HTML5 games on Steam

Put your HTML5 game on Steam

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.

The DIY route, honestly

Steam doesn’t care what engine made your game; it needs a native build that launches. Getting a web game there yourself usually means:

  • A desktop wrapper: Electron or NW.js, configured, kept up to date and built separately for each operating system.
  • A native Steamworks binding like greenworks or steamworks.js, matched to your wrapper’s version and rebuilt whenever either changes.
  • SteamPipe: steamcmd, .vdf build scripts and depot mappings, run from a machine that holds your Steam login.
  • Signing, if you ship a Mac depot: a Developer ID certificate and Apple notarisation.

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.

What your game gets on Steam

Achievements and stats
Define them in Steamworks, then unlock and track them with one call each from your game code. Steam shows the toast, the badge and how rare it is.
Steam Cloud saves
Write saves through the SDK, or point Auto-Cloud at the game’s GameSaves folder and let Steam sync it across the player’s machines.
Rich presence and the overlay
Friends see what the player is doing from their friends list, and Shift+Tab brings up the Steam overlay over your game.
SteamPipe from the dashboard
Build & push uploads your depots for each platform. No steamcmd, no .vdf scripts, no downloading a build just to upload it again.
Your password never needed
You invite Deskifier to your Steamworks team with only the permissions it needs to upload. Remove it any time, and it can never set your default branch live.
The rest of a desktop game
An in-game settings menu, saves backed up outside browser storage, and offline play when you bundle your game’s files into the build.

Browser game to Steam in three steps

  1. 1
    Add your game
    Point Deskifier at your game’s URL, or upload your HTML5 build so it ships inside the app and plays offline.
  2. 2
    Turn on Steamworks
    Enter your App ID in the Steam section. No App ID yet? Use 480, Valve’s Spacewar test app, and everything but the upload works end to end.
  3. 3
    Build & push
    Add your depot IDs and invite Deskifier to your Steamworks team, then push each platform. Set the build live in Steamworks when you are ready.

Frequently asked questions

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.

Your game, in their Steam library.

Build and test with Steam for free, no card required. Pay once you ship.