PurplezeeBETA

For creators

Export a browser game.
Upload the ZIP.
Publish it yourself.

Purplezee hosts the browser build you already exported. Look at it in a private preview, then publish a public page people can play when you decide it is ready.

Creating a game needs a free account with a verified email address. Create one

New browser games

Public games, newest first. They run in your browser with nothing to install.

3 GAMES
  • Off the Clock thumbnail

    Off the Clock

    by Purplezee Samples

    A quiet walk home after a long day. Jump across lantern-lit gardens, collect three golden keys, and find a little place of your own. No timer, and falling never takes your keys away. Keyboard and touch controls.

    0 plays0 likes

  • Cube Tap thumbnail

    Cube Tap

    by Purplezee Samples

    Tap the spinning cube ten times. Each hit makes it faster. An official Purplezee sample, built with Three.js.

    1 play0 likes

  • Paddle Pop thumbnail

    Paddle Pop

    by Purplezee Samples

    Keep the ball bouncing and clear the neon blocks. An official Purplezee sample, built with HTML Canvas.

    1 play0 likes

Browse every public game — trending this week, newest and most played.

From export to published

Five steps, and you stay in control of the last one.

  1. Export a web build

    Use your engine's web or HTML5 target. The ZIP holds the built files, not the project you made them from.

  2. Zip the export

    Keep the folder structure and every dependency the build asks for, with relative asset paths. A ZIP made by Finder or Explorer is fine.

  3. Upload the ZIP

    Name the game, then upload. The archive and its files are checked against the upload limits before anything is staged.

  4. Preview it privately

    A staged version gets its own preview that only your account can open, running in the same isolated frame as a published game. Nothing is public yet.

  5. Publish on purpose

    Publishing points your game's page at one version you choose. Upload a new version later and switch when you are ready; unpublishing leaves every version saved.

Supported exports

Browser builds that fit the upload limits.

Unity WebGL

Unity WebGL2 exports load and play when the compressed build fits the limits.

Godot 4

Godot 4 web exports play, including .pck payload files.

HTML, CSS and JavaScript

Hand-written pages and JavaScript engine bundles such as Phaser, Three.js or Babylon.js load when every file ships in the ZIP.

WebAssembly

Compiled modules are served with the right type and gzip or Brotli encoding.

Verified on desktop Chromium so far; Safari, Firefox, mobile devices, WebGPU and threaded engine exports are untested. Builds that need a server, remote CDN assets, root-relative paths, service workers or device and payment APIs do not run here. Creator guide: exporting, ZIP layout and limits

Before you build

Read the details, then ship something

The creator guide walks through exporting, ZIP layout, size limits, what preview and publishing do, and how visibility works. Pricing explains the current beta offer.

Games run in an isolated frame on a separate domain and cannot read platform cookies or storage. Gameplay privacy covers what a play reports back.