An HTML5 game is the most portable thing in game development: an index.html, some JavaScript, a <canvas>, and your assets. No engine, no install, runs anywhere there’s a browser. And yet — right now yours runs on http://localhost, or worse, it only half-works when you double-click the file. Let’s fix that and get it to a real, public, playable link on Rosebud.
Why “it’s just HTML” still doesn’t share easily
HTML5 games feel like they should work by double-clicking, but modern browsers sandbox the file:// protocol: ES module imports, fetch() for JSON/levels, and some audio/image loads get blocked when there’s no server. That’s why developers run a local server during testing — and a local server is, again, localhost: visible only to you. To share the game, the same files need to live on an always-on public host.
What you’ve got
index.html— the entry point.- JavaScript — your game loop and logic (vanilla, or a small library).
- Assets — images, audio, maybe a JSON level file.
That’s a complete static site already. It just needs a home.
Path 1: Submit your game and get it hosted
The simplest route: hand us the files. Fill out the form with your HTML5 game — the folder, a zip, or a repo — and we’ll host it at a shareable, browser-playable link. No web server to run, no MIME-type fiddling, no “works when I serve it locally but not when I upload it” path issues. Send the files; get a link.
Path 2: Bring it into Rosebud and let Rosie reformat it for Three.js
Vanilla HTML5 is the cleanest possible input for an AI port. Bring it into Rosebud and turn it into a browser-native Three.js build you can publish instantly and keep iterating on by prompting:
- Open Rosebud, create a project, and add a code file.
- Paste your HTML5 game logic — the loop, your entities, your canvas draw calls.
- Prompt Rosie to reformat it for Three.js: “Reformat this Canvas/HTML5 game to run on Three.js. Keep the mechanics identical, recreate the 2D rendering with an orthographic camera and sprites, and set up the render loop and input.”
- Iterate in plain English — add juice, levels, or even a third dimension — then publish in one click.
Because your game is already lightweight web code, this is often the smoothest port of all.
Common gotchas moving an HTML5 game to the web
- Don’t judge it by
file://. If it breaks on double-click but works on a local server, that’s expected — hosting serves it properly. - Relative asset paths. Use
./assets/...rather than absolute paths so things resolve wherever it’s hosted. - Audio gestures. Browsers block sound until the player interacts — start audio on a click/tap.
- Mobile viewport. Add a responsive
<meta viewport>and scale the canvas so it plays on phones.
Frequently asked questions
Can I host a plain HTML5/Canvas game for free?
Yes — submit it through the form and we’ll host it, or publish it from Rosebud for free after a quick Three.js port.
Why does my game break when I open the HTML directly?
The file:// protocol blocks module imports and fetches. Served over HTTP — which hosting does — it works.
Do I have to convert it to Three.js?
No. You can host the HTML5 game as-is via the form. Porting to Three.js is optional — it just makes it one-click publishable and AI-iterable on Rosebud.
Is it really free to try?
Yes — you can build and publish on Rosebud for free.
Get your HTML5 game to a playable link
Two ways to go live, and you can do both:
- Fill out the form with your game. Send us your HTML5 game 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.





