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Publish Your Cursor Game on Rosebud (From Localhost to a Live, Playable Link)

You opened Cursor to “just try something” and three hours later you have a working game. The AI editor wrote your components, set up the project, and spun up a dev server — and now it’s sitting at http://localhost:3000, visible to exactly one person on earth: you. To share it, you need to get it off localhost and onto a public, playable link.

Here’s how to take a game you built in Cursor and publish it to a real browser URL on Rosebud, without wrestling with deploy configs.

Why a Cursor game won’t run for anyone else

Cursor is a fantastic build environment — it scaffolds projects, runs your dev server, and lets you iterate fast with AI. But that dev server lives on localhost, the loopback address that only your machine can reach. Development and distribution are two different jobs. To let other people play, your game’s files have to be served from an always-on host at a public address.

What Cursor typically produces

Cursor games are almost always web-native, which makes them easy to move:

  • React / Next.js / TypeScript projects that build down to static HTML, JS, and assets.
  • Vite + vanilla JS or Three.js setups for lighter games and 3D scenes.
  • Plain HTML5 Canvas games — the most portable of all.

Whatever the stack, the code already speaks browser. You just need a home for it that doesn’t turn off when you close your laptop.

Path 1: Submit your project and we’ll host it

The quickest path to a link is to hand us the game. Fill out the form with your Cursor project — the folder, a zip, or a repo — and we’ll host it at a shareable, browser-playable URL. No fighting with next build output, base paths, environment variables, or the classic “perfect on localhost, blank in production” bug. Send the code, get a link.

Path 2: Bring it into Rosebud and let Rosie reformat it for Three.js

If you’d rather keep iterating with AI — the thing you liked about Cursor in the first place — do it on Rosebud, where publishing is built in:

  1. Open Rosebud and create a project. Add a code file.
  2. Paste your Cursor game logic — the loop, state, entities, and render code.
  3. Prompt Rosie to reformat it for Three.js: “Convert this to a Three.js game in the browser. Preserve the mechanics, set up scene, camera, and render loop, and bind input to the canvas.”
  4. Keep prompting to refine. Add levels, tune feel, swap assets — in plain English.
  5. Publish in one click to get your public playable link.

If your Cursor game already uses Three.js, this is nearly a paste-and-go. If it’s React-DOM or 2D canvas, Rosie reworks the rendering into a Three.js scene while keeping the gameplay.

Common gotchas moving a Cursor game to the web

  • Server-side code. Next.js API routes, server components, or anything Node-only won’t run in a static browser context. Keep gameplay client-side.
  • Environment variables. Values from .env don’t ship with the client unless explicitly exposed — and if they’re secrets, don’t expose them.
  • Heavy frameworks for a simple game. A full Next.js app can be overkill; porting the core loop to Three.js often yields a lighter, faster build.
  • Absolute asset paths. Switch to relative paths or let the host resolve them so images and audio don’t 404 in production.

Frequently asked questions

Can I publish a Next.js or React game from Cursor?

Yes. A static export can be hosted directly via the form, or you can port the gameplay into a browser-native Three.js build on Rosebud and publish with one click.

Do I need to configure deployment myself?

No. The form path skips deploy config entirely, and Rosebud publishes in a single click.

What if my game is 2D?

That’s fine — Three.js renders 2D well, and Rosie can set up a sprite/orthographic scene from your existing logic.

Is there a free way to try it?

Yes — you can build and publish on Rosebud for free.

Get your Cursor game off localhost

Two ways to go live, and you can do both:

  1. Fill out the form with your game. Send us your Cursor 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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