The single biggest barrier between a player and your game is the download. A browser port removes it entirely. Click a link, play immediately. We convert your native build to a production-quality web version that runs on any device with a browser.
No launcher, no installer, no store page visit. Players click, the game loads, and they're in, on desktop or mobile.
Native games are built for OS-level access, direct GPU calls and local file systems. Browsers are sandboxed, memory-constrained and built for documents. Every layer needs rethinking.
Unity, Unreal and Godot don't export to web cleanly. WASM compilation strips platform features, WebGL has shader compatibility limits, and missing APIs crash builds silently.
// Most common first-attempt failureNative games stream assets from disk in milliseconds. In a browser, the entire build downloads before the first frame. Unoptimised builds can be gigabytes. Players never wait that long.
// Causes zero-second retentionPointer lock, fullscreen, Gamepad API and keyboard capture all behave differently in browsers. Games that use raw input, OS-level hooks or hardware APIs break without a full input layer rewrite.
// Breaks controls silentlyWebGL has lower draw call limits, weaker shader support and strict memory ceilings compared to native rendering. Games built for desktop GPU budgets overshoot what browsers can sustain.
// Causes hitches & crashesThe same disciplined five steps every time. Fixed quotes, weekly builds, no surprises.
Share your build. We return feasibility, blockers, compressed size estimate and an indicative price.
No chargeDeep codebase review. Fixed price with milestones, no hourly billing.
WASM compile, asset compression, shader port, input layer, built in milestone sprints.
Cross-browser QA on Chrome, Firefox, Safari and Edge. Load time and memory benchmarks across hardware tiers.
Hosted delivery, CDN configuration, Steam Next Fest embed setup and post-launch fixes.
Same game. Different runtime. Every layer that changes.
Trailers show a game. A browser demo lets players feel it. For Steam Next Fest, press coverage, influencer outreach and store page conversion, nothing converts better than actually playing.
A link is the demo. Journalists, influencers and wishlisting players can be in your game within ten seconds of clicking. No Steam client, no launcher, no install screen.
Our web builds pass Steam Next Fest requirements out of the box. We handle the embed setup, load time targets and browser compatibility review, so your demo is live when the festival opens.
We test across Chrome, Firefox, Safari and Edge on both desktop and mobile. If a player can open a browser, they can play. No hardware requirements, no OS gating.
The web build can be embedded directly on your own site, in a press kit, or in a media article. Players don't leave the page to try the game; the game comes to them.
"We added the web demo to our Steam Next Fest page and our wishlists tripled in the first two days. Players who tried the demo converted at three times the rate of players who only watched the trailer."
// Sample feedback · Steam developer · Puzzle game web demoUnity and Godot have built-in WebGL export, and we handle everything that goes wrong with it. Unreal's web support is more constrained but possible for specific project configurations. Custom engines are assessed individually. The free audit tells you which path applies to your build before we commit to anything.
Yes, if the game's input model allows it. Games with touch-compatible controls (tap, swipe, simple buttons) can run on mobile browsers with additional input work. Games that require keyboard or a physical gamepad will be marked desktop-only. We'll tell you which applies during the assessment, and give you options for either scope.
Browser saves use IndexedDB, persistent local storage that survives tab closes and browser restarts. For demos, this is usually sufficient. If you need cross-device save sync, we can wire in your existing cloud save backend or integrate a lightweight web-native solution. We scope this during the audit.
Yes, the web build is delivered as a self-contained package you can host on your own CDN or embed via iframe on any page. We handle CDN configuration and embed setup as part of the deploy step. You own the build and can distribute it wherever you want.
Yes, Steam Next Fest web demos are one of our most common requests. We build to Valve's technical requirements, hit the load time targets that keep players from bouncing, and handle the embed setup. If you have a Next Fest deadline, tell us during the assessment and we'll scope a timeline around it.
For demos, we target under 200MB compressed, achievable for most indie games with proper asset stripping and texture compression. Full game ports can be larger, but we scope aggressive asset optimisation as part of the project. The free assessment gives you a realistic compressed size estimate based on your build.
Share your build. Within 5 working days you'll get a free, honest assessment covering feasibility, compressed size estimate, timeline and a fixed quote.
No calls required unless you want one · NDA on day one · hello@portlift.games