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PEERLESSDocs

Build for PEERLESS

What PEERLESS gives your browser game, and how much of it you choose to use.

What PEERLESS does for your game

PEERLESS is a curated store for games that run in the browser. Players open your store page and play right there: no download, no install. Free games start on their page; paid games open after purchase. Every release passes automated checks and a staff review before it goes live.

You keep your engine, your code and your other release channels. PEERLESS adds the parts that are hard to build alone:

  • Instant hosting for browser builds on an isolated origin per release.
  • Player identity that works for signed-in players and guests.
  • Social features: friends, parties, chat and invitations, in panels the player overlay already provides.
  • Multiplayer paths from small relay rooms to listen hosting and managed servers.
  • Progress: achievements, leaderboards and gameplay analytics.
  • A store page with media, reviews, community discussions, likes and a library.

Choose your integration level

Each level is optional and builds on the one before. Start with the smallest one that fits your game.

LevelWhat you addWhat you get
Upload onlyNothing. Upload your browser export.Hosting, store page, library, reviews, the player with volume and fullscreen controls.
SDK basicspeerless-sdk.js and Peerless.init()Player identity, gameplay analytics, social panels, the overlay events.
ProgressAchievement and leaderboard callsUnlocks, cumulative progress and score boards shown across PEERLESS.
MultiplayerRelay rooms, listen hosting or your backendParties that launch together, matchmaking, invitations.
Managed serversThe managed Node kitPEERLESS runs your compiled Node backend next to the browser client.

How a release moves

  1. Build your game for the web and test it from a local web server.
  2. Create a listing in Creator studio with artwork, a description and a price.
  3. Upload a build as a ZIP or import it from a public repository.
  4. Pass checks: virus scanning, an isolated browser load, network and CPU limits.
  5. Submit for review. Staff check the listing and the build, then approve or ask for changes.
  6. Publish. Players can find the game, play it and add it to their library.

New builds go through the same checks and review before they replace the live release, and you can roll back to an earlier release at any time.

Where to go next