundled files are served inside the app over a proper web origin, with the right content type for .wasm, rather than from file:// paths. So a physics plugin like Havok that works in your production web build works in the desktop build.

Use it in the browser while you develop, as now. The desktop build runs the same code, so leave the Inspector out of your production bundle the way you would for the web.

Yes. window.deskifier only exists in desktop builds, so optional chaining keeps the browser version working. In desktop builds, Steam calls resolve with success: false off Steam rather than throwing.

Dev builds are free on all three desktops. You pay per store you ship to.

From WebGL scene to Steam library.

Upload your build and try a free dev build. No card required.