Unity WebGL games

Your Unity WebGL build, on Steam

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 builds for desktop natively. Use that if it works for you.

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:

  • Web-first games. You released on the web or on portals like CrazyGames and Poki, your game is tuned for WebGL, and it may lean on web SDKs, JavaScript libraries or a web backend that a native player doesn’t have.
  • One build, not two. You want the build players already run in the browser to be the one on Steam, rather than maintaining and testing a second native target alongside it.
  • No release pipeline to own. SteamPipe, BuildPatchTool and butler run from one button, and Mac builds are signed and notarised without you owning a Mac.

What your Unity WebGL game gets

The build you already test
The same WebGL output you ship to the browser, running in Chromium on all three desktops. No new platform to profile.
Steamworks through a .jslib
Achievements, stats, cloud saves and rich presence via window.deskifier.steam, called from C# through a small .jslib bridge.
Store uploads, one button
Steam, Epic and itch.io, each pushed per platform from the Builds page. Stores then handle updates for their players.
A settings menu you didn’t build
Window mode, resolution scale, monitor and volume over your game, opened by hotkey, controller or your own pause menu.
Saves that survive
WebGL saves live in browser storage. Deskifier backs it up to a visible GameSaves folder and restores it after a reinstall.
Offline, from disk
Upload your build folder and it ships inside the game, so a large WebGL build loads from disk instead of the network.

Unity WebGL to Steam in three steps

  1. 1
    Build for WebGL
    Make the WebGL build you already ship, and upload the output folder with its index.html.
  2. 2
    Bridge the Steam calls
    Add a .jslib that forwards to window.deskifier.steam. Test with App ID 480 before yours is issued.
  3. 3
    Build & push
    Try a free dev build, then push each platform to Steam, Epic and itch.io.

Frequently asked questions

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.

Web-first Unity, on every store.

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