Your browser game, as a real Windows, macOS and Linux build: Steam achievements, stats, cloud saves and the overlay called from the JavaScript you already wrote, and every release uploaded with SteamPipe from one button.
Steam doesn’t care what engine made your game; it needs a native build that launches. Getting a web game there yourself usually means:
.vdf build scripts and depot mappings, run from a machine that holds your Steam login.None of it is hard on its own, but it adds up to weeks of build tooling before a player sees your game, and it all needs maintaining. That is the part Deskifier does for you.
480, Valve’s Spacewar test app, and everything but the upload works end to end.Steam reviews the game, not the engine. What it needs is a native build that installs and launches like any other, which is what Deskifier produces: real Windows, macOS and Linux builds uploaded to your depots.
Only to call Steam features. Your game runs as it does in the browser; achievements, stats, cloud saves and rich presence are promise calls on window.deskifier.steam. Off Steam they resolve with success: false instead of throwing, so one build of your code works everywhere.
Yes. Set your App ID to 480 (Spacewar, Valve’s public test app) and the Steamworks features work end to end in a free dev build. Swap in your real App ID once it is issued.
Pay Valve’s app fee, create your depots, define achievements and stats, and set each build live. Valve requires the default branch to be set live by hand, so a pushed build waits in Steamworks until you release it.
Through Steam. Build & push a new version and set it live; Steam patches players’ installs, and SteamPipe uploads only what changed. Deskifier’s own updater is switched off in Steam builds so it never fights Steam’s file checks.
Build and test with Steam for free, no card required. Pay once you ship.