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Publish Your Claude Code Game on Rosebud (Off Localhost, Onto a Playable Link)

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.html plus 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:

  1. Open Rosebud and create a new project. Add a code file.
  2. Paste your Claude Code game logic into that file — your loop, your entities, your render code.
  3. 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.”
  4. 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.
  5. 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:

  1. 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.
  2. 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.

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