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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)

NeedNotes
title / version / optional iconNames the output folder and stamps the binary / app
OutputFolder 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

NeedNotes
Same identity keysPage title + favicons from title / icon
SplashHTML loading shell uses splash (+ optional web overrides)
ModeAlways 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
}
KeyEffect
package_idReverse-DNS application id. Required for Android Build. Never change after the first Play upload for that listing
version_codeInteger 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.

TargetSigning
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

WantDo
Desktop zipBuild that OS target; ship the folder minus BUILD_INFO.json
Web uploadBuild web; set splash colours that match the game
Play Storeandroid.package_id + rising version_code + Play AAB + keystore

Next

Build and hand off