Releasing Your Game or Mod

When you're ready to share your game or mod with players, follow these steps to create a distributable package.


Step 1: Check the Manifest

Go to General → Manifest and verify all fields are correctly filled:

FieldDescription
idUnique identifier for your game/mod
nameDisplay name shown to players
authorYour name or studio name
versionVersion number in a.b.c format (e.g., 1.0.0, 0.3.42)
descriptionRich text description shown on the game selection screen
cover_assetsCover images or videos for the selection screen

Version Format

The version must follow the a.b.c format:

  • a - Major version (breaking changes)
  • b - Minor version (new features)
  • c - Patch version (bug fixes)

Step 2: Configure Dev Settings

Go to Dev → Dev Settings and configure the build:

asset_folders

List all folders containing your game's assets. Only these folders will be included in the build.

Note: Your game's default assets folder is already included when the game is created, so normally you won't need to change anything here.

Important:

  • Paths are relative to assets/games_assets/
  • Example: my_game/_core
  • No need to include engine_assets - they're part of the engine

Step 3: Export

Press the Export game as ZIP button in Dev Settings.

The engine will create a .zip file in the /assets folder.


Distribution

Share the .zip file with your audience. Players install it by:

  1. Placing the archive in assets/install/
  2. Opening the engine and installing from the Main Menu

Landing Page Promotion Widgets

Use the landing_widgets field in General → Manifest to overlay custom HTML on the landing page – promo banners, release announcements, links to your Patreon, or a teaser for a premium mod.

Each widget has:

FieldDescription
widget_idApplied as the element's HTML id so your landing_css can target it with #<widget_id>
htmlRaw HTML content, rendered as-is with no engine styling
xLeft edge in % of the stage width (0-100)
yTop edge in % of the stage height (0-100)

Widgets are positioned inside a centered 16:9 stage that letterboxes to fit the window, so a widget placed at x: 70, y: 10 stays anchored to the same spot of your landing art at any window size. Inside your landing_css, cqw/cqh units resolve against this stage, which makes widget sizing scale with it too:

#promo {
    width: 20cqw;
    padding: 1cqh 1cqw;
    background: rgba(20, 24, 29, 0.8);
    border-radius: 12px;
}

Widgets stack across active manifests in load order, just like landing_bg_asset. Keep in mind that inactive mods contribute nothing to the landing page – a banner promoting a mod belongs in the base game's manifest, since the whole point is showing it before the mod is activated.


Engine Version Compatibility

If your game uses features from a specific engine version, set the engine_version_min field in General → Manifest.

FieldDescription
engine_version_minMinimum engine version required (e.g., 1.2.0)

This automatically notifies players if they're running an older engine version that may not support your game's features. Players with older versions will see a warning prompting them to update.