Three.js games

Ship your Three.js game on Steam

Three.js and React Three Fiber games belong on the desktop too. Deskifier builds them for Windows, macOS and Linux with Steamworks from your own code, big assets loaded from disk, and uploads to every store.

What 3D on the web makes harder

A Three.js game in a browser tab pays for being on the web: large models and textures downloaded on every visit, fullscreen that the browser controls, and no store to sell it in. Taking it to desktop yourself means Electron, a native Steamworks binding, per-OS builds, signing and upload scripts.

Deskifier does that part. Your game stays a web project, and the desktop builds ship your assets inside them, so a multi-hundred-megabyte scene loads from the player’s disk.

What your Three.js game gets

Assets on disk
GLTF models, HDRIs and textures ship in the build and load locally: no download on every launch, no CDN bill for players.
Steamworks from JavaScript
Achievements, stats, cloud saves and rich presence, from plain Three.js or inside your R3F components.
Resolution scale and window mode
The settings menu lets players trade resolution for frame rate and pick fullscreen, borderless or windowed.
Real fullscreen
The game owns the window, so there are no browser prompts and no Esc-to-exit surprises mid-game.
Every store
Steam, Epic and itch.io uploads from the dashboard, plus signed direct downloads.
Signed builds
Notarised on macOS and signed on Windows, with no security warnings on first launch.

Three.js to Steam in three steps

  1. 1
    Build your project
    Run your production build (Vite or whatever you use) and upload the output.
  2. 2
    Add Steam calls
    Call window.deskifier?.steam where players earn things. Test with App ID 480.
  3. 3
    Build & push
    Push Windows, macOS and Linux to Steam, and your builds to other stores.

Frequently asked questions

Yes. Deskifier runs your built app, whatever produced it. Call the SDK from components or hooks the same way you would call any async API.

It’s the same Chromium WebGL stack, so it matches Chrome on the same hardware. Players get resolution scale in the settings menu to tune it.

They ship in the build like any other file. Steam, Epic and itch.io all diff each upload, so after the first push a small change to a big game uploads a small patch.

Yes. Guard the SDK calls with optional chaining and the same build runs in a browser, where the desktop-only features simply don’t appear.

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

Your 3D game, on their desktop.

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