You've exported your game and want people playing it. Drop the export folder in the box above and it's live at its own *.lobsite.app address with HTTPS in a few seconds, with no account to make first. Players open the link and they're in your game, full window, with no store page around it. Send it to friends, post it in your jam's Discord, or put it on your own domain.
How it works
- Export for the web. Use your engine's HTML5 or Web export. Check that the folder has
index.html, or one HTML file at its top level, which opens at the site's address without renaming. - Drop the folder or a
.zip, or runnpx lobsiteinside it. You get the game's address straight away, live for 6 hours. This page publishes up to 25 MB at once: for anything bigger, use the command, or sign in and drop it on the dashboard. - Keep the game. Keep it free → moves the game into a free account at the same address, and it stops expiring. Publishing again updates the same link.
Publish from your game engine
Choose your engine for the export steps, hosting settings and troubleshooting specific to your game:
| Made with | Publishing guide |
|---|---|
| Phaser | Build and host a Phaser browser game |
| Godot | Publish a Godot Web export, including threaded builds |
| Construct 3 | Upload a Construct 3 HTML5 export |
| GDevelop | Host a GDevelop web game on your own URL |
| Unity | Deploy a Unity WebGL build with the right compression settings |
| GameMaker | Publish a GameMaker HTML5 build |
| Defold | Host a Defold HTML5 bundle |
| Twine | Publish a Twine story from its HTML file |
Will your game fit?
Limits are checked before anything uploads, and the error names the file that's too big.
| Free | Standard ($20 a year) | |
|---|---|---|
| Largest file | 5 MB | 100 MB |
| Whole game | 50 MB | 2 GB |
| Files | 100 | 10,000 |
| Bandwidth | 10 GB a month, then the site pauses until next month | Unlimited, fair use |
| Sites | 1, with as many games in its folders as fit | 5 |
| Lobsite badge in the corner | Yes | No |
The file that usually decides is the engine itself:
| Made with | What to expect |
|---|---|
| Phaser, PixiJS, Three.js, KAPLAY, plain JavaScript | Usually fits Free, as long as each asset stays under 5 MB |
| PICO-8, TIC-80, Twine, Bitsy, PuzzleScript, GB Studio | Usually fits Free: the exports are small |
| Construct, GDevelop, RPG Maker | Check the file count: an asset-heavy export can pass 100 files |
| Godot 4 | Needs Standard: the engine's .wasm alone is around 35 MB |
| Unity | Most builds need Standard. See the Unity settings below |
Engine settings
Godot
Since Godot 4.3, a web export is single-threaded by default. It needs no special setup: upload the export as it is. See the Godot hosting guide for export steps and size checks. If you turn on Thread Support or Extensions Support, the game won't start without two headers. Set them in a lobsite.toml in your project folder, name the export folder in it, and deploy with npx lobsite from there:
dir = "build/web"
[[headers]]
for = "/*"
[headers.values]
Cross-Origin-Opener-Policy = "same-origin"
Cross-Origin-Embedder-Policy = "require-corp"
A folder dropped in the browser doesn't read lobsite.toml, so threaded builds need the command. With these headers on, everything the game loads from another domain has to allow it, and that includes fonts and analytics scripts.
Unity
In Player Settings → Publishing Settings, set Compression Format to Gzip or Brotli and turn on Decompression Fallback. Lobsite serves .br and .gz files exactly as they are, without a Content-Encoding header, so a compressed build without the fallback fails to load. With the fallback, Unity's own loader unpacks the files. If you use Native C/C++ Multithreading, add the same headers as for Godot threads. The Unity WebGL hosting guide covers the complete build folder and per-file limits.
JavaScript engines
Phaser, PixiJS, Three.js and the rest deploy like any static site. Run your build, then run npx lobsite: dist, build and public are found for you. Follow the Phaser hosting guide for template builds, asset paths and playtest previews.
Before you share the link
- Match the case of file names.
Player.PNGandplayer.pngare the same on your Mac or Windows PC and two different files online. A wrong name is a 404. - Start audio from a click. Browsers mute sound until the player touches the page, and there's no Play screen added around your game. Give it a start button of your own.
- Let the canvas resize. The game has the whole window, on phones too. Set a viewport tag and resize with the window rather than assuming a fixed size.
- Use HTTPS for anything external. The site is HTTPS, so browsers block calls to
http://servers. - Keep paths relative if you use folders.
/assets/hero.pngworks at the top of a site, and breaks once the game lives in/my-game/. - Mind the moment you update. Game files can be kept by browsers for 5 minutes, so someone loading right after a deploy can mix old and new files. Add
Cache-Control = "no-cache"to the/*rule inlobsite.tomlto have browsers check each file every time.
Playtests, jams and launches
Share a build before it's live. npx lobsite --preview gives the build its own URL and leaves the live game alone. It's kept for 7 days on Free and 30 on Standard, so a playtest group can stay on one build while you carry on. Preview URLs aren't indexed by search engines.
Keep a demo private. On Standard, a password covers every address of the site. Testers type it once per browser.
Undo a bad build. Switch the live game back to any kept deploy in one step. The address doesn't change, which matters when your link is already on a jam page.
Upload less each time. Files are stored by their hash, so the engine's big .wasm isn't uploaded again if you only changed your levels.
Collect feedback. A form pointed at /_lobsite/forms/feedback needs no backend, and you can use one for a launch waitlist too. Submissions work on the live address, not on previews, and a free site takes 25 a month. See the forms guide.
See where players come from. On Standard, analytics show page views and referrers without cookies. A page view is one load of the game's page, not one play.
Games made with an AI assistant
Ask Claude or ChatGPT for a small canvas game and you get a single HTML file: paste it into the box above. Or let the assistant publish it: Claude Code and Cursor run the same command you would, and answer with the link and how to keep it. Each change goes to the same address, so whoever you're playing with only needs one link.
A deploy without an account is live for 6 hours. The claim link keeps it, free.
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.
Where to put a web game
| Lobsite | itch.io | GitHub Pages | |
|---|---|---|---|
| Players arrive at | Your game, full window | Your game's itch.io page, with the game embedded | Your game, full window |
| New players find you through | Your own links | itch.io's browse pages and community | Your own links |
| Account before the link | No: live for 6 hours, then keep it free | Yes | Yes, plus a repository |
| Size of one game | 50 MB free, 2 GB on Standard | 500 MB | 1 GB |
| Files in one game | 100 free, 10,000 on Standard | 1,000 | No fixed limit |
| Largest file | 5 MB free, 100 MB on Standard | 200 MB | 100 MB |
| Threaded builds (COOP and COEP headers) | Two lines in lobsite.toml |
A setting on the game's page | No custom headers: needs a service worker workaround |
| Unity builds compressed with Brotli | With Decompression Fallback | Served as they are | With Decompression Fallback |
| A separate link for each build | Yes | No | No |
| Your own domain | Yes, free | No | Yes, free |
| Taking money | No | Donations for HTML5 games, more for downloads | No |
They also work together. If you want a store, a community and people browsing for something new, itch.io is made for that, and you should list your game there. Lobsite is for the link you own: a game that opens right away, on your domain, with a build for each playtest.
Frequently asked questions
Can I host an HTML5 game for free?
Yes. Publishing without an account is free for 6 hours, and keeping the game in a free account is free for good, with up to 50 MB, 5 MB per file and 10 GB of bandwidth a month. Godot 4 and most Unity builds have larger files than that and need Standard, at $20 a year.
What happens if my game gets popular?
On Free, the site pauses when it reaches 10 GB in a month and comes back at the start of the next one, or straight away if you upgrade. You get emails from 70% of the limit. Standard keeps serving: past 1 TB a month, we get in touch to talk it over. Heavy games use it faster, since a 40 MB game can be downloaded about 250 times on 10 GB.
Can I embed the game in another page?
Yes. A site can be put in an <iframe> on your blog or portfolio. If the game needs threads, the page around it needs the cross-origin headers too, so linking to it is simpler.
Does the Lobsite badge cover my game?
On Free and without an account, a small badge sits in the bottom-right corner of every HTML page, on top of the game. Keep your controls out of that corner, or use Standard, which removes it.
Can I sell my game on Lobsite?
No. There are no payments on Lobsite, and it doesn't list games anywhere. For sales, use a store such as itch.io, and link to your Lobsite demo from your store page.
Can I host several games on one site?
Yes. Put each in its own folder: /snake/ and /tetris/ each open their own index.html. Use relative paths inside each game. Standard holds five separate sites, each with its own address and domain.
Do online features work?
The hosting is static: it serves your files and runs no game server. A multiplayer or leaderboard service has to run somewhere else, and your game can call it over HTTPS.