PurplezeeBETA

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. 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. 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. 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. 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. 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

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.