Phaser builds for the browser. Deskifier turns that build into a desktop game for Windows, macOS and Linux, with Steamworks available from your scene code and every store one button away.
Phaser is a web framework, so there is no “Export to Steam” button. The usual route is to assemble one yourself:
Plenty of successful Phaser games shipped this way. Deskifier gives you the same result without owning the wrapper, the binding or the pipeline.
deskifier.steam.activateAchievement({ name: 'ACH_FIRST_WIN' }). No plugin, no native module.dist), or point Deskifier at where it is hosted.window.deskifier.steam calls for achievements, stats and saves. Off Steam they resolve with success: false, so the browser version keeps working.Any. Deskifier wraps the built output of your game rather than hooking into Phaser itself, so it works the same for Phaser 3, Phaser 4 and games built on older versions.
No. The Steam, Discord and game APIs are on window.deskifier in the desktop build. Call them from any scene; there is nothing to register with Phaser.
Yes, if you guard the calls: window.deskifier only exists in the desktop build, so check for it (or use optional chaining) before calling. Inside the desktop build, features that aren’t available resolve with success: false instead of throwing.
Yes. Vite, webpack, Parcel or none at all: what Deskifier needs is the finished build, with an index.html and its assets.
Much the same, since the desktop build runs your game in a Chromium-based runtime with WebGL. Bundled builds usually start faster because assets load from disk.
Build and test for free, no card required. Pay only for the places you ship.