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:
| Field | Description |
|---|---|
id | Unique identifier for your game/mod |
name | Display name shown to players |
author | Your name or studio name |
version | Version number in a.b.c format (e.g., 1.0.0, 0.3.42) |
description | Rich text description shown on the game selection screen |
cover_assets | Cover 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:
- Placing the archive in
assets/install/ - 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:
| Field | Description |
|---|---|
widget_id | Applied as the element's HTML id so your landing_css can target it with #<widget_id> |
html | Raw HTML content, rendered as-is with no engine styling |
x | Left edge in % of the stage width (0-100) |
y | Top 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.
| Field | Description |
|---|---|
engine_version_min | Minimum 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.