
port a game to web
Port a game to web
A browser build has no filesystem, a hard memory ceiling, and a download the player watches. Those three facts shape the whole port.
Porting a game to web means building a browser version of a game you own that runs through WebAssembly and the browser graphics APIs. One rule is specific to Summer Engine: C# is not supported on web, so browser builds use GDScript or C++. Every other target supports C#.
The web is the only platform where the player watches your download happen. Every megabyte is a chance to leave. Memory is capped lower than on desktop, especially on mobile browsers. There is no filesystem, so saves live in browser storage that the player can clear. Audio cannot start until the player interacts with the page.
In exchange you get instant play, a link you can post anywhere, and no store approval. Web builds are the best demo format in existence, and a strong argument for shipping a browser version alongside a desktop release rather than instead of one.
Size and load time decide the outcome
Set a download budget before you start, then design to it. Compress textures, downscale anything not visible at full resolution, convert audio to OGG at sensible bitrates, and cut unused content from the export. Load a playable first scene quickly and stream or lazily load the rest. Show real progress rather than a spinner. A web build that takes thirty seconds to start loses most of the people who clicked.
Browser constraints to code around
Audio contexts stay suspended until a user gesture, so add a click to start screen. Storage is browser local and clearable, so treat saves as best effort and offer an export or cloud option if progress matters. Tabs get backgrounded and throttled, so pause on visibility change. Use delta time, since frame rate varies more than on native. Fullscreen and pointer lock both require a user gesture. Mobile browsers have tighter memory and no keyboard.
Input on a page
Support keyboard and mouse, gamepads through the browser gamepad API, and touch for mobile. Prevent the page from scrolling when the player uses arrow keys or swipes on the canvas. Handle losing focus when the player clicks outside the game. Make the canvas responsive to different window sizes rather than assuming one fixed resolution, and test at both a small laptop window and a full desktop display.
Where to host it
itch.io hosts HTML5 builds and handles the embedding. Newgrounds and web game portals still take browser titles and can pay by traffic or revenue share. Self hosting works with any static host, though it requires specific HTTP headers for cross origin isolation when threads are used. A browser demo also feeds a Steam page: many developers ship the same project as a free web demo and a paid desktop release.
Frequently asked questions
Can I use C# for a browser build?
No. C# is not supported on web. Browser builds use GDScript or C++. C# is available on desktop, mobile, and other native targets.
Why is my web build so slow to load?
Almost always download size and uncompressed assets. Shrink textures and audio first, strip unused content, then split loading so a playable scene appears before the rest arrives.
Do web builds work on phones?
Yes, with design work. Mobile browsers have less memory, no keyboard, and touch only input, so plan a lower asset budget and touch controls rather than shipping the desktop layout.
Can players save progress in a browser game?
Yes, through browser storage, but it can be cleared by the player or the browser. For long games, add an export code, a file download, or an account backed save.
Can the same project ship to Steam as well?
Yes. One project exports to desktop, mobile, web, and console. A common pattern is a free browser demo plus a paid desktop version.
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