Platforms
Lives in: game.json · Build tab targets
What each Build target needs. How to run a build: Build and hand off. Identity (title, icon, splash): Title, icon, splash.
Desktop (Windows, macOS, Linux)
| Need | Notes |
|---|---|
title / version / optional icon | Names the output folder and stamps the binary / app |
| Output | Folder with player + game data side by side |
Windows EXE company string comes from authors. On Linux/macOS hosts, Windows icon stamping may need Wine so the kit’s stamp tool can run — Build still succeeds without it.
Web
| Need | Notes |
|---|---|
| Same identity keys | Page title + favicons from title / icon |
| Splash | HTML loading shell uses splash (+ optional web overrides) |
| Mode | Always packed (pck) |
Zip the build folder for itch / itch-like hosts; leave out BUILD_INFO.json.
Android
"android": {
"package_id": "com.studio.mygame",
"version_code": 1
}
| Key | Effect |
|---|---|
package_id | Reverse-DNS application id. Required for Android Build. Never change after the first Play upload for that listing |
version_code | Integer for Play / versionCode — raise for every Play upload (Build does not auto-bump) |
Root title, version, and icon become the store label, version name, and launcher icon.
| Target | Signing |
|---|---|
| Android APK (itch / sideload) | Optional in Build prefs; empty → debug-signed installable |
| Android Play (AAB) | Release keystore required in Build prefs (machine-local, not in game.json) |
Needs JDK 17 or 21 with java on PATH. The Build tab lists what is missing. Stamp tools ship in the author kit — you do not install an Android SDK.
One output file (.apk or .aab) with game data inside.
Usually you need
| Want | Do |
|---|---|
| Desktop zip | Build that OS target; ship the folder minus BUILD_INFO.json |
| Web upload | Build web; set splash colours that match the game |
| Play Store | android.package_id + rising version_code + Play AAB + keystore |