If your Unity game lives on the web first, Deskifier takes that same WebGL build to Windows, macOS and Linux, adds Steamworks, a settings menu and save backup, and uploads each release to Steam, Epic and itch.io.
Unity’s Windows, macOS and Linux players are excellent, and the Steam integrations for C# are mature. If you already ship native desktop builds, keep doing that: Deskifier won’t make them better.
Deskifier is for a different kind of Unity project:
.jslib that forwards to window.deskifier.steam. Test with App ID 480 before yours is issued.If your game already runs well as a native player, probably yes: native builds get the full engine, native performance and the established C# Steam libraries. Deskifier makes sense when the WebGL build is your real product, and shipping that one build everywhere is simpler than adding and maintaining a second target.
The same way you call any browser JavaScript from Unity: declare an extern method in C# and implement it in a .jslib plugin that calls window.deskifier.steam. The calls return promises, so send results back to C# with SendMessage when you need them.
Yes, as long as the .jslib checks that window.deskifier exists before calling it: it’s only present in the desktop build. Inside that build, Steam calls resolve with success: false when Steam isn’t available rather than throwing.
It runs the same WebGL build in Chromium, so it keeps the WebGL platform’s behaviour and limits. Deskifier gives it a real window, local files and store features, not a native player.
Yes, on Windows and macOS, which are the platforms Epic’s launcher supports. You need an Epic partner account and a product in their Developer Portal first.
Dev builds are free on all three desktops. You pay per store you ship to.
Upload your WebGL build and try a free dev build. No card required.