agoragamesCreator studio
Creator studio
FROM YOUR FIRST BUILD TO YOUR FIRST PLAYER

A game. A ZIP.
You’re nearly there.

Bring a finished game that runs in a browser. We’ll check the files, test that it opens, and review it before it joins the arcade.

01 / PACK YOUR GAME

Everything it needs to play.

Put index.html at the top of your ZIP, alongside its scripts, styles, images, audio, and other game assets. Keep filenames and folder paths intact.

One enclosing folder also works, like my-game/index.html. Avoid extra nesting such as project/dist/game/index.html.

A single HTML file is enough if the whole game is inside it. You don’t need an AgoraGames SDK or a special manifest.

my-game.zip
index.html       ← the starting page
game.js          ← your game code
style.css        ← your styling
assets/
  player.png
  music.ogg

Example names only. Include the files your game actually uses.

  • Keep it within the limits. Up to 200 MB zipped, 600 MB expanded, and 10,000 archive entries, including folders.
  • Upload the web build. Leave out node_modules, editor projects, native apps, secrets, and server code. We don’t run build commands or host a game backend.
  • Bundle your dependencies. Include fonts, libraries and assets locally. External downloads can fail our isolated boot checks. Use paths such as ./assets/player.png.
  • Make it playable on its own. Include a start screen, controls and a way to restart. Test touch controls before selecting “Designed for phones.”
Which file types and ZIP formats work?

Use a regular, unencrypted .zip. HTML, CSS, JavaScript, JSON, Wasm, common images, audio, video, fonts, and supported engine data files are accepted. Unity .data/.unityweb and Godot .pck files are supported, including .gz and .br assets.

Symbolic links, duplicate paths (even with different capitalization), native executables, and unsupported source files such as .ts, .tsx or .gd are rejected. Export or compile those source files first.

02 / SKIP THE BLANK PAGE

Start with something playable.

Download, unzip, and make it yours. Each starter includes a working game, editing notes and a license. You can also upload the ZIP unchanged to try the review flow.

Plain HTML · Beginner

Tap Sprint

A tiny tap-the-target game with a timer, score and restart. Separate HTML, CSS and JavaScript make it easy to change the rules.

Touch, mouse & keyboard · No build step Download Tap Sprint ZIP
three.js · 3D racer

Neon Drift

The arcade’s original racer, ready to remix. Explore a 3D scene, steering, obstacles and scoring with three.js already bundled.

Touch & keyboard · Serve locally to preview Download Neon Drift ZIP
Phaser · 2D arcade

Starfall

Catch a falling constellation. Move your paddle, collect stars and survive a 30-second round with three lives.

Drag, tap or arrow keys · Engine included Download Starfall ZIP
Babylon.js · 3D reflexes

Prism Pop

Follow the pink crystal as the glow moves between four spinning gems. Real 3D picking, a timer and a cost for wrong guesses.

Tap, click or keys 1–4 · Engine included Download Prism Pop ZIP
PlayCanvas · 3D arcade

Orbit Switch

Switch between two orbits to collect green lights and avoid red hazards. A small scene built from PlayCanvas entities.

Tap or Space · Engine included Download Orbit Switch ZIP

All six web ZIPs can go straight into the upload flow. They still need boot checks and content review. Godot’s source ZIP is for the editor; its compiled web ZIP is for uploading.

Unity: Pocket Orbit source project — export required

A small Unity tap-the-star game with C# source and an editor menu to generate its scene and web build. Open it in Unity 6 with Web Build Support, then follow the included README.

This project has not been compiled or browser-tested here. It is an editable source download, not an upload-ready game ZIP. Export and test its WebBuild folder before uploading.

Download Unity source project
03 / GET YOUR BUILD READY

Made it your way? Bring it here.

HTML, JavaScript, three.js, Phaser or an AI coding tool

If your game uses plain HTML/CSS/JS, ZIP those files and their assets. If your project has a build command, run it on your computer first and ZIP the generated web output (often a dist folder). Check that the output contains index.html.

Ask your coding tool for a standalone static browser game with all dependencies included, touch and keyboard controls, and no server or secret API keys. A repository ZIP containing source code alone won’t work.

Unity web build

Export for the Web platform. Include the generated index.html, the complete Build folder, TemplateData and any other generated runtime assets. Keep compressed file extensions and paths exactly as exported.

Upload the web output, rather than your Unity project folders or a desktop/mobile executable. Test your chosen export in the browsers you want to support.

Godot web export

Export for Web with the HTML entry named index.html. Include every generated JavaScript, Wasm, .pck, image and audio-worklet file. Keep their relative names intact.

The editor project and .gd scripts need to be exported first. Check compatibility on your target phones, especially if your game uses threads.

How do I make and test the ZIP?
  1. Open your exported game folder and find index.html.
  2. Preview it with your editor’s local web server. Play a round, restart, and check that images, audio and controls work. Opening an HTML file directly can fail for modules and engine exports.
  3. Select index.html and all its neighboring game files/folders. On macOS, right-click and choose Compress. On Windows, use your file manager’s ZIP option.
  4. Open the ZIP to check the layout, then upload it in the creator studio.
04 / MEET THE ARCADE

Upload. Check. Review. Play.

  1. Add the details. Sign in with creator access, choose the ZIP, add a title, description and controls, and confirm your publishing rights.
  2. We check the build. The importer validates the files and tests the game in isolated desktop and phone browser viewports. A boot screenshot becomes the cover.
  3. Wait for content review. “Booted. Ready for review” means the build passed its boot checks and is waiting for an operator. It is not published yet; you don’t need to upload it again.
  4. Get your game link. Once approved and published, your studio shows the play link and embed code. If a check fails, use its error message to fix the build.
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