Publishing

How to make a browser game and publish it online

How to publish a browser game: where to host it, how to test before release, give it its own link and domain, list it in a catalog and roll back a bad update.

To publish a browser game, put the build on a host that gives it a public link, test that exact build, then make it live and share the link. On iDos Games this is built in: every game has a test copy and a live address on idos.games, you deploy the tested build in one click, roll back just as fast, and list the game in the idosgames.com catalog when it is ready for strangers.

A browser game is the easiest kind of game to share: one link, nothing to install, it runs on desktop and phone. What takes time is usually not the game but everything around a release: hosting, a test copy, updates that do not break saves, a domain, a place where people discover it. This guide walks through all of it.

Where you can publish a browser game

OptionWhat you getWhat you still need
A static host (GitHub Pages and similar)a free link to your filesaccounts, saves, store, a test copy, discovery
A game portal or indie storea page and an audienceyour own backend for anything beyond a toy
iDos Gamesa link, a test copy, accounts, saves, store, catalognothing extra for a typical game

If your game is a single HTML file with no saves, any static host works. The moment players expect progress to survive a new phone, or you want to sell something, files alone are not enough.

Step 01Build the game

Open Create, describe the idea and answer a few questions. The platform picks a starting template and the AI coder builds a playable project that you change by chatting: see create with AI. When the idea is a simple arcade or puzzle game, it comes ready from the game constructor. Full walkthrough: how to make a game with AI.

If you already have a game built elsewhere, you can upload a ready build too, for example from Claude Code or another agent connected over MCP.

Step 02Check the test version

Every project has a test copy at {id}-dev.idos.games. It runs the same way the live game will, with sign-in and the game's settings, but players never see it. Before every release:

  • play it on a phone and on a computer;
  • try it in a private window, as a brand new player;
  • check that the store, quests and leaderboards show what you expect;
  • give the link to one person who has never seen the game, and watch.
Leaderboards
12 450
320
Weekly!
Season
My score12 840
Rank#7
Ends in 2d 04:13
Rewards
Play
ShadowFox25 120
2Mira22 980
3KnightOwl19 400
4Pixel_Pete15 210
5Luna14 030
6Arrow13 115
7You12 840
8Grizzly11 900
Every enabled board is a tab; the badge means a reward is waiting.
The player card: score, rank and the countdown to the end of the round.
Rank and points rewards open from here; "Play" leads to the game mode.
Medals for the top three, the player is highlighted in the list.
Example. The leaderboard screen: the player card with the round timer and the top list.

Step 03Deploy it for players

When the test version looks right, deploy it from the version history. The game opens at {id}.idos.games, where {id} is the app ID in lowercase. Two details that save you from bad releases:

  • The tested build is the released build. Nothing is rebuilt on deploy, so there are no surprises between what you checked and what players get.
  • Code and settings are released separately. Economy, store and quest settings go to the live game as their own action, so a code release never overwrites live prices by accident.

Each game runs on its own address, so games never share browser storage or sign-in data with each other.

Step 04List it in the catalog

The live address works on its own: send it to friends, post it, test with a small group. When you want strangers to find the game, publish it to the idosgames.com catalog in the dashboard. The game gets a page at idosgames.com/app/{id} with a Play button, a description, comments and a share menu.

Link to that page, not to the bare build address, from your own site and posts: a page with a description is what search engines can show, while the build address only opens the game.

How players will find the game

A link is only useful if people see it. Three ready ways to put it in front of them:

  • Share from the catalog page. The page has a share menu, so players can pass the game on in one tap.
  • Embed the game on your site. On the game's catalog page choose Share → Embed app: the code shows the game window together with a link back to its page.
  • Add a badge. The dashboard has ready badge code under Settings → Publishing → Link to your game for your site, blog or store page.

Step 05Connect your own domain

On paid plans you can put the game on your own domain, for example play.yourgame.com. Add it in the dashboard, create the DNS record it shows, and the game opens at your domain once the record is confirmed. Details: publishing and sharing.

Updates without breaking saves

  • Ship small changes often. A release with one change is easy to check and easy to undo.
  • Roll back in one click. If a release goes wrong, deploy the previous version from the history while you fix it.
  • Keep progress on the server. Player progress lives on the platform, not in the build, so a new version does not wipe anyone's saves.
  • Change prices without a release. Economy settings are live data: you can tune a price or a reward without building anything.

A release checklist

  1. The test copy works on a phone and a computer.
  2. A new player can start without help.
  3. The store charges the right price and grants the item.
  4. The game has a name, a description and a cover for its catalog page.
  5. You know which version to roll back to if something breaks.

Common publishing mistakes

  • Sharing the build address instead of the page. {id}.idos.games gives search engines no description; the catalog page does.
  • Releasing without a phone test. Buttons that are fine with a mouse are often too small for a finger.
  • Going public on day one. Show the game to ten people first, fix where they got stuck, then list it in the catalog.

After the release

Bring players back with leaderboards, quests and a store, and when the game has an audience, read how to monetize a browser game.

Aidos Ryskeldinov

About the author

Founder of iDos Games

Lifelong gamer and tech enthusiast. Since 2020 I have been building and shipping cross-platform games and apps, and today I'm building iDos Games: a platform where anyone can make a game with AI, put it live at its own link and earn from it. Here I share how to make games faster and easier than you'd think.

Frequently asked questions

Where can I publish a browser game for free?

On iDos Games every game gets its own address on idos.games and can be listed in the idosgames.com catalog. Static hosts and game portals are other options; they host the files but give you no accounts, saves or store.

Can I use my own domain?

Yes, on paid plans. Add the domain in the dashboard and confirm it with a DNS record.

What if a new version breaks the game?

Open the version history and deploy the previous version again. Rollback is one click, and the build you deploy is the one you tested.

Do players need to install anything?

No. A browser game opens from a link on a computer or a phone. In the iDos Games mobile app it opens the same way.

Can I keep testing after the game is live?

Yes. The test copy lives at its own address next to the live game, so you can try changes without touching what players see.

Learn more in the documentation

Make your own game

Describe the idea in a sentence - the AI coder builds it, and it goes live at its own link.

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