Free port assessment
Native gameThe browser

Your game,
instant in any browser.WebGL · HTML5 · No install · Steam Next Fest · Embeddable anywhere

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.

0Downloads required
5 daysFree assessment turnaround
FixedQuote after audit, no surprises
Instant playability

A link is the demo.

No launcher, no installer, no store page visit. Players click, the game loads, and they're in, on desktop or mobile.

WebGL & HTML5 export
Zero download barrier
Steam Next Fest ready
Embeddable on any site
Desktop + mobile browsers
// What goes wrong

What breaks when you try to run a native game in a browser.

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.

🔌

Engine → WebGL

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 failure
📦

Asset size

Native 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 retention
🎮

Input & browser APIs

Pointer 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 silently

WebGL performance

WebGL 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 & crashes
// How a web port ships

From your native build
to a shareable link.

The same disciplined five steps every time. Fixed quotes, weekly builds, no surprises.

01
Free · 5 working days

Free port assessment

Share your build. We return feasibility, blockers, compressed size estimate and an indicative price.

No charge
02
3–5 days

Technical audit & fixed quote

Deep codebase review. Fixed price with milestones, no hourly billing.

03
2–6 weeks

Web build & optimisation

WASM compile, asset compression, shader port, input layer, built in milestone sprints.

04
1 week

QA & load testing

Cross-browser QA on Chrome, Firefox, Safari and Edge. Load time and memory benchmarks across hardware tiers.

05
30 days post-launch

Deploy & support

Hosted delivery, CDN configuration, Steam Next Fest embed setup and post-launch fixes.

// What we actually change

Native build vs.
Web build.

Same game. Different runtime. Every layer that changes.

Native build
OS-level input
Raw keyboard & mouse hooks, OS gamepad APIs, pointer capture, clipboard access
Local asset streaming
Textures, audio and data loaded from disk at runtime, any file size
Native rendering
Direct GPU access, full shader model, compute shaders, no draw call ceiling
File system & saves
Save files written to disk, config files, OS-level persistence
Platform distribution
Installer, executable, store page. Player must download before playing
Web build
Browser input APIs
Web Gamepad API, Pointer Lock, Fullscreen API, keyboard capture, correctly handled per browser
Compressed streaming assets
Texture atlases, audio compression, progressive loading, tuned for fast first-frame delivery
Optimised WebGL
Compatible shaders, reduced draw calls, WASM runtime, stays within browser memory limits
IndexedDB saves
Browser-native persistence, URL-based session sharing, cross-device via cloud sync
A link
Share a URL, embed on any site, Steam Next Fest widget. Player clicks, game starts
// Why it's worth it

A playable demo is
your best marketing asset.

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.

0Downloads required to play

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.

Next FestSteam integration ready

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.

Any deviceDesktop & mobile browsers

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.

EmbedOn your site, in your press kit

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 demo
// Common questions

Answered before
you have to ask.

Which engines can you export to web?

Unity 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.

Will it work on mobile browsers?

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.

How do you handle game saves in the browser?

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.

Can I embed the game on my own website?

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.

Is this suitable for Steam Next Fest?

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.

How large can the game be?

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.

DOWNLOADportlift.games/play/demoPLAYING NOW
// Free port assessment

Ready to put your
game in every browser?

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

5-day turnaroundEngineer repliesNDA availableFixed quoteNo obligation