You’ve been pair-programming a game with Claude Code in your terminal. It started as a prompt and turned into something that actually plays — a little physics toy, a roguelike, a 3D scene you’re weirdly proud of. There’s just one catch: it only runs when you type npm run dev, and it lives at http://localhost:5173. The instant you want to show someone, you realize a localhost link is worthless to anyone but you.
This guide walks through turning a Claude Code project into a real, public, playable link on Rosebud — so you can drop it in a chat, a tweet, or a portfolio and people just play.
Why your Claude Code game is stuck on localhost
Claude Code is excellent at scaffolding a game: it’ll write your index.html, set up a Vite or plain-JS project, wire up a game loop, and run a dev server so you can iterate. But a dev server binds to localhost — the loopback address that means “this machine only.” It’s built for development, not distribution. To share the game, the files need to live on an always-on server at a public URL. That’s hosting, and it’s a separate job from building.
What Claude Code usually hands you
Most Claude Code games fall into one of a few buckets, and the good news is they’re all web-native already:
- Vanilla HTML5 + Canvas / JavaScript. A single
index.htmlplus a few JS files. The most portable case. - Three.js for 3D scenes — which is exactly what Rosebud runs on.
- A bundled project (Vite/React/TypeScript) that compiles down to static HTML, JS, and assets.
Because it’s already web code, you don’t need to rebuild anything from scratch — you just need a home for it.
Path 1: Submit your project and get it hosted
The fastest way to a link: hand us the game. Fill out the form with your Claude Code project — the folder, a zip, or a repo — and we’ll get it hosted at a shareable, browser-playable URL. No vite build base-path debugging, no MIME-type errors, no “works locally, black screen in production” mystery. You send the code; you get a link.
Path 2: Bring it into Rosebud and let Rosie reformat it for Three.js
Want to keep iterating with AI instead of babysitting a deploy? Do it inside Rosebud:
- Open Rosebud and create a new project. Add a code file.
- Paste your Claude Code game logic into that file — your loop, your entities, your render code.
- Prompt Rosie to reformat it for Three.js. Something like: “Reformat this game to run on Three.js in the browser. Keep the mechanics identical, set up the scene, camera, and render loop, and wire input to the canvas.”
- Iterate by prompting. From here you tweak in plain English — add enemies, tune physics, swap art — just like you did in Claude Code, but in a place that publishes instantly.
- Hit publish. One click gives you a public playable link.
If your game is already Three.js, this is close to a copy-paste. If it’s 2D canvas or another renderer, Rosie translates the logic into a Three.js scene for you.
Common gotchas when moving a Claude Code game to the web
- Asset paths. Hard-coded absolute paths (
/assets/player.png) often break once hosted. Relative paths are safer — or let the form/host handle it. - Local-only dependencies. Anything reading from your filesystem or a local Node API won’t exist in the browser. Keep game logic client-side.
- Module imports under
file://. Don’t judge by double-clicking the HTML — it needs to be served, which hosting handles. - Secrets. If Claude Code stuck an API key in client code, rotate it before publishing — anything shipped to the browser is public.
Frequently asked questions
Will my Claude Code game work exactly the same once hosted?
If it’s standard web code, yes — hosting just serves the same files at a public URL. Porting to Three.js with Rosie keeps the mechanics while making it browser-native and one-click publishable.
Do I need to set up a build pipeline or deploy config?
No. Submitting through the form skips it entirely, and rebuilding in Rosebud means publishing is a single click.
My game is 2D, not 3D — does that matter?
No. Three.js handles 2D rendering well, and Rosie can set up an orthographic, sprite-style scene from your existing logic.
Is it free to try?
Yes — you can start building and publishing on Rosebud for free.
Get your Claude Code game off localhost
Two ways to go live, and you can do both:
- Fill out the form with your game. Send us your Claude Code project with this short form and we’ll host it at a real, shareable playable link — no localhost, no deploy config, no server to babysit.
- Try it yourself on Rosebud. Open Rosebud, create a code file, paste in your game, and ask Rosie to reformat it for Three.js. A few prompts later you’ll have a browser-native build you can publish with one click.
New to this? Start with the overview: How to put your vibe-coded game on the web.





