Windows and macOS builds of your HTML5 game, uploaded to Epic with BuildPatchTool from the dashboard. One button per platform, patches instead of full re-uploads, and nothing to install.
Getting onto the Epic Games Store is a partnership, not a signup: Epic reviews your studio and your game before you get a product in the Developer Portal. Start that early, because Deskifier can’t shorten it.
Once you’re in, every release means a native build per platform and an upload with BuildPatchTool, Epic’s publishing CLI, which is only distributed through the partner portal. Doing it yourself means a wrapper like Electron, a build for each OS, Mac signing, and a machine set up to run the tool with your organisation’s credentials.
Deskifier handles the builds and the upload; the store page and release stay yours.
Yes. You publish under your own account, with your product created in the Epic Developer Portal. Epic reviews studios before onboarding them, so start that before you plan a release date.
The BuildPatchTool credentials under Product Settings → General. EOS SDK clients are listed separately and won’t work with the upload tool; that mix-up is the usual cause of an authentication failure.
No. Epic’s launcher runs on Windows and macOS only, so those are the platforms Deskifier builds for Epic. Your Linux players can get the game through Steam, itch.io or a direct download.
Not yet. Epic builds get everything every Deskifier game build has (the settings overlay, save backup, offline play and Discord Rich Presence), but Epic Online Services features like achievements aren’t built in today.
Through the Epic launcher. Build & push a new version and assign it to a release; the launcher patches players’ installs. Deskifier’s own updater is switched off in Epic builds so the two never fight.
Build and test for free, no card required. Add Epic when you launch there.