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Ask Claude, Codex, Cursor, ChatGPT, or Gemini for a browser game that runs from static files. A single HTML file is the simplest artifact.
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AI HTML5 game hosting · Updated September 29, 2026
Built a small game with Claude, Codex, Cursor, ChatGPT, or Gemini? Upload the HTML or static ZIP and get a browser link you can open on desktop or phone. HTMLShare is the playable preview. It is not a game server and not a discovery platform.
Build with AI, export HTML or a static build, upload it, open the playable URL, then share that link.
Ask Claude, Codex, Cursor, ChatGPT, or Gemini for a browser game that runs from static files. A single HTML file is the simplest artifact.
Keep game.html, or the built folder with index.html. If the project uses Vite, run the build yourself and take dist. Do not upload src or package.json.
Upload the file in the browser, or publish it from Claude Code, Codex, or Cursor with HTMLShare Skill. Guest ZIPs stop at 3 MB. Signed-in projects stop at 20 MB.
The preview is an HTTPS link. Play it once in a fresh tab before you send it. Confirm the canvas, scripts, and images actually load.
Send the root URL, or the QR code from the result screen, to a friend, reviewer, or your own phone. This link is for playing the build, not for listing it in a game catalog.
The shortest path is one document. Upload game.html and the URL is the game. Guest HTML uploads are limited to 1 MB. A signed-in HTML file can be up to 5 MB.
game.html → upload → playable URL
A Phaser project that Vite builds is a static site after the build. Run the build on your machine, zip dist, and upload that archive. HTMLShare serves index.html and the files next to it. It does not compile TypeScript or install Phaser.
dist/ ├── index.html ├── assets/ ├── app.js └── app.css
Keep image and JSON atlases inside that folder. Leave node_modules, src, and .mp3 files out. If index.html is buried two folders deep, zip dist itself so the entry file is at the root or inside that single folder.
The hosting step is the same for each tool: publish the static files you already have. Claude Code, Codex, and Cursor can use HTMLShare Skill. ChatGPT and Gemini exports are a download plus an upload.
Claude
Claude Code Skill, or upload the HTML Claude saved
Recipients do not need a Claude account. A missing Artifact tool does not block a local HTML file.
Codex
HTMLShare Skill or CLI, or a downloaded static folder
This publishes the files Codex already wrote. It does not deploy a Codex Site.
Cursor
HTMLShare Skill, or upload the vibe-coded HTML/ZIP
Use it for a playable preview of a small browser game, then keep iterating in the editor.
ChatGPT
Download the HTML or static ZIP, then upload it
ChatGPT does not need to stay open. The preview URL is a normal browser link.
Gemini
Download the generated HTML and upload that file
Same file rules: self-contained HTML, or a static ZIP with index.html.
HTMLShare is not a hosted MCP server. The agent path is Skill, CLI, or the Skill API. Browser upload covers a file you already downloaded.
Publish first, then open the preview URL on the phone or scan the QR code on the result screen. A resized desktop window does not show touch behavior.
HTMLShare is for getting the build into a browser quickly. A game platform is for distribution and discovery.
Playable URL in this session
Upload the static build
Create a project and a public page
HTMLShare is the short path from files to a browser link.
Phone playtest
Same URL, plus a QR code
Depends on the platform
Open the preview on the device you will actually tap.
QA, client review, one-off demo
Fit
Often more setup than the review needs
The reviewer plays the build. They do not join a creator community.
Public discovery, comments, rankings
Not this product
Fit
A game platform is for distribution. HTMLShare is for the playable preview.
Multiplayer, accounts, leaderboards
Not this product
Needs a game backend
Static files cannot host matchmaking, a database, or a WebSocket server.
A playtest does not need a repository. If the static build already exists, upload it. There is no GitHub Pages setup, no CI workflow, and no Vercel project in this path.
HTMLShare publishes files the browser can open. A game that needs a server will show the client and then fail where it asks for multiplayer, accounts, or stored scores.
Canvas, inline CSS, and inline JavaScript in one document. Upload the file and play the URL.
A Vite dist folder of HTML, JS, CSS, PNG, and JSON. Zip that folder after you build it.
Puzzles, arcade prototypes, and interactive pages whose logic stays in the browser.
JavaScript scenes that do not depend on .glb, .gltf, .bin, or other rejected model files.
Preview links are noindex. That keeps a draft out of search results. It is not a password, and anyone with the URL can play the live build.
file:// and http://localhost only exist on your computer. Point scripts and assets at relative paths inside the upload, then open the preview URL.
Share local HTMLThe HTML loaded, and the image or JSON next to it did not. Zip index.html together with assets/, and keep the paths the build wrote.
Share HTML with assetsHTMLShare rejects .mp3, .ogg, and .wav. Browsers also refuse to autoplay sound before a tap or click. Start audio from a button, or keep the prototype silent.
A fixed pixel canvas ignores the phone width. Set a viewport meta tag and resize the canvas when the window changes. Confirm it on a device, not only a narrowed desktop window.
Preview on a phoneListen for pointer or touch events. A game that only handles mousemove will look frozen on a phone even when the canvas renders.
Search the build for localhost, 127.0.0.1, and file paths from your machine. HTMLShare serves the uploaded files. It does not forward those local addresses.
Put index.html at the ZIP root, or inside one folder such as dist/. A path like export/dist/index.html is too deep. Zip the build folder itself.
Preview index.html onlinesrc, package.json, and .tsx files are not a playable site. HTMLShare does not run npm install. Build first, then upload dist.
Preview a Vite projectAllowed uploads are HTML, CSS, JS, JSON, TXT, common images, and web fonts. .wasm, audio, and model binaries are rejected. A preview that fires an unusual number of external requests can also be stopped, so bundle the game files in the ZIP.
Guest uploads are 1 MB for one HTML file and 3 MB for a ZIP, and they expire after one hour. Signed-in projects allow 5 MB for one HTML file and 20 MB overall. Trim assets or split the prototype before you upload.
The preview is a public static page once someone has the link. Treat the uploaded JavaScript as visible source.
FAQ
Save the finished game as one HTML file, or as a static folder with index.html plus CSS, JavaScript, and image assets. Upload that file or ZIP to HTMLShare. Open the returned HTTPS URL and play it in the browser. HTMLShare does not install packages, run a build, or start a game server.
Upload the playable files. A single game.html can be uploaded directly. A multi-file game needs a ZIP with index.html at the archive root, or inside one enclosing folder such as dist/. HTMLShare returns a browser link for those static files.
Yes, when you already have the static build. Zip dist so index.html sits at the root or inside that one folder, then upload it. You do not need a repository, GitHub Pages, or a Vercel project for this preview. HTMLShare will not run npm install or the Vite build for you.
Yes. If Claude Code, Claude Design, or a Claude chat produced a self-contained HTML game or a static folder, publish that output with HTMLShare Skill or a browser upload. The recipient opens the URL and does not need a Claude account.
Codex can publish a finished static game through HTMLShare Skill or CLI, or you can download the files and upload them. The result is a playable preview link. It is not a Codex Sites deployment and not a multiplayer game server.
Yes, for a static ZIP. Guest uploads accept 3 MB. Signed-in projects accept 20 MB total, with one HTML file capped at 5 MB, and up to 200 files. index.html must be at the ZIP root or inside one enclosing folder. Source projects, .wasm bundles, and audio files are rejected.
Yes. Client-side JavaScript runs in the player’s browser. Canvas games, small Phaser games, and other browser scripts are a fit when every file uses an allowed type: HTML, CSS, JS, JSON, TXT, PNG, JPG, GIF, WebP, SVG, ICO, and common web fonts. HTMLShare does not execute a server process.
Yes. After publish, open the HTTPS URL on a phone or scan the QR code on the result screen. Check touch controls, canvas size, portrait and landscape, and button size on a real device. localhost on your computer is not reachable from that phone.
Yes, when the scene is JavaScript plus allowed images, fonts, and JSON, and the upload stays within the size limit. Separate model files such as .glb, .gltf, and .bin are not accepted. Put geometry in the script, or use a host that accepts those binary assets.
A typical Godot or Unity web export is not a fit. Those builds include .wasm and other binary packs HTMLShare rejects, and they often exceed the 20 MB project limit. Use this page for a small HTML, CSS, and JavaScript prototype, not an engine web export.
No. HTMLShare turns a small static build into a playable preview link for testing, QA, and sharing. It does not provide a creator profile, rankings, comments, leaderboards, matchmaking, or a public game catalog. Use a game platform when you want discovery.
Yes, on Pro and Max. Replace the existing project and the same preview URL stays in place. Free projects and Guest uploads cannot be replaced. Guest previews last one hour. Free links last 1 day, Pro links last 30 days, and Max links are kept permanently.
Upload the HTML or the static ZIP, stay inside the 20 MB project limit, and send a link people can play. Move to a game platform when you need discovery, accounts, or a server.