Godot web exports

Take your Godot web export to Steam

When the web build is the one your players know, Deskifier ships that export to Windows, macOS and Linux, with Steamworks, Discord, a settings menu and save backup, and uploads it to Steam, Epic and itch.io.

Godot’s desktop exports are great. This is for web-first games.

Godot exports native Windows, macOS and Linux builds, and GodotSteam is a well-loved way to add Steamworks. If that’s how you ship today, keep doing it; there’s nothing for Deskifier to fix.

Where Deskifier fits is a Godot game whose home is the browser:

  • Released on the web first, on itch.io as an HTML game or on portals like CrazyGames and Poki, and tested mostly in a browser.
  • Built around the web: JavaScript libraries, a web backend or portal SDKs reached through JavaScriptBridge, which a native export would need replacing.
  • One build for every channel. The export players run in the browser is the one on Steam and Epic, uploaded from one button, with Mac builds signed and notarised for you.

What your Godot web export gets

Threaded exports, no server config
Bundled builds are served cross-origin isolated, so an export that needs SharedArrayBuffer runs without you setting headers anywhere.
Steamworks via JavaScriptBridge
Achievements, stats, cloud saves and rich presence through window.deskifier.steam, called from GDScript.
Discord Rich Presence
Show the current level or mode on the player’s Discord profile, with your own art.
A settings menu you didn’t build
Window mode, resolution scale, monitor and volume over your game, with a Quit button always there.
Saves that survive
Web exports save to browser storage. Deskifier backs it up to a GameSaves folder and restores it after a reinstall.
Steam, Epic and itch.io uploads
SteamPipe, BuildPatchTool and butler, run for you from the Builds page, one push per platform.

Godot web export to Steam in three steps

  1. 1
    Export for the web
    Use your Web export preset and upload the folder it produces, with its index.html.
  2. 2
    Reach Steam from GDScript
    Call window.deskifier.steam through JavaScriptBridge. Test with App ID 480 until yours is issued.
  3. 3
    Build & push
    Try a free dev build, then push each platform to your stores.

Frequently asked questions

If your game already runs well as a native build, yes: you get the full engine and GodotSteam’s complete API. Deskifier is worth it when the web export is your main build and keeping one build for every channel beats maintaining two.

Through JavaScriptBridge, which lets web exports reach browser JavaScript. Get window.deskifier and call the Steam methods on it. Check it exists first: it’s only there in the desktop build, so the same export still runs on the web.

Steam calls resolve with success: false and a reason instead of throwing, so the game carries on. getStatus tells you why while you’re debugging.

Yes. It’s the same web export in Chromium, with the web platform’s behaviour, plus a real window, local files and the settings menu around it.

Steam and itch.io on Windows, macOS and Linux, and the Epic Games Store on Windows and macOS. Each store then updates the game for its players.

From the browser tab to their Steam library.

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