Summary: Building for Buncha Games
- Get set up: request or activate developer access, then choose Developer Dashboard upload or create a Buncha Games CLI token if you are using CLI.
- Add the Buncha Games Godot SDK when you want player identity, analytics, Buncha Credits, wallet/IAP, entitlements, ads, or sandbox test flows. Deployment can proceed without SDK hooks.
- Export a Godot Web build folder, not the Godot project folder. Prefer non-threaded exports unless your build specifically needs threaded runtime support, then check package size and first-load assets.
- Prepare listing media and metadata: title, descriptions, controls, thumbnail, hero image, screenshots or video, and any connected services.
- Upload the ZIP through the Developer Dashboard or Buncha Games CLI after index.html, .js, .wasm, .pck, and generated assets are at the ZIP root.
- Manage the game after upload: preview Sandbox, fix validation issues, update media/info, submit for review, and check analytics after the game is live.
What to package
- Keep index.html, .js, .wasm, .pck, audio worklet files, and generated compressed files together.
- Do not upload the full Godot source project, editor config, private keys, or unrelated folders.
- Keep the ZIP under 200 MB and verify the game loads from a static server.
Good Godot ZIP shape:
my-godot-game.zip
index.html
index.js
index.wasm
index.pck
index.audio.worklet.js
index.worker.js
*.br or *.gz if Godot generated compressed filesGodot export steps
- Install Godot export templates if the editor prompts you.
- Open Project > Export, add a Web preset, and set the export path to an empty folder with an index.html filename.
- Use Export Project to create the playable web export. Do not use Export PCK/ZIP for Buncha Games uploads; that is not a playable browser export by itself.
- Test the exported files over HTTP before upload.
- For Godot 4, prefer the Compatibility renderer for broad WebGL 2 browser support unless your game has already validated another renderer.
- Godot 4 C#/.NET projects cannot currently export to Web; use GDScript or a Godot version/workflow that supports your target.
- Threaded web exports may require cross-origin isolation. Prefer non-threaded exports for the first Buncha Games upload unless you have already confirmed the build needs threads.
- Common Godot Web failures are wrong ZIP root, missing .pck, missing .wasm, MIME/header issues, audio waiting for a click, and fullscreen or pointer lock needing a user gesture.
Optimization check
- Use /developers/docs/optimizing-for-web before upload if the exported folder is large, slow to load, or mobile-claimed.
- Use Godot export filters so unused project resources, editor files, source-only art, and debug assets do not ship in the browser build.
- Prefer a simple non-threaded web export unless the game needs threads and has been tested with the required browser/server isolation behavior.
- If the game supports mobile, test touch input, readable UI, audio unlock, and frame pacing in the Buncha Games iframe size, not only in the Godot editor.
SDK install
Add the Godot SDK when your game needs approved account-aware features, lifecycle signals, or in-game analytics. Deployment can proceed without SDK hooks.
Godot addon ZIP:
https://bunchagames.com/sdk/downloads/buncha-games-godot-sdk-0.1.0.zip
Copy addons/buncha_games_sdk into your project.
Enable Buncha Games SDK in Project Settings > Plugins.Upload choices
- Doing it yourself: export a Godot Web build, test it locally, ZIP the export contents, then upload through the Developer Dashboard.
- Using repeatable commands: use /developers/docs/cli after your exported ZIP and listing media are ready.
- Using an AI coding agent: start from /developers/docs with the AI workflow selected so you get the right prompt library.
Godot agent prompt
You are preparing my Godot Web game for Buncha Games.
Read:
- https://bunchagames.com/developers/docs/godot-web-quickstart
- https://bunchagames.com/developers/docs/uploading-games
- https://bunchagames.com/developers/docs/sdk
Tasks:
- Inspect this repo and confirm whether a Godot Web export already exists.
- If no export exists, tell me exactly how to export for Web from Godot. Do not package the Godot source project.
- If an export exists, test the exported folder from a local static server.
- Create a ZIP from the export contents so index.html, .js, .wasm, .pck, and generated assets are at the ZIP root.
- Exclude source project folders, .godot caches, .env files, secrets, editor files, and unrelated files.
- If I ask for SDK integration, use the Buncha Games Godot addon ZIP and keep SDK calls fail-soft.
Return the export folder, ZIP path, top-level ZIP tree, local smoke result, and any blockers.