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.
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.
dist), assets included.window.deskifier?.steam calls for achievements and saves. Test with App ID 480 in a free dev build.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.
Upload your build and try a free dev build. No card required.