Cocos Creator games

Your Cocos web build, on every store

If your game already ships as a web build to portals, instant-game platforms or your own site, Deskifier takes that same build to Steam, Epic and itch.io, with Windows, macOS and Linux builds, Steamworks and a settings menu.

Cocos builds for desktop natively. Why this?

Cocos Creator has native Windows and macOS targets, and if you already ship those, keep using them. Deskifier is for a different kind of Cocos game: one that’s web-first.

  • One build, not two. If your game lives on web portals and instant-game platforms, a native desktop build is a second target to test, with its own toolchain and its own bugs. Deskifier ships the web build you already test, in Chromium.
  • Steam from TypeScript. Steamworks in a native build is native-side integration work. Here it’s promise calls on window.deskifier.steam from your components.
  • Linux included. Windows, macOS and Linux from one upload, including a Linux depot for Steam.
  • Uploads and signing handled. No Xcode or Visual Studio setup, no certificates for direct downloads, and one Build & push per platform for Steam, Epic and itch.io.

What your Cocos game gets

The build you already test
Your web-desktop or web-mobile build runs in Chromium on all three desktops, exactly as in Chrome.
Steamworks from components
Achievements, stats, cloud saves, rich presence and the overlay through window.deskifier.steam, called from your TypeScript.
Steam, Epic and itch.io
SteamPipe, BuildPatchTool and butler, run for you from one Build & push per platform.
A settings menu you didn’t build
Window mode, resolution scale, monitor and volume over your game, opened by hotkey, controller or your own pause menu.
Saves that survive
sys.localStorage saves are backed up to a visible GameSaves folder and restored after a reinstall.
Offline, from disk
Upload your build folder and bundles, textures and audio load locally, with nothing fetched from a CDN.

Cocos to Steam in three steps

  1. 1
    Build for the web
    Use the Web Desktop (or Web Mobile) build and upload its output folder, usually under build/.
  2. 2
    Add Steam calls
    Call window.deskifier?.steam where achievements unlock. Test with App ID 480 in a free dev build.
  3. 3
    Build & push
    Push each platform to Steam, Epic and itch.io from the Builds page.

Frequently asked questions

Only if your game is web-first. If you already ship native Windows and macOS builds and they work well, stay with them. Deskifier helps when the web build is your main product and you want it on desktop stores without maintaining a second target.

Either works, since both are web builds. Web Desktop is the natural fit for a game played in a desktop window; use Web Mobile if that’s the build you already test and ship.

Declare a small type for window.deskifier, then call it from any component. Every method returns a promise. window.deskifier only exists in desktop builds, so optional chaining keeps your web build working, and in desktop builds off Steam the calls resolve with success: false rather than throwing.

No. The desktop build runs the same web build in Chromium, so WebGL rendering matches Chrome on the same machine.

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

One Cocos build, every store.

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