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AI HTML5 game hosting · Updated September 29, 2026

Turn Your AI-Generated Browser Game Into a Playable Link

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.

How to host an AI-generated browser game

Build with AI, export HTML or a static build, upload it, open the playable URL, then share that link.

01

Build with the AI tool

Ask Claude, Codex, Cursor, ChatGPT, or Gemini for a browser game that runs from static files. A single HTML file is the simplest artifact.

02

Export the playable build

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.

03

Upload the HTML or ZIP

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.

04

Open the playable URL

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.

05

Share it for a playtest

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.

Publish a single-file HTML game

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.

  • HTML Canvas with inline CSS and JavaScript
  • A small Phaser game bundled into one file
  • A puzzle or arcade toy with no separate asset folder
  • An educational game or calculator-style hybrid
game.html
→ upload
→ playable URL

Host a Phaser game online

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.

Share games made with Claude, Codex, Cursor, ChatGPT, or Gemini

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.

Test the game on a real phone

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.

  • Touch controls. Mouse-only listeners do not fire on a phone.
  • Viewport scaling. A canvas sized for a desktop window can overflow a phone.
  • Portrait and landscape. Rotate the device and see whether the canvas resizes.
  • Button size. Play, restart, and pause targets need a real thumb, not a cursor.
  • Audio. Browsers block autoplay until a gesture, and HTMLShare does not accept .mp3, .ogg, or .wav uploads.
  • Performance. A busy canvas can stutter on a phone even when the laptop version feels fine.

Vibe-coded game preview and a game publishing platform

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.

AI game hosting without GitHub

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.

  • No repository is required to publish the static game.
  • No GitHub, Vercel, or Netlify project is required for the playable link.
  • Reviewers get a URL instead of a ZIP attachment.
  • The AI tool stays the builder. HTMLShare only hosts the files you upload.

What this preview can run

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.

Single-file HTML games

Canvas, inline CSS, and inline JavaScript in one document. Upload the file and play the URL.

Small Phaser builds

A Vite dist folder of HTML, JS, CSS, PNG, and JSON. Zip that folder after you build it.

Canvas and browser toys

Puzzles, arcade prototypes, and interactive pages whose logic stays in the browser.

Light Three.js scenes

JavaScript scenes that do not depend on .glb, .gltf, .bin, or other rejected model files.

Use another host for these

  • Multiplayer backends, matchmaking, and WebSocket servers
  • Accounts, databases, and admin APIs
  • Godot or Unity web exports that ship .wasm or engine data packs
  • Separate audio files such as .mp3, .ogg, and .wav
  • 3D model files such as .glb, .gltf, and .bin
  • Builds larger than 20 MB, or more than 200 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.

Common problems

It works locally and breaks online

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 HTML

Phaser assets return 404

The 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 assets

Audio never starts

HTMLShare 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.

The canvas is tiny on a phone

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 phone

Touch controls do nothing

Listen for pointer or touch events. A game that only handles mousemove will look frozen on a phone even when the canvas renders.

The game still calls localhost

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.

The ZIP has no index.html

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 online

You uploaded the Vite source

src, package.json, and .tsx files are not a playable site. HTMLShare does not run npm install. Build first, then upload dist.

Preview a Vite project

A CDN or binary asset is missing

Allowed 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.

The upload is over the size limit

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.

Security checklist for an AI-generated game

The preview is a public static page once someone has the link. Treat the uploaded JavaScript as visible source.

  • Do not put API keys in client-side JavaScript.
  • Do not put private service secrets in the static bundle.
  • Check which hosts the game calls before you share the URL.
  • Do not point a public game at an admin endpoint.
  • Move the project to a real server platform if it needs accounts, stored state, or multiplayer.

FAQ

Common questions

How do I host an AI-generated HTML game?

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.

How do I turn an HTML5 game into a URL?

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.

Can I host a Phaser game without GitHub?

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.

Can I share a Claude-generated game?

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.

Can Codex publish an HTML game?

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.

Can I upload a ZIP game?

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.

Can HTMLShare run JavaScript games?

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.

Can I test the game on my phone?

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.

Can I host a Three.js game?

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.

Can I host a Godot or Unity Web export?

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.

Is HTMLShare a game distribution platform?

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.

Can I update a game without changing the URL?

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.

Have a small browser game ready?

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.