Creator guide
From finished game to playable link.
Purplezee hosts browser builds. You export the game yourself, upload the ZIP, check it in a private preview and publish it when you decide. Nothing becomes public on its own.
What you upload
You upload an exported browser build, not your source project. The ZIP holds what a browser needs to run the game: an HTML entry file, its scripts and styles, images, audio, WebAssembly modules and engine data. Unity WebGL and Godot Web exports are the same shape. Desktop, console, mobile app and server builds do not run here.
index.html at the top of the ZIP
The ZIP must contain your entry HTML file at the top level, normally index.html next to folders such as Build/. If your exporter wrapped everything in one extra folder, unpack it and rebuild the archive from the folder contents so the entry file sits at the top.
Keep asset paths relative
Each game runs on its own origin inside a sandbox. Paths that start at the root of a domain, such as /Build/game.wasm, and files loaded from a CDN do not work. Export with relative paths and keep every file the game needs inside the ZIP. A build cannot fetch anything from outside itself at play time.
The sandbox allows scripts, WebAssembly, WebGL, same-origin workers, fullscreen, gamepad input and pointer lock. It blocks popups, forms, top-level navigation, downloads, service workers and outbound network requests. Creator code never runs on a server in this beta.
Upload to published
1. Create an account
Sign up with an email address and a password, then open the confirmation link in the same browser you signed up in. Creator tools need a confirmed account.
2. Describe the game
A game starts as a page: title, slug, description, visibility, content rating, and optional tags and thumbnail. The slug becomes the public address,
/play/your-slug, and it never changes, so pick it before you publish. You can edit everything else later.3. Upload a version
A successful upload becomes a numbered version. The archive has to pass validation first. A ZIP that is over a limit, is malformed, or has no entry file is rejected and no version is created. A new upload never changes what players currently see.
You can pause and select the same ZIP to resume for up to 24 hours. After the transfer finishes, checking and storing continue even if you close the page. You can cancel until the version is ready; temporary storage stays reserved until cleanup finishes.
4. Preview it privately
When the upload reaches a ready state, open the version preview. It runs the real player against that version, and only your signed-in account can open it. Staged versions and previews are not listed anywhere.
5. Publish it
Publishing is a separate click on the version you choose. Until then, nobody else can play the game. Unpublishing clears the public link straight away and keeps your versions, so you can publish again later or switch back to an older one.
Visibility
Visibility decides who can reach a game after you publish a version. Publishing and visibility are separate settings, so a public game with no published version is not playable by anyone else yet.
Label graphic violence, intense horror, or both in the content rating. These mature nonsexual games require a signed-in 18+ declaration for discovery, images and play, including your own previews and shared playtests. Players see a content warning before Play. Ordinary games remain playable without signing in. An older account can make an explicit 18+ declaration on its profile; we do not infer adulthood. Sexually explicit content is not permitted.
- Private
- Only you. The game is never listed and other people cannot open it, even with the link.
- Unlisted
- Players with access can play by address after publishing. The game stays out of Explore.
- Public
- Eligible for Explore once a version is published. Mature games are shown only to signed-in adults.
Changing visibility or unpublishing stops newly unauthorized launches. Ordinary launch tickets can keep fetching files until they expire, up to an hour later. Mature access is checked on each request; changing an ordinary game to mature also blocks its old ordinary tickets. Files already loaded or previously cached in a browser cannot be recalled.
Current limits
These are the limits the running service applies. Upload limits come from its ZIP configuration. The account figures are the standard Free defaults, and your dashboard shows the allowance applied to your account.
- ZIP upload
- 1 GiB
- 1,073,741,824 bytes, compressed
- Contents after unpacking
- 2 GiB
- 2,147,483,648 bytes
- Largest single file
- 2 GiB
- 2,147,483,648 bytes
- Files in one ZIP
- 500
- files and folders
- Games per account
- 5
- standard Free account allowance
- Stored version files
- 5 GiB
- 5,368,709,120 bytes, standard Free account allowance
- Monthly extracted uploads
- 2 GiB
- Free allowance; resets on the first of each month at 00:00 UTC
- Temporary uploads
- 1 GiB
- 1,073,741,824 bytes, separate from stored versions
Stored version files count every version you keep, not only the published one. Deleting a game keeps charging its slot and its version bytes until cleanup completes. Temporary ZIP uploads have a separate allowance, released when processing or cleanup finishes. Pricing covers what the beta includes and what has not been decided yet.
Engine exports
- Detection covers plain HTML and JavaScript, Phaser, Three.js, Babylon.js, WebAssembly, Unity WebGL and Godot Web. Detection only describes what the files look like. It does not certify that a build plays correctly.
- Representative exports from each engine type have been uploaded, previewed and played in desktop Chromium. That is one build per engine, not every engine version, plugin, export option or game.
- iOS Safari, Firefox, real mobile devices, touch input, gamepads, audio, pointer lock, WebGPU and threaded exports have not been verified. Test your own game in the browsers your players use.
- The upload limit comes from measured memory use while a ZIP is unpacked and stored, so a larger one needs fresh measurement before the limit can move. Re-export or trim assets if you are over it.
- Analysis can warn that compressed files were not unpacked, that several HTML pages were found, or that no engine matched. Warnings do not block an upload, so check the preview before publishing.
- One upload is processed at a time. Accepted uploads wait in the queue until the worker is available.
Questions
Do I need a credit card?
Not for Free. An optional Creator subscription adds capacity and uses Stripe-hosted checkout. Pricing lists both plans, monthly upload allowances and checkout availability.
Do I need GitHub?
No. You upload a ZIP from your own computer. Purplezee has no repository connection, no build service and no continuous deployment in this beta.
How do I update a game?
Upload the new export as another version of the same game, then publish that version. The game keeps its address, its page and its play counts. Create a separate game only when you want a separate listing, such as a sequel.
What are the upload limits?
The ZIP size, unpacked size, single file size, file count and account limits are listed under current limits. Technical upload limits are the same on both plans. Creator increases game, retained-storage and monthly upload allowances.
Which builds can I upload?
Browser builds only. That means anything that runs from HTML, JavaScript, WebAssembly and static files: your own code, or a web export from Unity, Godot, Phaser, Three.js or Babylon.js. Project folders from an engine, and desktop, console or mobile app builds, are not accepted.
Is my game public as soon as I upload it?
No. An upload creates a private version. Other people can play only after you publish a version and set the game to unlisted or public.
What do you collect about players?
Published games record first-party gameplay events: page views, launches, plays, session starts and ends, fullscreen, likes and copied links. Creators see analytics for their own games. Staged previews and local demos do not collect these gameplay events. The privacy page lists what is stored and what is not.
Can I delete a game?
Yes. Deleting a game removes its page, its versions and its thumbnail. Its slot and its version bytes stay charged until the cleanup of its stored files finishes, and then the slot is free again. Unpublishing keeps every version but removes the public link, and a single version cannot be deleted on its own.
Ready to upload?
Create an account, add your game details and send the ZIP. Every version stays private until you publish one.
Already signed in? Your dashboard lists your games and versions.