Give your Godot web export a direct link for players and testers. Lobsite serves the exported HTML, JavaScript, WebAssembly and game data together over HTTPS. Single-threaded exports can be uploaded as a folder; threaded exports need the header configuration below.
How it works
- Export for Web. Install the export templates for your Godot version, add a Web export preset and use the Compatibility renderer for Godot 4. Export as
build/web/index.htmlso the generated file names agree. - Deploy the export. For a single-threaded build, drop the folder above or run
npx lobsite ./build/web. For a threaded build, deploy through the CLI with the configuration below. Check file limits before uploading. - Keep and update the game. A deployment without an account lasts 6 hours if it fits the anonymous limits. Claiming it keeps the address; larger exports need an account with Standard before deployment.
Single-threaded or threaded exports
Godot supports single-threaded web exports from 4.3, and they are the default. They don't need cross-origin isolation headers. Threaded exports use SharedArrayBuffer and require isolation.
For a build using Thread Support or Extensions Support, put this lobsite.toml in your project folder and run npx lobsite there:
dir = "build/web"
[[headers]]
for = "/*"
[headers.values]
Cross-Origin-Opener-Policy = "same-origin"
Cross-Origin-Embedder-Policy = "require-corp"
The browser drop box doesn't read this configuration. Resources loaded from other domains must also permit use under these headers. See Godot's web export documentation for version-specific restrictions.
Check the WebAssembly file first
Free and anonymous deploys allow 5 MB per file, 50 MB total and 100 files. A normal Godot 4 engine .wasm commonly exceeds that per-file limit. Standard allows 100 MB per file, 2 GB total and 10,000 files; check your actual export rather than assuming every Godot build fits.
The drop box on this page handles up to 25 MB at once. Use the CLI or the signed-in dashboard for bigger uploads. Reducing textures and audio can shrink the game data, but doesn't necessarily shrink the engine runtime. Compare the limits on the HTML5 games page.
Loading and browser compatibility
Keep all exported files together and export as index.html rather than renaming the HTML afterwards. Test the live address on the browsers your players use. Godot 4 C# projects currently cannot export for the web; hosting settings can't change that engine limitation.
For a playtest, npx lobsite --preview publishes a separate version and leaves the live game alone. Browser saves are tied to an origin: a preview address or a new custom domain can have different saved progress from the live address.
Preview before going live. Roll back in one click, redirects and all.
Files are stored by their hash. Redeploying an unchanged site uploads 0 bytes.
On Standard, every address of the site asks for a password. Reviewers type it once per browser.
Free accounts included: add one DNS record and the site moves to your domain. Every site has HTTPS on any plan.
Redirects, headers and forms live in lobsite.toml and travel with each deploy.
Every limit is published, and every error tells you what to do next.
Ways to test a Godot web export
| Method | What you test | What to prepare |
|---|---|---|
| Lobsite, single-threaded export | A shareable HTTPS build | The complete Web export within your plan limits |
| Lobsite, threaded export | A shareable build with threads | The export, CLI configuration and cross-origin headers |
| Godot's local web test | A build running on your computer | The export and a local test server |
Working with another engine? See Unity WebGL hosting, Defold hosting or the HTML5 overview.
Frequently asked questions
Does a Godot web export always need COOP and COEP?
No. The default single-threaded export from Godot 4.3 onward doesn't. Builds with thread or extension support require the isolation headers described above.
Why does my Godot WASM file exceed the free limit?
The export contains the engine runtime as well as your game. A small project can still have a large runtime. Check the largest file against Standard's 100 MB limit before choosing a plan.
Can I upload my Godot project instead of exporting it?
No. Lobsite needs the playable Web export, including its HTML, scripts, runtime and game data. It doesn't run the Godot editor or build your project.
Can I use a Godot preview without changing my live game?
Yes. Deploy with npx lobsite --preview from the configured project. Share the returned preview URL with testers; the current live version stays in place.